Variant Game Rules
Potions and bonus actions
- Potions of Healing take one bonus action to use (which is itself a homebrew rule). However, more exotic potions might cost a full action. For example, a Potion of Enlarge/Reduce or Alter Self causes a physical transformation; which consumes additional time on your turn.
- This must be cast at a spell slot level equal to or greater than the spell slot used to cast the curse. Sorry. The idea that any fifth level cleric can undo magic cast by a lich or a demigod is absurd.
Rule of Cool
- I’m usually willing to bend the rules if what you’re trying to do is clever, fun, or it helps me out narratively for you to succeed (this is the big one). Sometimes a cantrip will be extra potent or you might have an unusually productive bonus action. These events are irregularities, not precedents; so managing to skirt the rules today does not mean it will work next time.
- You are blessed with a DM who likes to make items, and cursed with a DM who loves to get high. So sometimes I create items that contradict other rules that are established elsewhere. In most cases the rules for the item in question will override the general rule. But in cases where the spirit of the rule is clear but my word choice unintentionally contradicts it; (ie – I used the word choice “you rapidly generate ki” to flavor an item, but specified elsewhere that it costs one ki point) the general rule would override my custom rules.