## Fire Damage  If a creature starts its turn in, or ends its turn in, or move through a square with fire then that creature takes 1d10 fire damage. ## Fall Damage A creature takes 1d6 bludgeoning damage for falling 3 meters / 1 story / 10ft. ## Drinking Potions  Drinking [potions](https://www.dndbeyond.com/sources/dnd/br-2024/magic-items#Potions) is a bonus action. This is in fact not a house rule but an official rule of D&D 2025. ## Weapons  Picking up weapons or swapping weapons is a bonus action. ## Wild Shape  Druid [wild shape](https://www.dndbeyond.com/sources/dnd/basic-rules-2014/classes#WildShape) is a bonus action. ## Research  To research, the character must have uninterrupted access for a duration of time (5 - spell modifier hours) to research material which would contain the information they are looking for. For each time slot expended in this way a player may ask the DM one question and then roll an investigation check to see to what extend they find the information. The player will not find false information, but lower rolls will result in more vague answers from the DM. ## Sending The sending spell does not function as described by the rules. instead the caster writes their message on paper which is then magically transformed into a bird. the bird flys directly to the intended recipient. In this way sending is subject to the speed that a bird can fly and the distance that needs to be traversed in order to deliver the message. The lore is described here: [[Sending Spells]]. ## Sticking To The Story when a character is trying to maintain a false story, they may commit that story before any long rest. If they do they earn a stick-to-the story point. At any time after that, if asked to make a deception check relating to that story specifically, if the character fails they may spend their stick-to-the-story point to turn the fail into a success. A character may only ever have one their stick-to-the-story point at a time. *Example:* *[[Hoodwink]] decides that she wants to hide the fact that she is from the south. She tells the DM that she is going to commit the story that she was born in the north before along rest. in so doing she earns a stick-to-the-story point for that particular lie. The next day she in interrogated by [[Brynn]]. She says that she was born in the north but [[Brynn]] is not buying it. The DM asks her to roll a deception check with a DC of 17. She rolls and scores an 11. This would normally result in [[Brynn]] calling her out and most likely killing her, but that would be bad story telling, so instead [[Hoodwink]] choses to expend her stick-to-the-story point and turn the fail into a success. [[Brynn]] is satisfied and moves on to other matters.* This can be done when assisting other characters as well, as long as the story is the same. *Example:* *[[Ra-Zekou]] commits to the same story as [[Hoodwink]] before their long rest. This way both [[Ra-Zekou]] and [[Hoodwink]] earn stick-to-the-story points [[Hoodwink]] uses hers convincing [[Brynn]], but then she is challenged later in the day by [[Anslem]]. Since [[Ra-Zekou]] is with her, he expends his point to help her convince [[Anslem]] of the same thing.* This rule is specifically to support campaigns and one shots where infiltration is a strategic part of the game, and avoids a simple failed role from ruining the narrative. ## Detecting Good and Evil [[Religions and Gods]] in [[All Nimria]] are not as one dimensional as 'good or evil' . To this end, when detecting good or evil, the caster of the spell will gain knowledge of where the object of investigation lies of 4 dimensions: vitality-decay, dominion-humility, mysticism-pragmatism, and communal-singular. ## Large Scale Combat For large scale combat, each army has a number of units. Each round of combat a dice is rolled to determine the number of units that one army destroys of the other. The number of dice rolled are based on the scale of the warfare. - Clash (up to 50 units a side) 1d4 - Engagement (up to 200 units a side) 1d10 - Battle (up to 500 units a side) 3d6 - War Stage (up to 1000 units a side) 1d20 To this roll a modifier is added which is calculated based on the given number of units in the attacking army. The modifier is equal to the attacking army’s size divided by 10, rounded down.