Children of Cyre - Rulings and House Rules
Contents
Optional Rules & Houserules
New Feat: Dragonmark
You have a magical mark that indicates you are a member of one of the dragonmarked houses. Select one of the options from the Dragonmarks table, you must belong to the race listed. You gain the ability to innately cast spells and cantrips, as summarized in the Dragonmark Benefits table, using the spellcasting ability listed under the Ability column. You cast each spell at its lowest level. You may cast a cantrip granted by this ability at-will. Other spells, once cast this way, require you to complete a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
- When you first take this feat, you gain the least dragonmark. You learn the spells listed under the Least column as well as the Cantrip column.
- At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You also learn the spell listed under the Lesser column.
- At 9th level and higher, your mark’s power increases again, becoming a greater dragonmark. You also learn the spell listed under the Greater column.
SPECIAL: A 1st-level character may reduce their starting point buy pool from 27 to 22 points to begin play with this feat. SPECIAL: Alternatively, you may select the Magic Initiate feat to represent an aberrant dragonmark.
| Mark | House | Race | Ability | Cantrip | Least | Lesser | Greater |
| Detection | Medani | Half-elf | Wisdom | Mage hand | Detect magic | Detect Thoughts | Clairvoyance |
| Finding | Tharashk | Half-orc, human | Wisdom | Mage hand | Identify | Locate object | Clairvoyance |
| Handling | Vadalis | Human | Wisdom | Druidcraft | Speak with animals | Beast sense | Conjure animals |
| Healing | Jorasco | Halfling | Wisdom | Spare the dying | Cure wounds | Lesser Restoration | Revivify |
| Hospitality | Ghallanda | Halfling | Charisma | Friends | Unseen servant | Rope Trick | Leomund's Tiny Hut |
| Making | Cannith | Human | Intelligence | Mending | Identify | Magic weapon | Fabricate |
| Passage | Orien | Human | Intelligence | Light | Expeditious retreat | Misty step | Teleportation circle |
| Scribing | Sivis | Gnome | Intelligence | Message | Comprehend languages | Sending | Tongues |
| Sentinel | Deneith | Human | Wisdom | Blade ward | Compelled duel | Blur | Protection from energy |
| Shadow | Phiarlan, Thuranni | Elf | Charisma | Dancing lights | Disguise self | Darkness | Nondetection |
| Storm | Lyrander | Half-elf | Intelligence | Shocking grasp | Fog cloud | Gust of wind | Sleet storm |
| Warding | Kundarak | Dwarf | Intelligence | Resistance | Alarm | Arcane lock | Magic circle |
Resurrection Magic
The spells Raise Dead, Resurrection, True Resurrection, and other methods of raising the dead do not exist in Eberron. The sole exception is the spell Revivify, which functions as normal. While their are legends and stories of men women brought back to life, rescued from Dolurrh, there has never been a case of recorded history.
Alignment
Alignment restrictions for clerics are relaxed. As are monster's natural alignment tendencies.
Delay Initiative
By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.
You never get back the time you spend waiting to see what’s going to happen. You can’t, however, interrupt anyone else’s action (as you can with a readied action).
Your initiative result becomes the count on which you took the delayed action. If you come to your next action and have not yet performed an action, you don’t get to take a delayed action (though you can delay again).
If you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.
Foe Appraisal
It is possible for a character to get a handle on any other creature's challenge rating, merely by observing them. Pictures are not sufficient to get an accurate reading. The categories are:
| Category | Challenge Rating |
| Weak | < 1 |
| Strong | 1 - 4 |
| Mighty | 5 - 10 |
| Paragon | 11 - 15 |
| Epic | 16 - 20 |
| Legendary | > 20 |
Death Saving Throws
Rolling a 1 on a death saving throw incurs the normal penalty of one failure, not two.
Official Optional Rules
| Rule | Description | Reference |
| Potion Miscibility | A chance when combining potions that they could have unexpected effects. | DMG. 140 |
| Scroll Mishap | A chance of mishap occurs when reading a spell from a scroll. | DMG. 140 |
| Diagonals | Diagonals are counted as 7.5 feet of movement (15 feet for every 2 diagonals) | DMG. 252 |
| Fear and Horror | When confronted with overwhelming threats, or cosmic horror, the characters may become frightened, or mad. | DMG. 266 |
| Action Options | Climbing onto a bigger creature, disarming, overrunning, shoving aside, and tumbling. (No marking) | DMG. 271 |
| Healing Surges | Second-wind type healing ability for all classes. No hit dice recovery during short rest. | DMG. 266 |
| Variant Human | Humans who start with a feat and an extra skill proficiency. | PHB. 31 |
| Multiclassing | Characters may have levels in multiple classes. | PHB. 163 |
| Feats | Special traits that characters can choose from when they level up. | PHB. 165 |
Downtime & Living Expenses
Between adventures, the characters will have periods of downtime. During this downtime, there will be a number of activities for your characters to pursue. In addition, at the end of each period of downtime, you will be required to pay for your character's lifestyle expenses for the period. For ease of play, we'll only track lifestyle expenses for periods of downtime. While adventuring your characters will be assumed to be maintaining the same lifestyle as during your most recent period of downtime.
Popular Downtime Activities: Carousing, crafting, practising a profession, recuperating, researching, training, gaining renown, performing a sacred rite, building a stronghold, running a business, selling magic items, sowing rumors
| Lifestyle | Price/Day |
| Wretched | Free |
| Squalid | 1 sp |
| Poor | 2 sp |
| Modest | 1 gp |
| Comfortable | 2 gp |
| Wealthy | 4 gp |
| Aristocratic | 10 gp minimum |
Rulings
Sentinel
When a creature's move is reduced to 0, this prevents them from leaving the square they started in. This is because an opportunity attack interrupts the provoking action.
The attack which is granted when a creature marks an attack against someone other than is, is performed after the triggering attack is complete. This is because reactions are generally taken AFTER the triggering action (opportunity attacks are an exception).
Fast Hands
The bonus action from the fast hands class feature may be use to activate magic items (including administering healing potions).
Shatter
Warforged do not have disadvantage on their saving throw against Shatter.
Travel
While travelling, the party can choose a pace (fast/medium/slow).
| Pace | Hour | Day | Effect |
| Fast | 4 miles | 30 miles | -5 penalty to Wisdom (Perception) checks |
| Normal | 3 miles | 24 miles | |
| Slow | 2 miles | 18 Miles | Able to use stealth |
If the party is travelling at a slow pace, they may choose to stealth. If so, independent of any other travel activities, the party can make a group stealth check.
In addition to a possible group stealth check (see above), the characters can each choose a specific activity while travelling:
- Watching for danger - front or back rank
- Tracking
- Navigating
- Making a map
- Foraging for food
Learning New Spells
Spells of up to third level may be purchased.
| Level | Cost | Location |
| 1 | 50 gold | Cities (6,000+ People) |
| 2 | 200 gold | Cities (6,000+ People) |
| 3 | 500 gold | Metropolis' Only (25,000+ People) |
Spells beyond third level can be learned through the research downtime activity as per the following table:
| Spell Level | Days to Research | Research Cost |
| 1 | 10 | 10 gold |
| 2 | 20 | 20 gold |
| 3 | 30 | 30 gold |
| 4 | 60 | 60 gold |
| 5 | 75 | 75 gold |
| 6 | 90 | 90 gold |
| 7 | 105 | 105 gold |
| 8 | 160 | 160 gold |
| 9 | 180 | 180 gold |