House Rules

In some cases the rules used in Osidria differ from those contained in the Players Handbook. I have documented these differences below.

Paragon Monsters
While climactic fights against a single opponent are a staple of D&D, and the fantasy genre as a whole, the rules can make them difficult to implement. The difference in action economy means that a solo monster is fairly static in the grand scheme of things, and also that the solo monster must have an extremely high instantaneous damage output.

In order to mitigate this, I have borrowed the Angry GM's paragon monster system. Paragon monsters are, in effect, a single monster with multiple pools of hit points and multiple turns corresponding to those pools.

Basic Paragon Monster Rules
Paragon monsters have multiple pools of hit points. With the exception of splitting and combining monsters, damage will not be applied to the second pool of hit points until the first pool of hit points is completely exhausted. Paragon monsters may change forms when a pool is reduced to 0. Different forms typically have different abilities or actions available to them.

Depending on the monster, the number of turns it can take in combat may increase or decrease depending on how many pools of hit points are reduced to 0.

Resurrection
Death tends to be harder to magic your way out of in Osidria. In order to revive someone that has been dead for more than a few hours one would usually need the backing of a god, or in the case of weaker gods or significant celestial opposition, multiple gods. Sometimes this might be easy to obtain, though a god will usually expect some recompense. At other times, gods will make exorbitant demands in exchange for resurrection.

Death Saves
In order to prevent players from abusing healing spells on characters making death saves, a character takes one level of exhaustion every time that they drop to zero hit points. Levels of exhaustion are restored by a long rest, or a short rest for barbarians.