Homebrew Rules in Dascapus | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Homebrew Rules

Currently Implemented House Rules

 
  • A roll of 20 on a skill check or saving throw gives you double your modifier (for example, if your Performance is +3 and you roll a 20, the total is 26). For negative modifiers, the modifier is halved, rounded up (so -3 becomes -1, -1 becomes 0, etc).
  • Inspiration is a stackable resource, up to a maximum of 5.
  • Each session, players roll off (or volunteer) to do a recap. If the player gives a good recap, they gain an Inspiration point.
  • Drinking a healing potion (of any rarity) is a bonus action.
  • Failed Death Saves are only removed on a long rest
 

Potential House Rules

  Here we will detail homebrew rules we are considering, and will hopefully use for Campaign 3.  

Pre Campaign

 
  • Trade rumours of our characters randomly with each other. These rumours vary in truth.
 

Mechanics

  • Expanded exhaustion (-1 to all d20 rolls per level up to -10, which is death)
  • Longer short and long rests (short rest overnight, long rest 3 days downtime)
  • Spell slot exhaustion (1 point per 2 spells levels, can use when no spell slots left, minimum 1 exhaustion point gained)
  • Spell point pool instead of spell slots
  • Spell slot exhaustion. Cast a spell you don't have a slot for but take half rounded down exhaustion points as a result.
  • Spell casters get a pool of spell points. Spells cost a certain number of points rather than spell slots.
  • Baldurs gate 3 bonus actions: Dip, Jump, Shove
  • taking initiative: whoever makes the first action to trigger iniative goes first in iniative and everyone else rolls normally - max die on a crit + rolling additional damage- inspiration given at the end of the session + voted for by all players+dm for best moment- Monks can use ki points to open doors-one complete reroll of stats - use a bonus action to 'defend' against opportunity attacks, imposing disadvantage.- the dodge action also works for opportunity attacks- disengage is a bonus action.- retreat action skill check - review one dnd martial buffs-bg3 martial actions
  • Stances for martials: You enter a stance as a bonus action and it lasted until you entered a new one. A list nor ordered or balanced:     * Stance of Alacrity: Gain one extra reaction per round     * Shifting Defense: Every time an attack misses you, move 5 feet for free without taking opportunity attacks     * Supreme Blade Parry: Take 5 less bludgeoning, slashing or piercing damage from attacks.     * Rising Phoenix: Supernatural monk kind of stance, hover on column of superheated air that damages foes under you.     * Ghostly Defense: If you have concealment and an attack misses you, choose a new target for it.     * Crushing Weight of the Mountain: Enemies you grapple take 2d6+2x str mod damage.     * Martial Spirit: Every time you hit an enemy with an attack, you or a nearby ally gain 2 hit points.     * Iron Guard's Glare: Adjacent foes have -4 on attack rolls against targets other than you.     * Pearl of Black Doubt: Every time a foe misses you, gain +2ac until the start of your next turn.     * Hearing the Air: You gain blindense out to 30' and +5 on listen checks.     * Roots of the Mountain: You gain +10 against attempts to knock you prone, move you or grapple you, but the stance ends if you move more than 5'.     * Dancing Blade Form: Increase your reach by 5'.     * Tactics of the Wolf: You and allies gain damage bonus against foes you surround.

Comments

Please Login in order to comment!