Homebrew Rules

These are all of the homebrew rules that will be used in campaigns set in the world of Deabros. These rules are subject to change/be updated as needed. If a homebrew rule gets changed, added, or removed mid-campaign all players and Co-DMs must agree to the new rule before it is implemented.  

Using Spells

  • A player can use as many spells per turn as they want as long as they have the Spell Slots and Action economy required for the spell.
    • Example: You decide to cast Fireball at level 3 as your Action, then Misty Step at level 2 as a Bonus Action. During an enemy’s turn you then cast Silvery Barbs as a Reaction.

Unarmed Strike

  • An Unarmed Strike is a melee attack that involves you using your body to damage, grapple, or shove a target within your Reach.
  • Your bonus to hit with an Unarmed Strike equals your Strength modifier plus your Proficiency Bonus. On a hit, your Unarmed Strike causes one of the following effects of your choice.
    • Damage. The target takes Bludgeoning Damage equal to 1 + your Strength modifier.
    • Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled Condition. The DC for the saving throw and any escape attempts equals 8 + your Strength modifier + your Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.
      • Note: The grappler does not gain Advantage against, nor does any other attacker targeting, the Grappled target. In order to gain Advantage, the grappler needs to also force the Grappled target to be Prone (which can be accomplished with a Shove attack action).
      • Note: The grappler does not gain the Grappled condition.
    • Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push the target 5 feet away or cause it to have the Prone condition. The DC for the saving throw equal 8 + your Strength modifier + your Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.

Condition: GRAPPLED

  • While you are Grappled, you experience the following effects.
    • Speed 0. Your speed is 0 and can't change.
    • Attacked Affected. You have Disadvantage on attack rolls against any target other than the grappler.
    • Movable. The grappler can drag or carry you when it Moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than the grappler.
    • Note: The grappler will only suffer the Slowed Condition if they choose to move or drag the Grappled target during that turn. Once they do drag or move, they will be Slowed until the beginning of their next turn.
  • Escape. While Grappled, you can use your action to make a Dexterity (Acrobatics) or Strength (Athletics) check against the grapple's escape DC, ending the condition on yourself on a success. The Condition also ends if the grappler is Incapacitated or if the distance between you and the grappler exceeds the grapple's range.

Exhaustion System

  • In the Deabros campaigns, we will be using the Exhaustion System Introduced in One D&D. This system gives the players a -1 penalty per Exhaustion Level on all d20 tests (Ability Checks, Attack Rolls, Saving Throws, Death Saving Throws). Once a player hits 10 Levels of Exhaustion they die.
    • Example: Your character is currently suffering from 3 Levels of Exhaustion when the DM asks for a Wisdom Saving Throw. You roll a 17 on the die. This is normally a flat roll for you but now because of exhaustion it is now a -3. Your actual save is a 14.

Rage

  • You can imbue yourself with a primal power that is called your Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action, provided you aren't wearing Heavy Armor.
  • While active, your Rage as the following effects:
    • Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
    • Rage Damage. When you make an attack with a weapon using Strength or an Unarmed Strike and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian table.
    • Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
    • No Concentration or Spells. You can't maintain Concentration, and you can't cast spells.
  • The Rage lasts until the end of your next turn, and it ends early if you don Heavy Armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one or more of the following:
    • Make an attack roll against an enemy.
    • Force an enemy to make a saving throw.
    • Take a Bonus Action to extend your Rage.
  • Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
  • You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Mortal Wounds

  • Each time a character becomes Unconscious (falls to 0 Hit Points), the character gains 1 Level of Exhaustion. If the character exceeds 10 Levels of Exhaustion, it dies.
    • Example: Your character goes down and hits 0 hit points. Another character casts healing word on you and brings you back to 2 hit points. Your character gains one Level of Exhaustion for going down, bringing you to 1. On the next turn, your character goes down again, and then passes 3 death saving throws. Your character becomes stable and gains another Level of Exhaustion bringing you to 2.

Prepared Spells

  • In these campaigns we will be using the rule in One D&D that any class can change out their spells during a Long Rest as long as the new spells are on their class spell list.

Potions

  • A player can choose if they want to use a potion as an Action or a Bonus Action. If used as an action, the player gains the max health from the potion. If used as a bonus action the player rolls to see how much health they gain back.
    • Example: You use an Action to drink a Potion of Healing. This potion normally gives you 2d4+2. Because you used an Action you get 10 HP back. The next turn you use a Potion of Healing again, but as a Bonus Action. You roll 2d4 and get a 1 and a 3. With the +2 of the potion you get back 6 HP.

Rolling With Emphasis

  • Rolling with Emphasis is a mechanic created by Brennen Lee Mulligan where a player is prompted to roll two d20s and take the result furthest away from 10. The DM will decide when to call for this roll and no modifiers will be added. You will either succeed well or fail miserably.
    • Example: You want to do something that you are not proficient in, or even something you have a penalty in, and so the DM offers for you to perform an Emphasis Roll, instead. So, you roll 2d20, one is a 4 and the other is a 12. The roll furthest from 10 is the 4, so you fail.

Critical Hits

  • When a creature makes an attack roll with a D20 and rolls a '20,' that attack is considered a critical hit. The damage done by the critical hit is determined by the creature rolling the damage die (or dice) normally and adding that number to the maximum number possible from the die (or dice).

Taking You With Me

  • If a Player Character becomes Unconscious during combat, they may use their Reaction to take ONE melee attack or melee cantrip spell attack (except for Booming Blade and Green Flame Blade) against the creature that lowered them to 0 Hit Points, as long as that creature is within 5 feet of them. If this attack hits, it is considered an automatic critical hit. The Player Character then gains one additional Level of Exhaustion and becomes Unconscious.

Tapping the Arcane

  • When a spellcaster is out of spell slots may, using their own life essence, reach into the Arcane Web to cast additional spells they otherwise would not have an available spell slot for. The caster gains a number of Exhaustion Levels in accordance with the table below:
Spell Slot Level UsedLevels of Exhaustion Gained
1 1
2 2
3 4
4 6
5 8
6 10

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