Homebrew Rules
Death Saving Throws: Players roll their death saving throws in secret with the DM, and are not allowed to reveal or indicate whether they passed or failed to other players.
Gilded Heroes: Gain an inspiration after completing a long rest.
Inspired Saving Throws: You may use a reaction and inspiration to re-roll a saving throw.
Brutal Mockery: If your roleplayed mockery makes the DM laugh out loud, the target automatically fails the saving throw.
Proficiencies: For each point of Intelligence bonus a character has, you may add a tool or language Proficiency.
Bonus Action Potions: You may drink a Healing Potion of any variation as a bonus action. You may feed a Healing Potion to an ally as an action.
Speedy Ability Checks: When a the party requests a skill check, only two members of the party may roll for the check. The DM can still ask for checks from the entire party.
Effects of Light and Dark: Falling to necrotic or radiant damage will impact the ability of the fallen creature to be resurrected. The demons of the abyss may have a deeper hold on a soul, or the angels guiding a soul may have a beacon to take them to their afterlife immediately.
Flanking: When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy. When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures’ spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is considered flanked.
Skill Challenges: Party level skill checks as part of things such as a chase, social persuasion, etc. will use the Trial System.
Spelldriver: At 8th level, when characters cast a second spell in a round, one of them must be 2nd level or lower instead of a cantrip.
Critical Rally: Outside of combat, the party may take a 1 minute short rest. They gain the full benefits, but all healing from hit die are halved, and all rallying characters suffer a point of exhaustion.
Counter-Counter: Countering magic is inherently dangerous and mixing counters can sometimes have surprising effects.
Planar Travel: Spells to elemental planes, the Shadowfell, and Feywild, take you to the same location you are, just planeshifted.
Massive Damage: When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table, For example, a creature that has a hit point maximum of 32 must make that Constitution save if it takes 16 damage or more from a single source.
If the damage take from Massive Damage reduces the character to less than 0 hit points, they suffer a Lingering Injury.
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