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Variant and Homebrew House Rules

Expeditions of Ember primarily uses Dungeons and Dragons (2024) rules which players are expected to familiarize themselves with. In addition to those rules, this setting makes use of a number of Variant and Homebrew rules in order to enhance the setting and intended style of play. What follows is a list of the Variant and Homebrew rules currently in use, as well as a summary of each rule. For more information, click the provided links.  

Variant Rules

  1. Variant Rule: Downtime Activities
  2. While not engaged in adventuring, typically in the downtime between quests, Player Characters may engage in Downtime Activities.  
  3. Variant Rule: Monster Information
  4. When facing monsters, a Player Character may make a check to determine if their character knows something about that monster.  
  5. Variant Rule: Encumbrance
  6. Characters are limited in how much they can carry by their Strength Score and are slower if they carry too much.  
  7. Variant Rule: Massive Damage
  8. When creatures take a lot of damage compared to their maximum health, they suffer negative effects.  
  9. Variant Rule: Rate of Falling
  10. Characters that fall from great height no longer instantly fall the entire distance in a single round.  
  11. Variant Rule: Flying Creatures and Falling
  12. Flying creatures are more likely to survive falls and have a chance to recover from a fall mid-air.
 

Homebrew Rules

  1. Homebrew: Spell Changes
  2. Certain spells have been changed to better fit the desired style of play in Expeditions of Ember.  
  3. Homebrew: Falling Damage
  4. Falling damage is more deadly.  
  5. Homebrew: Sleeping in Armor
  6. Characters do not normally rest while wearing armor, but may do so provided they inform the GM first. Doing so carries risks.  
  7. Homebrew: Initiative at Session Start
  8. In order to speed up combat, player characters will roll initiative at the beginning of each session.  
  9. Homebrew: Roll with Emphasis
  10. When character takes an action where success is possible but carries great risk, the GM may call for a roll which is likely to be either exceptionally good or exceptionally bad.  
  11. Homebrew: Heroic Inspiration
  12. Characters are encouraged to use Heroic Inspiration and have additional ways to regain it.  
  13. Homebrew: Flanking
  14. Attackers gain a +2 bonus on attack rolls if the creature being attacked is flanked.  
  15. Homebrew: Secret Death Saves
  16. Players do not share the result of their death saves with other players, only the GM.  
  17. Homebrew: Undying Legacy
  18. Characters with a backstory that includes a clear ambition or goal gain the 1-time use Undying Legacy ability.

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