Flexible Homebrew Rules in Idris | World Anvil
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Flexible Homebrew Rules

These are the homebrew rules I use for “Heroic” and “Gritty” campaigns
  Heroic:
  -All heroic campaigns start at at least level 3.
  -All characters start with one “Unique Trait” that can have a mechanical benefit. It can be an ancient weapon passed from generation to generation, it can be the Demon’s Mark on your eye, it can be the powerful bloodline of Archmages you descend from. The mechanical implications are entirely homebrew to be discussed with DM approval, and should generally be as powerful as a feat at low levels. In some cases, it can quite literally just be an extra feat, like a rare birthmark giving you the lucky feat. If you want it to be stronger or more impactful than a feat, that is typically contingent on level requirements or major moments of character growth gradually “unlocking” more power of the item/curse/transformation/etc.
  -The point of a Unique Feature is to make a character special and heroic, beyond what any normal adventurer would have access to.
  -Examples include being half-Lightning Elemental, having a unique spell only you know, or having an ancestral family medallion said to command flames.
  -When a Heroic character dies, they can do one of a few special actions with no action cost. If any of these are performed, the Hero cannot be revived by revivify and a bargain is required. -Final Retaliation. Automatically score a retaliatory Critical Hit on the attacker or cast a spell with an automatic failed Saving Throw. -Inspiring Words. Grant all allies temporary hit points equal to 5x their proficiency modifier, and end all ongoing combat conditions on them. -Last Gambit. Distract an enemy long enough for a critical moment, granting an ally the benefits of Final Retaliation on their next attack or spell against that target.
  -Long Rests restore full HP. (Like normal 5e.)
 
  Gritty:
  -All Gritty campaigns start at Level 1.
  -Resting does not restore hit points, only abilities. You heal 1 hit point per day, 1+Con Mod (min 2) per day if you are intensively resting or are otherwise in medical care.
  -If you drop to zero hit points, you will die in one turn. Unless you are stabilized or healed, you will bleed to death.
  -Variant encumbrance, counting Coin Weight.
  -Levels are capped at Level 10, not 20.
  -Items have durability that gradually degrades. Most items have 2 durability base, with a max of 5. 0 durability items are broken. Items degrade as they receive critical hits or are used in critical failures.
  -Fights are harder, random encounters are more frequent, and there is “save or die.”

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