Malikdar Homebrew Rules in Malikdar | World Anvil
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Malikdar Homebrew Rules

Foraging

When traveling, if someone is foraging, their passive perception has a -5 penalty.

Encounter Rolls

For both day and night, one player will roll one d20 to determine whether or not there is an encounter: see Random Encounter Tables by terrain when a 20 is rolled. If the player is moving at a fast pace, roll two d20’s to determine whether or not there is an encounter.

Massive Damage

If the character or enemy takes half their hp in damage from one hit, then they may go into system shock and must roll a CON save to avoid possible effects.

Critical Hits

If you score a critical hit, for enemies or players, take the maximum damage dice for that applied roll and then roll again for additional damage.

Instant Death

If the character takes twice their maximum hit points in damage, from one source (one attack), they die instantly.

Unconscious

If a character is reduced to 0hp, but not below twice their maximum hit points, they go unconscious and begin dying as normal. When stabilized by means, other than magical, they character will incur a level of exhaustion, and a Lingering Injury: see Lingering Injuries DMG 272.

Lingering Injuries

If a player is reduced to 0 hp, suffers from a critical hit, or fails a death saving throw by five or more, they will incur a lingering injury.

Stable and Consciousness

If a character reduced to 0hp receives magical healing of any form (health potions not included), they immediately become conscious. This level can only be reduced by taking a long rest. If a character reduced to 0hp, and enough time progresses for a short rest, then they may expend one Hit Dice to heal.

Natural Healing

Long rests are treated like short rests for recovering Hit Dice. For a long rest, a character may use up to their level in Hit Dice to recover hp. For a short rest, characters may only use any amount of Hit Dice. You recover all your hit dice at the beginning of a long rest and may use them to apply during that long rest.

Potions of Healing

Potions of healing automatically do maximum healing upon every use.

Learning New Proficiencies or Gaining Expertise

Characters may learn a new proficiency as long as they train under someone with that proficiency for the cumulative number of days required (at least 8 hours of that day). The number of days is 250 - d20 - (INT Mod x 10). The number is rolled once and cannot be re-rolled by any means except finding another instructor from which to train. If you wish to gain expertise in a skill, you can spend a number of days equal to 750 - 3d20 - (INT Mod x 30). The days do not have to be consecutive.

Aiding in Skill Checks

To aid another in a skill check, both characters must be proficient in that skill. Two characters without proficiency in a skill may not aid each other in that associated skill.

Planar Access

Any momentary access to a plane beyond the Material Plane granted by an item, spell, class feature ect., will require a d100 roll. If the roll is equivalent to the preset number from the DM, see the oh shit, table.

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