BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Homebrew

This game will play under D&D 5e basic rules. Anything out of a core book (PHB, Xanathars, Tasha's) is allowed. If you want something else, you can always ask. This will be a character driven long term campaign, so please make backstories and characters you would like to play for a while.    

Homebrew/Rules Clarifications

Brutal Critical: When you roll a natural 20 on an attack role, roll the damage dice as normal and add the maximum damage the dice can roll to that damage.   Glancing Blows: When an attack roll matches your armor class, all damage taken from that attack is halved.   Exhaustion: We will be using the ONE DnD exhaustion playtest material instead of 5e exhaustion. How it works is Exhaustion is a condition your character can get. It has 11 levels (0-10), and levels can be gained by doing various grueling tasks, like going without sleep or walking/running long distances. While Exhausted, each d20 roll you make takes a penalty equal to your exhaustion. Ex. 1 level makes every roll have a minus 1, 5 levels makes every roll have a minus 5. If you reach exhaustion 5, your speed is halved. If you reach exhaustion 10, you die instantly. When you take a long rest, you lose 1 level of exhaustion.   Falling Unconscious: When you fall unconscious, you gain 1 level of exhaustion. (Note: exhaustion doesn't apply on death saving throws). All of the mechanics of the unconscious condition will be the same as 5e, but the flavor will be changed. When you fall unconscious, you're character won't actually be fully unconscious. You will fall into a delirious, injured state of inaction, but still has your awareness. Basically, feel free to roleplay during your turn of being "unconscious" as your life flashes before you're eyes.   Passive Perception: I will be using your passive perceptions as your constant perception rolls. If you want to look at something (initiate the check), I will have you roll perception. If I would initiate a perception roll, I will usually check against your passive perception.   Potions: Potions will be very accessible in the setting, and potions can be drank using either a bonus action or a full action. The bonus action use will be a weaker effect, the idea being you drink it fast and don't get all of it. For example, healing potions on a bonus action will work as normal, healing potion with an action means you don't roll the dice for healing, you regain the maximum. For stuff like invisibility potions, the duration will be shorter on a bonus action drink.   Remaking Skill Checks: When you make a skill check and fail and you or someone else wants to try again, you can but the DC will increase. If you make lock picking checks, each failed check will increase the DC of the lock. If you make History checks, and someone else tries to make the same check after you, their DC is also increased.   Surprise: When you declare an attack on someone, that usually triggers a rolling of initiative. The rolling of initiative is to simulate you drawing your weapon/charging at them/etc. In order to get surprise, you need to attack them with your weapon already drawn. For example, if you wish to attack someone in melee range with your sword, that would cause initiative to be rolled. If you instead had your sword already out and pointed at them, you can attack in a surprise round if you decide to.   Cure Wounds Buff: The spell "Cure Wounds" is a first level spell. I am giving it a slight buff where it heals a 2d6, instead of a 1d8, and upcasting scales by an additional 2d6 each level.   Starting Gear and Money: Due to how important silver is in this world, there are no silver coins that are used. The 3 currencies are copper, gold, platinum, which scale 100:10:1, like normal. Your starting equipment is normal dnd starting equipment based on class. (If you want anything extra, just ask. I'll probably say yes).  You also get 1 common magic item, as magic items are quite common place. You can look at common magic items on dndbeyond.com, or create your own. Some ideas are things like a bag that keeps things cool, a map that shows where you are, a pen and paper that can draw a scene in seconds, etc. Whatever you want, you start with 1 common magic item.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!