Variant & House Rules

Stone Age Weapons
If you roll a Natural 1 on your attack roll with most stone age weapons, that weapon breaks.
Brittle Weapons: Some weapons are extra fragile, such as weapons made with Obsidian. These weapons break both on a Natural 1, and a Natural 20. On a Natural 20 your attack is still considered a Critical Hit.   Knockout Penalty
If you are reduced to 0 HP and knocked unconscious, you suffer 1 level of Exhaustion.   Critical Failures
If you roll a Natural 1 on any d20 roll (attack, ability/skill checks, saving throws, magic, etc.) the DM can narrate something particularly bad happening to you.   Ranger Natural Explorer Buff At Level 1, pick 2 Favored Terrains. Pick 3 more at Level 6, and you get all of them at Level 10. Some landscapes now require multiple terrain proficiencies to work in, such as the Mythic Mountains which require both Mountains and Arctic.   Travel Speed - Elevation
During travel, in addition to Difficult Terrain, characters will also have to take into account high elevation terrain. Elevation cuts travel speed in half, the same as Difficult Terrain, and stacks with Difficult Terrain. Unlike Difficult Terrain, Elevation cannot be ignored by a Ranger's abilities, or other similar abilities unless it includes teleportation or flight.       Encumbrance (pg 175 PHB)
Encumbrance is measured in increments of Strength Score x 5/10/15 pounds. You can carry up to 5x Strength without penalty. From 5x to 10x your Speed drops 10 feet, and your travel speed drops by 1 MPH. From 10x to 15x your Speed drops 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution, and your travel speed drops by a total of 2 MPH. Past 15x you are immobile.
Ignored Weight: The weight of normal bags/backpacks/quivers/etc. and simple clothing is ignored if you are wearing them. The contents of your pockets/bags/backpacks/quivers/etc. are not ignored, however.
Worn Armor: Wearing armor cuts its weight down by half.   More Difficult Identification (pg 136 DMG) To identify a magic item requires the Identify Spell, or experimentation.   Flanking (pg 251 DMG) Flanking an enemy gives the flankers an Advantage to their melee attacks against them. If you are flanked by 2 creatures, any additional creatures attacking you also gets the Flanking bonus.     Inspiration (Gambet's Stream Only) In Gambet's Streamed Games, Inspiration can be gifted to players through Twitch Donations. In an effort to encourage players to spend their Inspiration (and give the gifter their money's worth) we are instituting the following rules (other DMs can choose to use Inspiration however they choose):
  • You may choose to use Inspiration either BEFORE or AFTER your roll.
  • If you choose to use Inspiration BEFORE the roll, you get Advantage to normal rolls, get to roll a third die when you already have advantage, and cancels out Disadvantage, letting you roll just a single die and taking the result. In all cases, you get to add a +2 bonus to your roll.
  • If you choose to use Inspiration AFTER the roll, you do not get the +2 bonus. On Normal Rolls and rolls made with Advantage, you can roll an extra die after the fact and use the roll with the highest result. If you had Disadvantage on the roll, then you get to re-roll the lowest die of your first two rolls, but still have to take the lowest result of the two remaining dice.

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