Homerules in Vallonde | World Anvil

Homerules

Flanking (Custom Variant)

(same as normal Flanking rule except it grants a +2 bonus to attack instead of advantage)
When making a melee attack, you gain a +2 bonus to the attack roll if your opponent is threatened by a character or creature friendly to you on the opponent’s opposite border or opposite corner. When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked. Only a creature or character that threatens the defender can help an attacker get a flanking bonus. Creatures with a reach of 0 feet can’t flank an opponent.   Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.  

Quickdraw Slots

Purchasable Quickdraw Items, which can also be crafted using Leatherworker's Tools, grant players one or more quickdraw slots. You can store a potion or other small consumable in a quickdraw slot in preparation for battle. You may then use a bonus action (instead of an action) to consume the item that's in the quickdraw slot. Administering a potion or consumable to an ally still costs an action, regardless of whether it was stored in a quickdraw slot or not. If you wish to administer a potion as a bonus action, you can buy or craft vial injectors using Glassblower's Tools, which allow you to administer potions as a bonus action instead.  

Potion Sickness

The maximum amount of potions you can consume within the span of an hour is equal to your proficiency bonus. Some potions may contribute more than 1 use towards potion sickness. Generally speaking, Rare potions count as 2 consumptions, Very Rare potions count as 3 consumptions, and Legendary potions count as 4 consumptions. Any potion consumption beyond the limit results in a Constitution saving throw to avoid vomiting the potion, gaining no benefit from it. The save DC depends upon the potion rarity, starting at DC10 for Common, DC12 for Uncommon, DC14 for Rare, DC16 for Very Rare, and DC20 for Legendary. Upon failing this save, you will immediately vomit after any further attempts to consume a potion for the next hour.  

Combat Fatigue

When a creature is reduced to 0 hit points and isn't instantly killed, it immediately gains 1 level of exhaustion as well.  

Last Stand

When a player is dying, they may wish to push themselves to their utter limits to help their teammates. Instead of rolling a death save, they may choose to declare their Last Stand. Upon doing so, they regain 1 hit point, and gain temporary hit points equal to half of their maximum hit points (rounding down). They may then take their full turn as normal, during which they gain advantage on all d20 rolls. When they end their turn, they die.  

Damage at 0 Hit Points

When you take any damage while you have 0 hit points, you must roll a death saving throw. A roll of 10 or higher does not count as a success, while a roll of 9 or lower counts as a failure. If the instance of damage you suffer is greater than 1/4 of your maximum hit points (rounded down), you automatically fail the death saving throw. If the instance of damage you suffer is greater than 1/2 your maximum hit points (rounded down), you automatically suffer 2 death saving throws. If the instance of damage you suffer is greater than your maximum hit points, you die instantly.    

Knocking a Creature Out

When a creature is reduced to 0 hit points, you may wish to render it unconscious but stable. To do so, the attack and damage dealt must meet specific conditions. Certain weapons are more capable of dealing non-lethal damage, such as unarmed attacks, a quarterstaff, or a club. Certain types of damage are also more conducive to non-lethal damage, such as Force or Bludgeoning damage. You may also opt to 'pull your punches', accepting disadvantage on an attack roll to represent reducing the amount of power you are putting into the attack. Lethal weapons may be creatively wielded in a manner to deal non-lethal damage, such as using the flat of a blade to bludgeon someone unconscious, but doing so is an unnatural and unintended use of the weapon, causing disadvantage on the attack roll unless you are proficient in using improvised weapons. In the end, what determines lethal or non-lethal sources of damage are DM discretion, and can be influenced by a players creative or restrained use of spells, attacks, and abilities.  

Modified Exhaustion

Level 1 exhaustion causes a -2 penalty on ability checks (instead of disadvantage). At level 3 exhaustion, this penalty becomes disadvantage instead. (Due to my Combat Fatigue homerule making exhaustion much more prevalent, the penalty for level 1 exhaustion felt too common and punishing, especially to roleplaying, hence this homerule)  

Help Action (Custom Variant)

The Help action is changed in the following way: When used to aid a character making a skill check, if the aiding character does not have proficiency in the skill, they lend a +2 bonus to the roll. If the aiding character has proficiency in the skill, the skill check is made with advantage. For attack rolls it still always grants advantage.  

Act-First Initiative

If combat emerges out of a roleplaying situation, the person that verbally roleplayed attacking first will always be top of the initiative order, and everyone else rolls. In other situations where no one clearly acted first, initiative is rolled as normal.  

More Leveled Spells

Yes, you may cast more than 1 leveled spell per turn.