House Rules
Custom rules I'll implement into the campaign:
Inspiration Coins
Each player will receive a coin at the beginning of each session. This coin has an advantage side and a disadvantage side. At the start of the game, each coin will be flipped to the advantage side. Any time during the session, each player is allowed to flip over their coin to the other side - this allows them to receive advantage on an ability check, saving throw, attack or death save. The coin can also be used to re-roll (but the new roll must be used). The coin stays flipped until a player rolls a natural 1 or I crit against the player. Coins can also be awarded for doing cool stuff.Massive Damage
When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer system shock. These system shock effects are rolled by the DM.Critical Failures
If you roll a natural 1 on an ability check that involves taking damage on a failure (such as climbing a sheer cliff), you take double damage from a critical failure. Critically failed saving throws also result in double damage. Critical missed attacks result in effects rolled by the DM.Major Injury
When a target is crit, the target has a chance to receive a major injury from the major injury table. These injuries can range from broken ribs to losing your eyes.Re-roll ones
When levelling up, players can re-roll ones they get for their health rolls.Bloodied and Mortal
Instead of telling you how much HP a monster is on, I can instead share the information that a creature is bloodied (below half health) or mortal (below 10% health).Shared Initiative
If two players roll the same initiative, they can combine turns to make combo moves. If a player and a monster roll the same initiative, the player always goes first.Scholar's Favours
Every five sessions, the players partake in a knowledge quiz of the world setting or the campaign so far, whether this be in Kahoot or some form of crossword/wordsearch etc. The top 3 winners of this quiz retrieve 'Scholar's Favours' - basically in-game bonuses that can help them out in tricky situations. A favour is a d6 that can be added to any roll at any time. 1st place receives 3 favours, 2nd place receives 2, and 3rd place receives 1.Buffed Health Potions
Let's be honest, health potions in normal D&D are stingy as, so in my game, health potions instead work more like metabolic stimulants instead of magical super drugs, healing an amount that varies from creature to creature. Normal health potions heal a single hit die of the character that takes it (for example, a wizard with monopoly die would heal a d6 whereas a barbarian would heal a d12). The characters' Constitution modifier is then added to this total. Greater healing potions heal 2x this amount, Superior healing potions heal 4x this amount, and Supreme healing potions heal 8x this amount. Also, all healing potion prices are halved.Rule of Cool
If something doesn't quite abide to D&D's rules but a player wants to look cool, I will allow it as long as the rules aren't broken too much. In addition, if a player wants to attempt something outside their power level, they can sacrifice something (e.g levels or magic items) to be able to do it. The Rule of Cool is always up to the DM's discression.Remove these ads. Join the Worldbuilders Guild
cool rules