Player Character Rules
Here be the Homebrew Rules List. This will include rules about critical rolls, character building, swapping characters, and other important rulings that have come up.
Character Rules:
1. Each player is allowed one swap out if they are not enjoying their character or feel its time for a change. Please do not actively try to kill your characters off let the Dungeon Master know and we will work them out of the story. Homebrew has to be screened before use.
2. Not all Races released by Wizards of The Coast are available in covenant as Player characters. There are two reason for this either they do not exist in this world/ extremely rare or they have yet to be introduced to the setting. The Non-playable races currently are: Warforged*, Loxodon, Bugbear*, Saytr*, Firbolg*, Gith, Harengon, Minotaur*, Tortle, Vedalken, All Spelljammer Races, Verdan*, Locathah, Kender, Grung. (An * denotes usable in certain adventures and situations.)
3. Devil's Deal: Players can elect for one stat to be a 20, but in exchange the DM will get to choose a stat to set to 10. This applies after character creation and cannot be reverted after the beginning of the game.
4. Mystic Player Class is Banned.
Homebrew changes.
1. Double Damage Dice on Crits.
2. Encumbrance only kicks in for large items. DM will not count coins, components, or small trinket like items towards it, but Weapons and equipment larger than a dagger will impose a logical limit unless kept by magical means.
3. Exhaustion: The Exhaustion point system has been reworked. Please refer to this article for your exhaustion level.
1- Disadvantage on Ability Checks 2- Disadvantage on Saving Throws 3- Movement Speed Halved 4- All Stats Reduced by 1 5- Movement speed 0. 6. Incapacitation Medical attention required or death in 1/day.
4. Bonus Action to drink a potion.
5. Elemental Effects in Combat. (Optional)
1. Cold damage slows 5ft per application until the end of afflicted's next turn. 2. Necrotic stops healing until end of afflicted's next turn. 3. Acid degrades non-magical equipment reducing AC on armor or Dmg by 1 per combat. 4. Thunder dmg applies disadvantage on checks involving hearing until the end of afflicted's next turn.
Character Rules:
1. Each player is allowed one swap out if they are not enjoying their character or feel its time for a change. Please do not actively try to kill your characters off let the Dungeon Master know and we will work them out of the story. Homebrew has to be screened before use.
2. Not all Races released by Wizards of The Coast are available in covenant as Player characters. There are two reason for this either they do not exist in this world/ extremely rare or they have yet to be introduced to the setting. The Non-playable races currently are: Warforged*, Loxodon, Bugbear*, Saytr*, Firbolg*, Gith, Harengon, Minotaur*, Tortle, Vedalken, All Spelljammer Races, Verdan*, Locathah, Kender, Grung. (An * denotes usable in certain adventures and situations.)
3. Devil's Deal: Players can elect for one stat to be a 20, but in exchange the DM will get to choose a stat to set to 10. This applies after character creation and cannot be reverted after the beginning of the game.
4. Mystic Player Class is Banned.
Homebrew changes.
1. Double Damage Dice on Crits.
2. Encumbrance only kicks in for large items. DM will not count coins, components, or small trinket like items towards it, but Weapons and equipment larger than a dagger will impose a logical limit unless kept by magical means.
3. Exhaustion: The Exhaustion point system has been reworked. Please refer to this article for your exhaustion level.
1- Disadvantage on Ability Checks 2- Disadvantage on Saving Throws 3- Movement Speed Halved 4- All Stats Reduced by 1 5- Movement speed 0. 6. Incapacitation Medical attention required or death in 1/day.
4. Bonus Action to drink a potion.
5. Elemental Effects in Combat. (Optional)
1. Cold damage slows 5ft per application until the end of afflicted's next turn. 2. Necrotic stops healing until end of afflicted's next turn. 3. Acid degrades non-magical equipment reducing AC on armor or Dmg by 1 per combat. 4. Thunder dmg applies disadvantage on checks involving hearing until the end of afflicted's next turn.
Remove these ads. Join the Worldbuilders Guild
Comments