Homebrew Rules Compendium in Creative Name Not Found | World Anvil
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Homebrew Rules Compendium

This is a compendium of homebrew rules, some rules are more complex than the ones listed here and have their own article in the "Rules Category".  

Equipment Slot Rules

Equipment Slots (template) are broken into several spots on the body. This allows a person's magic to stay stable and not cause a magic surge within them.
  • In order to equip two items that use the same spot, you must choose two other unequipped slots to lose. (doesn't apply to misc or weapon slots)
  • "Misc" slot. is for consumables and items you want to be able to use easily, without looking for. If an item is not listed in the Misc slot it takes an action to find, than the appropriate "action type" to use. example
    You use an action to find the "Potion of invulnerability" in your backpack, than use an action on your next turn to drink it.
  • "Weapons" slot. is the list of options you can swap between as a free action once per turn. If it's not listed here it takes an action to swap.
  • Attunement: A max of 3 attunement slots, unless stated otherwise.
  • Max Rarity Equipped: A person can "usually" only equip so many magic items of each rarity: Artifact: 1, Legendary: 3, Very Rare: 5, Rare/Uncommon/Common: Unlimited.
 

Making a character

The discussion of what exactly you get for magic items and the rolls for gp must be done with the DM. You can choose to sell any part of this for half its value in gp.   Add two backpacks and rename them: "Lingering Injury(s)" and "CNNF Tokens".  
 

Downtime Session

Time your characters find to make progress on downtime activities. Some tasks ask you to complete a # of downtime session(s) to complete them. In such cases 1 downtime session is complete with 8 hours of progress. You can only complete 1 downtime session in a single day, but can break up the downtime session in increments of 1 hour over several days.  

Flanking Bonus

  • When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy. Should you already have advantage, you gain a +2 to hit.
  • The target of your attack must be no more than one size larger than you to be able to properly flank it.
 

Falling to 0 hit points

Instead of simply falling unconscious when you reach 0 hit points, a player character instead enters a ‘bleed out’ state. You can roleplay bleeding, crying, coughing up blood, calling for help, etc... Should you die, feel free to roleplay "last moments". No need to just follow the rules and die. Finally have that confession of love, hand your weapon away, or tell the others one last thing. The perfect moment to say "Fly you fools".  

Non-Lethal Damage

Non-lethal damage must be announced before damage is rolled, not after. You may choose non-lethal damage only if you can concentrate while dealing the damage. If they go more than 25% negative they still die. If you crit 20, still double the damage but ignore the 25% rule.  

Rolling a Crit 20

When you roll a crit 20 you follow the normal "doubling rolled damage" or you can inflict a Lingering Injury, you can choose this after rolling damage.  

Instant Death & Certain Death

The Instant Death rule found on page 197 of the D&D 5e Player's Handbook is ignored when your DM Crits.. Instead they auto receive an intermediate or higher Lingering Injury.   Your character can still instantly die by other means of Certain Death - a phrase used to categorize scenarios in which there are no, or trivially low, chances of survival—such as falling from extremely high elevations, having you head chopped off, or being plane-shifted to an inhospitable dimension with no recourse.  

Harvesting summoned/transformed beings

Characters are unable to harvest from Familiars, Summoned Elementals, Wild Shaped Druids, Polymorphed creatures, Summon animals, etc... It must be the actual creature to be harvested from as the material fades away. (Thank you Trevor for asking).  

Marriage

A marriage is, in the mortal's view, a contract of love and binding of souls; this is true to a fuller extent than most realize. The following rules are in place to explain how things work in marriage:  

Getting Married

  • Regardless of culture, marriage is a joining of two souls. These souls do not need to be in love, but they both must agree to the ceremony. The reason for the ceremony doesn't matter, but they must agree to it.
  • A cleric of any deity may perform the ceremony in dedication to any deity on the request of those to be married. However, it should be noted that the cleric in charge of the ceremony has the final say. Some clerics may refuse to do a ceremony if they do not agree with the request.
  • A marriage can only be between two souls.
 

Mechanical Effects

  • The bonus to AC effect of marriage from the Ceremony spell is permanent.
  • Special magic items become usable by the married pair, such as "Rings of Family" or "Draupnirian Ring".
  • The two will be bounded by fate. Has many different in-game effects.
 

Divorce

  • If you seek a marriage between two souls to be annulled so that you can marry again, you must seek atonement and wait at least 1 year of time in-character.
  • This restriction on marriage after divorce can be lifted due to extraneous reasons, at the discretion of a cleric given ample and suitable evidence.
 

Teleportation

Teleportation doesn't use movement or speed to traverse a distance. So a spell like Misty Step is counted as a version of teleportation. Also, momentum doesn't carry through teleportation. You also don't get opportunity attacks on a teleporting creature (unless you have an effect that states otherwise).  

Damage Reduction and Vulnerability

Though damage reduction already exists in a small capacity in 5e, the mechanic is much more prevalent in CNNF.   Calculation order: Static Reduction, Resistance, Vulnerability   https://www.dndbeyond.com/sources/phb/combat#DamageResistanceandVulnerability  

Damage Taken Effects

Effects that are dependent on the amount of damage taken, is always counted after damage reduction and resistances. For example, a creature's damage reduction and resistance apply before the effects of the Warding Bond spell when counting damage taken between creatures.  

Untyped Damage

Some abilities that add extra damage do not specify the type of damage; i.e., Hunter's Mark, Sneak Attack, Great Weapon Master, etc. Which can be ambiguous when there are multiple types of damage being used for the attack.
  • Rolled Untyped Damage has a type of the player's choice from among the damage types used.
  • Static Untyped Damage uses the spell or weapon's base damage type.
example:
A rogue attacks with a magical shortbow that deals an extra 1d6 cold damage. If the rogue rolls sneak attack damage, they can choose for that sneak attack damage to be either piercing (the shortbow's base damage type) or cold (the magical effect damage type). If that same rogue then has the Sharpshooter feat and used its extra +10 damage ability, then that +10 damage must be piercing.
 

Physical Damage

Physical Damage is a category that specifically includes the bludgeoning, piercing, and slashing damage types. If an effect refers to physical damage in some way, then it means all three of these damage types.  

Falling Damage

At the end of a fall, a creature takes 2d6 bludgeoning damage for every 10 ft it fell, to a max of 40d6. The creature may land prone after the fall.  

Falling Rules added from Xanathar’s Guide to Everything.

Falling In Initiative The rules for falling in D&D provided in the Basic Rules assume that a creature drops the entire distance at once. However, if a creature falls from a high altitude, such as from the back of a griffon or an airship, it can take longer than a turn to reach the ground. To simulate this, the creature instantly descends up to 500 feet when it falls. After that, they fall an additional 500 feet at the end of each of their turns until they hit the ground or otherwise halt their fall.   Flying Creatures When a flying creature in D&D 5e is knocked prone, has its speed reduced to 0, or loses the ability to move, it falls unless it can hover or is being held aloft by magic. To increase a flying creature’s chance of surviving a fall, subtract its current flying speed from the distance fallen before calculating falling damage. This simulates the creature slowing the velocity of its fall by flapping its wings or taking similar measures. So, if a roc was attacking a group of adventurers but was knocked prone while 200 feet in the air, it would only take 16d6 damage upon impact (200 – 120 feet = 80. 80/10 = 8. 8*2d6 = 16d6)   *2d6 is based on CNNF falling damage rule.  

Light (weapon property)

When you take the Attack Action on your turn and attack with a Light weapon in one hand, you can make one extra attack as part of the same Action. That extra attack must be made with a different Light weapon in the other hand, and you don’t add your Ability Modifier to the extra attack’s damage. You can make this extra attack only once on each of your turns.  

Impact Damage

If a creature was thrown into an object with enough force to cause it damage (DMs discretion), it takes a bonus 2d6 bludgeoning damage. (doesn't stack with falling damage)  

Potions of Healing

Potions of healing are allowed to be drank as a Bonus Action instead of an Action, but require an Action to feed it to someone else.  

Knowledge Check (Action)

When you take the Knowledge Check action, you make an Intelligence check to study your memory, a book, a creature, a clue, an object, or another source of knowledge and call to mind an important piece of information about it.   The Areas of knowledge table suggests which skills are applicable when you take this action, depending on the area of knowledge the Intelligence check is about.   Your DM may decide the difficulty of the knowledge to you allows you to use a Bonus Action or Free Action instead. Usually stating you'll gain more info the more time you spend.   In many cases, multiple Areas apply to something. In that case the DCs and info gained varies based on the target. The certain creature section is "most common", many creatures have multiple apply to them.  

Areas of Knowledge

Skill Areas
Arcana Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)
History Historic events and people, ancient civilizations, wars, planes of existence, and certain creatures (Giants and Humanoids)
Investigation Traps, ciphers, riddles, and gadgetry
Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)
Religion Deities, religious hierarchies and rites, holy symbols, cults, planes of existence, and certain creatures (Celestials, Fiends, and Undead)

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