Currently Implemented House Rules
- A roll of 20 on a skill check or saving throw gives you double your modifier (for example, if your Performance is +3 and you roll a 20, the total is 26). For negative modifiers, the modifier is halved, rounded up (so -3 becomes -1, -1 becomes 0, etc).
- Inspiration is a stackable resource, up to a maximum of 5.
- Each session, players roll off (or volunteer) to do a recap. If the player gives a good recap, they gain an Inspiration point.
- Drinking a healing potion (of any rarity) is a bonus action.
- Failed Death Saves are only removed on a long rest
Potential House Rules
Here we will detail homebrew rules we are considering, and will hopefully use for Campaign 3 or later campaigns.
Pre Campaign
- Trade rumours of our characters randomly with each other. These rumours vary in truth.
Mechanics
- Expanded exhaustion (-1 to all d20 rolls per level up to -10, which is death)
- Longer short and long rests (short rest overnight, long rest 3 days downtime)
- Spell slot exhaustion (1 point per 2 spells levels, can use when no spell slots left, minimum 1 exhaustion point gained)
- Spell point pool instead of spell slots
- Spell slot exhaustion. Cast a spell you don't have a slot for but take half rounded down exhaustion points as a result.
- Spell casters get a pool of spell points. Spells cost a certain number of points rather than spell slots.
- Baldurs gate 3 bonus actions: Dip, Jump, Shove
- taking initiative: whoever makes the first action to trigger iniative goes first in iniative and everyone else rolls normally - max die on a crit + rolling additional damage- inspiration given at the end of the session + voted for by all players+dm for best moment- Monks can use ki points to open doors-one complete reroll of stats - use a bonus action to 'defend' against opportunity attacks, imposing disadvantage.- the dodge action also works for opportunity attacks- disengage is a bonus action.- retreat action skill check - review one dnd martial buffs-bg3 martial actions
- Stances for martials: You enter a stance as a bonus action and it lasted until you entered a new one. A list nor ordered or balanced:
- * Stance of Alacrity: Gain one extra reaction per round * Shifting Defense: Every time an attack misses you, move 5 feet for free without taking opportunity attacks
- * Supreme Blade Parry: Take 5 less bludgeoning, slashing or piercing damage from attacks.
- * Rising Phoenix: Supernatural monk kind of stance, hover on column of superheated air that damages foes under you.
- * Ghostly Defense: If you have concealment and an attack misses you, choose a new target for it.
- * Crushing Weight of the Mountain: Enemies you grapple take 2d6+2x str mod damage.
- * Martial Spirit: Every time you hit an enemy with an attack, you or a nearby ally gain 2 hit points.
- * Iron Guard's Glare: Adjacent foes have -4 on attack rolls against targets other than you.
- * Pearl of Black Doubt: Every time a foe misses you, gain +2ac until the start of your next turn.
- * Hearing the Air: You gain blindense out to 30' and +5 on listen checks.
- * Roots of the Mountain: You gain +10 against attempts to knock you prone, move you or grapple you, but the stance ends if you move more than 5'.
- * Dancing Blade Form: Increase your reach by 5'.
- * Tactics of the Wolf: You and allies gain damage bonus against foes you surround.
Dark Sun
In later campaigns (fourth or even beyond), I'd like to look towards a Dark Sun-style scenario. So far there aren't any official rules for a 5th edition Dark Sun setting. There is an extensive homebrew ruleset available on Reddit that we will probably adopt parts of, if not fully.
Dark Sun Homebrew
- Magic Debt inspired by Oxenventure - each player has a Debt stat, starting at 1. Every spell cast increases the number by 1. At end of session, each player rolls a d100. Rolling equal to or below your debt, DM gives you an envelope which has a consequence. Could be good, bad, mixed.
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