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Homebrew rules

Potion Drinking:
Potion drinking takes a bonus action, if you are using your potion on someone else it takes an action.   Flanking:
if you are attempting to flank an enemy you firstly need to stand on the opposite tile of the enemy, secondly you must describe how are you attempting to flank an enemy, then you will make a skill roll. This skill roll must beat the enemy AC for you and your teammate to gain advantage. You can't flank a large or bigger creatures.   Usage of Homebrew or UA:
If you want to use a homebrew class or a UA class inform the DM beforehand.
  Multiclassing:
you can multiclass only to one other class.
  !!! No Mystics !!!   Rolled hit points:
when you roll hit points to determine your HP when you gain a level you reroll 1s on your hit dice.   Milestone Level Gain.   Alternative attunement:
attunement now has duration of 1 minute and un-attunement has duration of 10 minutes.   Hitting Cover:
When a ranged attack misses a target that has cover, you can use this optional rule to determine whether the cover was struck by the attack. First, determine whether the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target but high enough to strike the target if there had been no cover, the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the covering creature, the the covering creature is hit.   Weapon drawing + properties:
weapon with a loading property take an action to reload. drawing a weapon takes a bonus action, sheating a weapon is a free action. Additionaly you can draw 2 light weapons as a bonus action.   Critical state:
When you drop to 0 hit points due to dmg you fall prone but don't fall unconsious yet, at the start of your turn firstly roll a death saving throw, if you succeed , instead of being unconcious you'll enter critical state. You still roll death saving throws but you still are able to interact with the world. In this critical state you lose your movement interaction, bonus action and reaction. You can spend your action to perform one of these options:
  • crawl 10ft. (this doesn't provoke oportunity attacks)
  • cast a cantrip.
  • make a single weapon attack.
  • tend to your wounds (you add your medicine(wisdom) modifier to your next death saving throw)
  • make an interaction.
  •   Reviving the Dead:
    Each time a party member or a creture dies when they are being revived by magic their first revival doesn't need a saving throw. The second starts at 10DC wisdom or inteligence saving throw and is increased by 5 every time. Additionally, other party members or allied creatures can reduce the DC by 1 by everyone trying to convince the soul to return, each teammate can make a charisma baced check that needs to beat the base DC. then the DC for the dead player is reduced by 1 on a nat 20 it is by 2.

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