Homebrew Rules Document in Primatis | World Anvil

Homebrew Rules

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Combat

Critical Rolls
On a d20 roll with a resulting 1, the ability check does not automatically fail, unless it is an attack roll, in which case the attack misses. Similarily if the d20 results in a 20, the ability does not automatically succeeed, unless it is an attack roll, in which case the attack hits. On a critical hit on an attack roll, the attack deals its normal damage + the maximum amount that can be rolled on the damage dice of the damage roll. For example, a critical hit with a flaming shortsword (1d6 slashing + 1d6 fire + modifiers) it will deal (1d6 + 6) slashing + (1d6 + 6) fire + modifiers.
Delay Free Action
A player can choose to delay as a free action which moves their initiative for the current combat to any number below their previously rolled intiative. The player then takes their turn as normal but their initiative for that combat is permanently changed.
Flanked
A creature can become affected by the Flanked condition when surrounded by several creatures and those creatures are allies and not incapacitated. If a creature is flanked by at a creature on opposite sides (a line can be drawn between the flankers that pass through opposite sides of the flanked creature), the flanked creature gains a -2 reduction to AC (or the flankers get a +2 bonus to hit). Alternatively, if the flanking creatures are position diagonally in respect to the flanked creature it is instead a -1 reduction to AC (or the flankers get a +1 bonus).
Grappling
On a hit with an unarmed strike, you can instead choose to grapple that creature. The target is Grappled, and the grappleā€™s escape DC equals 8 + your Strength modifier + your Proficiency Bonus. This grapple is possible only if the target is no more than one Size larger than you and if you have a hand free to grab the target.
Interact with Item
A character get a single free interaction with an items (such as a door or loose object) per turn, after which interacting with another item is a bonus action. A character can also make a drawing attack if they have their weapons sheathed and hands empty. The character can the draw the weapon as part of their attack action. Swapping weapons or an item in a character's hand is a bonus action.
Lingering Injuries
Whenever a character is rendered unconcious they must make a Constitution saving throw with the DC equalling half of the damage dealth by the attack that rendered the character unconcious or 10, whichever one is higher. If the character fails the saving throw they are subject to a Lingering Injury. If a character is outright killed but brought back to life in some way, they automatically gain a lingering injury.
Ready Action
A character can ready an action taking it when a specific condition or situation is at hand. When readying an action, the player specifies the condition(s) of activation for the action. The character can then use its reaction to perform the readied action when the condition is triggered, but can also choose to forgo the readied action, either if they expect the triggering condition to occur once more, or if they want to save their reaction. A readied action can only be an action, which also includes the dash action. If a spell is readied it must be held while the readied action isn't triggered. A readied spell, therefore, requires concentration, and even if the reaction is not triggered, the spell slot is spent.
Spellcasting
A creature can cast a total of 8 spell levels on their round, distributed as they wish (except if they cast a 9th level spell). If they cast a spell as a reaction, they can add an additional 2 spell levels for that spell. Spells cast from magical items count in the same way. For more information see: Magical Overload.   When a spellcaster is casting a spell, the Rukh gathers around the caster and becomes visible to the naked eye, denoting the fact that they are casting a spell. If a sorcerer uses it's subtle casting metamagic, the sorcerer is able to convey their intent to the rukh without them appearing before the naked eye. If a person has a way to see the rukh normally, such as with the Detect Magic spell or True Sight, they might still discern the rukh gathers around the caster.

General Rules

Encumberance
If a character carries a weight in excesss of 10 times their Strength score, they are Encumbered, meaning their speed drops by 20 feet and the have disadvantage on ability checks, attack rolls, and saving throws using Strength, Dexterity, or Consitution. If a character carries more than 15 times their Strength score, they are unable to move and automatically fail ability checks, attack rolls, and saving throws using Strength, Dexterity, or Consitution.
Help Action
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with. Alternaitvely, you can choose to add half of the bonus that you would have for the ability check. Both options are provided that it makes the check before the start of your next turn.   Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
Player v Player Interactions
If a player wants to make an ability or skill check against another player, such as Insight or Deception, then the players themselves decide if this is allowed, and what each player should roll. The players are also responsible for handling the result of the roll, for example what information another player learns from an Insight check depending on their respective rolls.
Repeated Ability Checks
If a character fail an ability check to complete a phyiscal task a.k.a a Strength, Dexterity or Constitution checks, the character may try to repeat the check at a later time, either after some rest or just a short wait depending on the intention of the check. If the failed ability check was not physical a.k.a a Intelligence, Wisdom, or Charisma, for example to investigate or rembember information about something, the roll may not be reapeated.

Items & Crafting

Attunement
Attuning to a magical item takes an action and to break the attunment to an item takes 10 minutes. You can only be attuned to a maximum of three items requiring attunment at one time (unless you have a feature allowing you to attune with more).
Identification
The Identify spell is the easiest way to reveal an item's properties. Alternatively, a character can focus on one magical item during a short rest, while being in physical contact with the item. At the end of the rest, the charater learns the item's properties, as well as how to use them. Potions and magical items that require attunement are an exception. Regarding potions, a little taste is enough to tell the taster what the potion does. For magical items with attunement, one can learn the properties of the item once the character attunes to the item. A character can make a basic assessment of the properties of magical items. On a successful Intelligence (Arcana) check, they may glean some knowledge about basic properties of the magical item (such as school magic/element)
Spell Scrolls
Spell scrolls can be used by any character or player of any class, assuming that they can read the language that the scroll is written in.
Crafting Magical Items
Creating a magical items takes both time an money and can sometimes require the players to gather materials from a specific creature.   Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.   A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency.   The general crafting time is:
*The crafting time and cost is halved for consumables like scroll or potions   Included in the above table is the base cost of a magical item of a specific rarity, this however does not consider any additional costs in the production of the item in resources. Some magical items might require strange materials from monsters or other magically infused objects.   To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the Arcana skill.   If all the above requirements are met, the result of the process is a magic item of the desired sort.

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