Homebrew
Homebrew or altered rules for use in our games.
Flanking
If you have a single ally threatening your target, you are considered Flanking and get a +2 bonus to hit.
If you have multiple allies threatening your target, and at least one of them is on the opposite side of the target, that is considered Superior Flanking and you gain a +5 bonus to hit. The exact number off allies need will vary on creature size.
Two-Weapon Attack
Once per round when you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you may also attack with a different light melee weapon that you’re holding in the other hand. You make BOTH of these attacks with a -2 to hit.
This replaces the standard D&D 5e Two-Weapon Attack rules.
Shields
We will have two additional basic shields to choose from alongside the standard shield from the core rulebook,
Buckler
A +1 Shield that straps to your arm allowing you a free hand to wield a Light weapon or cast with that hand.
Tower Shield
A massive +3 shield with the HEAVY property and lowers your speed by 5ft while wielding it. While wielding this shield, creatures behind you receive a +3 cover bonus from attacks and Dex saving throws instead of the usual +2.
Lingering Injuries
Adventuring is a dangerous business, and combat a more dangerous business still. Heroes are consistently encountering monsters, traps, hazards, and all manner of opportunities for injury and death. Lingering Injuries provide an interesting way to give adventures and conflict a risk of more permanent consequences.
See
Lingering Injuries for more information.
Variants
Lesser known official variants to use in our games.
Encumbrance
This is the official Variant.
If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity (15x Str), you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Climb onto a Bigger Creature
After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Str (Athletics) or Dex (Acrobatics) check contested by the target’s Dex (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and has advantage on attack rolls against it.
The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action, knocking it off, scraping it against a wall, or grabbing and throwing it by making a Str (Athletics) check contested by the smaller creature’s Str (Athletics) or Dex (Acrobatics) check. The smaller creature chooses which to use.
Disarm
A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Str (Athletics) check or Dex (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
Overrun
When a creature tries to move through a hostile creature’s space, the mover can try to force its way through by overrunning the hostile creature.
As an action or a bonus action, the mover makes a Str (Athletics) check contested by the hostile creature’s Str (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature’s space once this turn.
Tumble
A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dex (Acrobatics) check contested by the hostile creature’s Dex (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn.