BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Homebrew Rules

  • Glancing Blow - Hitting an AC exactly does half damage.
  • Weakening Critical Hits - Rolling a Nat 20 gives you the option to impose advantage on attacks or checks made against the target for the next 2 turns of combat. (Not Rounds)
  • Adrenaline Rush - You can take on 1 level of exhaustion and make your attack roll and if it hits it automatically crits.
  • Crit Hits - You max your original dice and roll the extra dice from a crit hit. (Spells damage dice are still just doubled but they are allowed to re-roll whatever dice they want 1 time)
  • Advantage Stacking - Boosting advantage rolls further adds a +2 to the roll.
  • Help Action - When giving the help action you add your proficiency modifier for the respective skill check + 1d6 and add to the other player's roll. This also works with attack rolls adding whatever the help action roll was to the damage if it hits.
  • Tandem Turns - Those on the same initiative in battle can take their turns at the same time.
  • Short Rest = 15 min. in-game (You can use hit dice to heal)
  • Long Rest = 6 hours in-game (You can use hit dice to heal, spell slots are regained, you regain half of your hit dice rounded up)
  • Full Rest = 10 hours in-game (All hit dice regained, full health, spell slots regained, temporary hit point boost)

Remove these ads. Join the Worldbuilders Guild