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Homebrew Rules

During the Portents of Prophecy campaign, the following Homebrew Rules are applicable. These are subject to change at any time at the DM's discretion!
 

Healing Spells

When a cleric or paladin is casts a healing spell, the character's proficiency bonus is added to the result, plus an additional Proficiency Bonus for each higher level it is cast at. For example, a Level 2 Cleric casting Cure Wounds (lv1) with a Level 3 Slot would add +6 to the amount of healing Hit Points gained.
  In addition, when a cleric or paladin casts a healing spell outside of combat, it is considered that the maximum result on the die/dice has been rolled.
 
 

Potions of Healing

When a potion of healing is used outside of combat, it is considered that the maximum result on the die/dice has been rolled.
  A bonus action can be used to draw and use a potion, but the potion must be first located somewhere on the character that can be accessed easily, otherwise it will take a ful action.
  Characters will need to be mindful of consequences if the potion is located somewhere where it can easily be accessed, as this may have an impact in the game (e.g. easier for NPC thieves to steal, susceptible to being smashed during combat).
 
 

Short Rests

A short rest lasts half an hour (instead of 1 hour), but during the first half hour of a short rest a character can only use 1 Hit Die for Healing.
  In terms of abilities that are gained back after a short rest, this half hour rest is adequate.
  If a further time is taken to rest, add an additional Hit Die for healing s follows:
 
  • 1st additional half hour: additional 2 Hit Die
  • 2nd additional half hour: additional 4 Hit Die
  • 3rd additional half hour: additional 6 Hit Die

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      Note that in case a rest is disrupted, then the character will still gain an amount of healing depending on the number of completed "half-hours".

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