Home Brew Rules
The following rules are home brew house rules and clarifications of RAW. These are rules were created based on events that have happen in games and scenarios. These are subject to change base on future RAW changes or impeding to the game. Depending on the rule change can be subject to a group vote. This includes the new play test rules.
- The races that are listed on my species file can be used to create characters. I will go through them mark races that I deem playable. I open to races not listed on the list if you come to me and we talk about. I have picked races that make sense to me, but it doesn't mean that I would not change my mind and add to them to the list.
- Characters stats will be rolled using 4D6 taking the best three results One's can be rerolled once. (Old School )
- With the exception of level 1 all hit points will be rolled one will be rerolled one time. Will be rolled yes I am going old School. All rolls will need to be done in front of the group. (Matt Mercer rule and I like it.)
- Encumbrance rule will be followed
- No evil characters will be played unless DM approves it. I don't want party members killing each other to many problems result from this. If a character breaks the law of the land consequences will be enforced.
- Experience points will be used to level up. DM desecration on other means to level up ( You impress Zeus)
- Flanking rules are the following: +1 to hit ( this rule may change to no flanking based on results.)
- When a PC, NPC, or bogie reaches half there hit point total a red marker will be placed telling you that they are bloodied.
- When a PC, NPC, or Bogie reaches 10 percent of there hit points a black marker will be placed on the figurine it is near Death.
- Massive damage and shock rules will be used.
- DM rolls Death saves in secret
- If a PC is knocked unconscious and is hit it is a automatic failed death save. If its a critical hit its two failed death saves. If the damage doubles your Total HP then the Character pass on to the afterlife.
- Successful Medicine checks will result in a successful death save. Unless you have the healers feat.
- Sprint rules will be used increasing your movement 5x, but that is your complete turn no bonus actions.
- To help some one you must be proficient in what your aiding the person in.
- Spell caster will need to use components as well as their arcane focus to cast spells. Players will need to spend currency even of the common components when they are in town or finding stuff while on the road. I need to be told that you are looking for components or buying them. If not told than then spells may not work. A component pouch will last a 20 days before it needs to be replaced. Component will be charged per level just as a spell are charged for the ink per level.
- Wizards spell books are 100 pages the spells in the book will be based on levels. a first level spell is one page a second level spell is two pages so on and so on. Once you reach 100 pages a second spell book will be required. I would suggest that you carry a traveling spell book.
- You can only multiclass once, and there has to be and acceptable story and back ground as why you are multiclassing. It is at my discretion.
- All characters Ideas and back stories should be discussed with the DM before you create it on Paper.
- When a PC is reduced to zero HP The player will be required to roll on my chart before any healing can be done for possible lingering injuries. Once per combat session. ( to prevent the Mess that happened with Sam)
- A character can die, I will not go out of my to kill a character, but I will play the bad guy by their intelligence or instincts.
- You must earn a town's reputation, do not expect the guard just to give you information until you start getting to know the guards and people of of the town you mingle with. Even if you have intimidation or persuasive skills does not guarantee yo the information.
- Crit rolls on skill check will be at DM Discretion (Combo of old rule and new rule)
- Declaring your advantage roll before you roll not after.
- If you do not declare an ability or class feature before you roll it does not count.
- Critical hits will do the the following alternate rules for damage: A 5th level rogue with a long bow and sneak attack would start at max damage of 1d8+3d6=26 the he or she rolls those same dice and rolls a 6,5,3 and a 8=22+4 for dex bonus for 26 points add this to the 26 for a total of 52 damage. The same rules apply for any class as far as Hit die damage or spell damage as well on to hit spells.
- Long rest rules: Quick rest ( 1 hour) Characters may consume hit dice to regain hit points and that is all. Short Rest (8 hours) Characters may gain the regular benefits of a short rest, as long as they can maintain the 8 hours uninterrupted by a period of strenuous activity lasting more than one hour. Long Rest (36 Hours) Characters may gain the regular benefits of a Long Rest, but with the added requirement that they rest somewhere that affords them shelter, comfort, warmth, and relative safety, such as in a settlement or a homestead. This will encourage the party to actually seek out places of civilization in order to replenish their resources. This time can be used for downtime activities and all hit dice are recovered as well.
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