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play:rules:homebrew_rules

Homebrew Rules

Characters and Stats

Character Creation

  • Everyone gets a starting Feat.
    • Variant Human's do not get an extra Feat.
  • Everyone starts with 1 DM Inspiration.
  • Everyone starts with normal starting gold, +1d4x10.
    • For example, if your class's starting gold is 3d4, then you get 4d4

Intelligence Modifier

When your Intelligence Score changes permanently, such as from an Ability Score Increase, an equipped Magic Item, or permanent Ability Score Damage, you may gain or lose the following:

  • For every positive modifier to your Intelligence, add either one language, one skill proficiency, or gain expertise in a skill you are proficient in.
  • For every negative modifier to your Intelligence, subtract either one language, one skill proficiency, or lose expertise in a skill you are proficient in.

Note that if you already have a positive modifier, and that modifier is reduced (for example, from a +4 to a +3), you will lose the extra languages/proficiency that would have been gained by having the higher modifier.

Leveling

  • Hit Points Roll twice and take the higher number, if both rolls are lower than average, take the (high) average.
  • ABI and Feats When you level and are given the option of taking an Ability Score Increase or a Feat, you can take both, provided you have spent in game time working on gaining that Feat.

Feats Changes and Restrictions

  • Lucky Luck points do not give advantage on a roll but instead use the same rules as DM Inspiration.

During the Game

Natural 20

Rolling a Natural 20 automatically succeeds.

DM Inspiration

  • Instead of DM Inspiration granting Advantage, a deck of cards is used. Roll the die, and randomly pull a card from the deck. Apply one of the following modifiers to your roll, based on the card pulled:
    • Pip Cards Add the face value to the base roll. Example: Drawing the 7 of Diamonds would add +7 to the roll.
    • Face Cards Add +10 to the base roll. Example: Drawing the Queen of Hearts would add +10 to the roll.
    • Ace Convert the base roll into a Natural 20. This counts as an automatic success.
    • Joker Convert the base roll into a Natural 20, but a Twist of Fate also occurs as a result. This counts as an automatic success, but may come with strange, unnatural, and long-term consequences as determined by the DM.

I Know a Guy

Once per session at any time (where it makes sense to), a player can say “I know a guy” and quickly sketch out an NPC and their relationship to that character. Then the player must make a Charisma roll to see how well that NPC reacts to the situation/request.

play/rules/homebrew_rules.txt · Last modified: 2022/05/24 22:13 by admin