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play:rules:homebrew_rules

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Homebrew Rules

Character Creation:

Everyone gets a starting feat.

Everyone starts with 1 DM inspiration.

Intelligence Modifier:

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.

Leveling:

Hit Points: Roll twice and take the higher number, if both rolls are lower than average, take the average.

When you level and are given the option of taking ASI or a feat, you can take both, provided you have spent in game time working on gaining that feat.

DM Inspiration:

Instead of DM Inspiration granting advantage, a deck of cards is used. Randomly pull from the deck and the card pulled will add to your roll.

Pip cards are equal to their value, face cards are 10, aces are a Nat 20. Joker cards will allow you to exactly meet the DC you need to succeed, but cause a twist of fate to happen as a result.

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.

Lucky Feat

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

play/rules/homebrew_rules.1652042867.txt.gz · Last modified: 2022/05/08 16:47 by quippy