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Potions: Bonus action for self, Action to give to someone else.
Resting: Short rest is an hour, Long rest is 8 hours.
Guns: Rules for guns and gunpowder.
Carry Weight: Use common sense. Can you really carry 10 weapons, A barrel of apples and an elephant hide? Criticals: Roll normal dice, add max value of each die and then add normal bonuses.
Eg. Normal=1d6+3. Critical=1d6+6+3

  • Character development. Backstory, revelations, influencial action
  • Roleplay development and/or continued roleplay
  • Creative ideas (May not be the right or good idea though)
  • At the end of a session players can vote to give one player inspiration


  • “I've got this” Gain advantage on any roll you make
  • “Now you're in for it” On a successful natural attack turn it into a critical
  • “You don't need that arm” On a natural critical guarantee a lingering injury
  • “Let's do/try that again” Make one extra attack or cast one extra spell
  • “Oh no you don't” make an additional reaction
  • “Not this time” Impose disadvantage on another creature's roll
  • “That looks like it hurt” On a creature's nat 1 on a save guarantee a lingering injury
  • “I know a guy/gal” If in a social predicament you can help turn it in your favour*
  • “Wait, I have an idea” If stuck with a puzzle or problem you can gain a hint or guidance*
  • “No DM, that doesn't happen.” If at least 3 players pool their inspiration and they all agree, they can change the outcome of an event that has just happened or will about to happen^

* Requires roleplay and other methods tried first, eg. “Remember” an old friend who has connections to royalty or criminal underground who knows how to help.
^ Still needs to make logical sense, eg. An enemy wouldn't suddenly cut their own head off.

Death Saves: You must roll and tally successes and failures in secret, a successful medicine check by another creature reveals the status of the dying creature.
In addition Death save failures are only reset on a long rest.

Lingering Injuries: Use standard lingering injuries table. (DMG 272 or Expanded Lingering Injuries)

  • Score a crtical hit that reduces the target to 0hp
  • Score a critcal hit on the target*
  • Roll a natural 1 on a saving throw*
  • Score a critcal on a paralyzed or unconcious creature within 5ft^

* 25% chance of sustaining injury (Roll 1d100, if 25 or under suffer an injury)
^ Attacker can decide to pick an injury from the table

In Planning

Humans Gain an innate ability to tell if there is magic or undead nearby, this comes naturally as goosebumps, hair on neck and arms standing up, etc. Most do not realise what causes it but scholars and magically inclined know of this natural reaction.
Note. You cannot tell direction, distance, school, etc. only that it is there


Carry Weight (WIP)



download/homebrew_rules.txt · Last modified: 2020/01/16 16:48 by kyledot