Homebrew Rules
Systems and Mechanics
Armour Modularity
Certain armour types can be expanded to become a more extensive set of armour and some armour types may be only half equipped to become a less extensive armour type. If expanding to a higher armour type, you may detract the value of the owned armour type from the expanded armour cost.
E.g., If owning a Breastplate, it may be expanded by adding additional pieces in order to become half- or full-plate. If owning full-plate you also own half-plate and a breastplate as part of the full set.
If only one part of an expanded set of armour is magical, not all effects are carried over into the expanded set. This is decided by DM discretion.
E.g., If expanding a Dragonguard breastplate into half- or full-plate, the +1 AC does not apply but the granted Advantage on Saving Throws does apply. If downscaling +2 Plate armour, the half-plate and Breastplate have only +1
Athletics vs Acrobatics
When climbing or making jumps, Athletics or Acrobatics may be used, with potentially different effects
E.g. When climbing a rock wall, the Barbarian decides to grab onto the protruding rocks and pull themself up, making an Athletics check, while the Rogue uses the protruding rocks to augment their climbing with jumps, making an Acrobatics check
If the situation requires solely strength or solely swift footing, DM decides whether Ath. or Acr. is used
Done in order to give more utility to the Acrobatics skill
Breaking Grapple and Restrained
Instead of using an action, if you are able to make multiple attacks as part of the Attack action, you may use one (or more) of these attacks to attempt to break a grapple. Restrained still requires a full action to attempt to break.
Change Prepared Spells on Short Rest
Over the course of a Short Rest, you can change a number of your prepared spells equal to half your proficiency bonus (rounded up) to other spells you know.
Changing classes
If a player wants to change classes.
Option 1: On level up
On level up, lose one level in old class, gain two in new class.
Can also be done independent of level-up with a certain interval
Lose one, gain one
Option 2: Every session, every in-game week; agreed interval
Lose one, gain one
Ability scores
Can move scores from the main of the old class to the main of the new
Done at the same time as changing levels
If the PC has moved all levels but not finished moving points, it continues at a certain interval (e.g. every 7 days)
The score of the new cannot exceed the score of the old and cannot move more than 5 points
E.g. Wizard with 14 INT to sorcerer; can only move points until CHA is at 14, can at max become 9 INT
Should have an in-game reason / explanation of how the change of skills is done. Change of ideology? Found mentor? Changed by a certain experience?
Conditions
New conditions are added to the game and some RAW 2024 conditions are altered. See details in CONDITIONS & STATES.
Creating a PC
See Making a PC.
Damage on Successful Saving Throws
If the damage taken from succeeding on a Saving Throw would bring a creature to 0HP, it is instead brought to 1HP.
Drinking Potions: Sip or Chug
Potions may be drawn as a free action and consumed as either an Action or a Bonus Action. When drunk as a bonus action, standard die rolls determine its effects. When drunk as an action, the target gains the maximum effects of the potion (all max die rolls).
When feeding the potion to a different (non-resisting) target an action is used to give them die rolls for potion effects, while two uninterrupted actions guarantee max die effect.
Divination Magic Delay
Some Divination magic that ask for knowledge or information (such as the Divination spell) will have a delay before the answer is returned.
In gameplay terms, this means that the answer to a Divination spell could arrive later in the session or early in the next session. In meta terms, this allows the DM to consider the question and give a well thought-out response.
Note that certain spells or magic items can block Divination magic surrounding that character. This can both direct information of the character ("What is the true name of the Dark Lord of Mystery?") and information that involves the character ("What happened in this village when the Dark Lord of Mystery attacked?").
Dual-Wielding Weapons
Dual-Wielding Alternative Rules (Dungeon Dudes) Source: Dungeon Dudes
Differences from RAW, in a nutshell:
Two-weapon fighting: You make the off-hand attack as a bonus action and can add your modifier to the damage.
Two-weapon fighting style: You make the off-hand attack as part of the attack action instead of as a bonus action.
Two-Weapon Fighting
Once on your turn when you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can make one additional attack with a different light melee weapon that you're holding in the other hand as a bonus action.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Two-Weapon Fighting Style
When you use two-weapon fighting, you make the additional attack as part of the attack action, not as a bonus action.
Dual Flurry Feat
Prerequisite: Level 8, Extra Attack class feature or equivalent
You can attack two additional times, instead of one, when you use two-weapon fighting on your turn.
Dungeon Turns
When the party is in a tense or time-sensitive situation and out-of-combat, they may a Dungeon Turns situation.
Turns are counted in blocks of 10 minutes in which each character can make one major action, such as investigating something, picking a lock, searching for traps, or moving carefully down a hallway. Once each PC has chosen a major action, each is resolved in turn, then the next round occurs. Between turns, other things may be happening, such as hostile creatures moving around in the dungeon.
Dying, Mortal Wounds, and Last Stands
Being downed and dying in combat is changed. You are able to take limited actions while dying and can choose to make a Last Stand. After dying, the player may still affect their allies. See details on the right in CONDITIONS & STATES.
Epic Bosses
Epic Bosses are creatures so strong that they can withstand an entire adventuring party on their own
Instead of having a traditional turn in the initiative order, some Epic Bosses instead only have epic actions that they take at the end of every opposing character's turn. Most epic actions can only be taken once per round (refreshing at the top of the initiative order), though some can be taken multiple times (such as attacks and epic resistence).
The Epic Boss still has a turn in the initiative order, but will not take actions or bonus actions, unless forced to by a spell or other effect. On its turn, the legendary boss can move, interact with objects, and take certain epic actions.
Epic Action examples
Attack
Pull in
Dash
Fireball (once per round)
Feast (may only be taken after reducing an enemy to 0HP)
Teleport (recharge 5-6)
Prepare breath weapon
Exhale breath weapon
Epic Resistence
Reaction
Epic Resistence: The Epic Boss chooses one condition, spell, or other effect currently affecting them and rolls 1d20. On (usually) an 11 or higher, the effect ends on it. An Epic Boss can use this action even if it would otherwise be unable to take actions, its actions are being controlled by another creature, or if a spell or effect alters its game statistics.
Optional Rule: Stun Epic Actions
When casting a spell or using an ability that would stun, incapacitate, or paralyse an Epic Boss, the PC can instead choose to "stun" one Epic Action, blocking the boss from using it until succeeding on a saving throw or epic resistance.
Optional Rule: Dynamic Hit Points
As a way of balancing the Epic Boss' HP versus the adventuring party, the DM can choose to set the Boss' HP as X times the number of PCs in the fight.
In this way, the action economy is intrinsically balanced and the boss has a response to each player character's action.
Epic Resistence is not as punishing as legendary resistance, but still strong
Exhaustion levels
Level | Effect |
1 | Disadvantage on ability checks |
2 | Speed halved |
3 | Disadvantage on attack rolls and saving throws |
4 | Hit point maximum halved |
5 | Speed reduced to 0 |
6 | Unconscious; make Death Saving throws. Healing only stabilises the creature. Stabilising removes 2 lvl of Exhaustion after 1 hour. |
7 | Instant death |
Fate Rolls
The DM can choose to make a fate roll to determine certain things that would only be true due to high luck or fate. Ex. A PC falls down a waterfall; do they survive? Is there a chandelier above the enemy?
The DM rolls two d20s and a player rolls one d20. If the player rolls a higher number, fate is on their side.
Flying

Free falling
You are considered to be in a free fall if the distance you are falling is equal to more than 70 feet. If the distance is 70 feet or less, use standard rules for falling damage (1d6 per 10 feet fallen).
If you are in a free fall, at the end of your turn you descend X feet.
If you are subjected to free fall on another creature's turn, you descend 20 ft on the end of that creature's turn, subtracting this movement from the first round of free fall movement. On your turn, you may choose to move part of the fall distance, moving the remaining ft at the end of the turn. If you impact as part of this movement, your full speed for that turn is spent. Upon impact, you take the appropriate fall damage for that round and are knocked prone.
At full speed, you descend 500 ft per round (moving the distance at the end of your turn), however you gradually reach this fall speed.
Round | Fall speed | Damage |
|---|---|---|
0 | 20 ft/r | 2d6 bludgeoning damage |
1 | 50 ft/r | 5d6 bludgeoning damage |
2 | 100 ft/r | 10d6 bludgeoning damage |
3+ | 500 ft/r | 25d6 bludgeoning damage |
Fall distance | Damage | Rounds until impact |
|---|---|---|
10-50 ft. | 1-5d6 bludgeoning damage | End of 1st turn |
50-150 ft. | 10d6 bludgeoning damage | End of 2nd turn |
150+ ft. | 25d6 bludgeoning damage | End of 3rd turn, plus 1 turn for each 500 ft. above 150 |
Optional rule: If the DM deems that the falling character may somewhat direct their trajectory and landing, roll a DEX check to reduce the damage taken. The DC should be difficult but adjusted based on the situation (e.g. rocky terrain vs forested).
Insight rolls made by the DM for the PC
Done so that the player doesn't know whether they rolled high or low; they just get the insight the PC got.
E.g. if the player rolls low they know not to trust the information but the PC would not; not seeing the roll means they just get their insight
The DM asks for the PC’s insight modifier when about to make the roll.
A player can ask to roll insight at any time and give their modifier to the DM.
Lasting injuries
When taking massive damage (half of max HP or more) from a enemy critical hit attack or from rolling a 1 on a saving throw, a CON save with a DC equal to 12 + one tenth of the damage taken, suffering a lasting injury on a fail. When taking a lasting injury, roll on the table below.
Injuries Table
Roll 2d10 | Injury |
2 | Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. |
3-4 | Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls but gain a +2 to Intimidation checks. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you are blinded. |
5-7 | Limp. Your speed on foot is reduced by 10 feet. If using a cane or crutch, the speed is only reduced by 5 feet. If you take the Dash action you must make a DC 10 Dexterity saving throw, falling prone on a fail. Magical healing of 4th level or higher directed at the injury 3 days in a row removes the limp. |
8-11 | Minor Scar. The scar doesn’t have any adverse effect. Magical healing of 4th level or higher, such as heal and regenerate, may remove the scar if wished. |
12-13 | Broken Ribs. Whenever you attempt a Strenuous Action* and after a combat encounter, you must make a DC 10 CON saving throw. On a failed save, you take 1 level of Exhaustion. The injury heals if you receive magical healing of 3rd level or higher directed at the injury, or if you spend five days doing nothing but resting and light activity. |
14-15 | Internal Injury. Whenever you attempt a Strenuous Action* and after a combat encounter, you must make a DC 12 CON saving throw. On a failed save, you take 1 level of Exhaustion and lose your reaction. The injury heals if you receive magical healing of 4th level or higher directed at the injury 2 days in a row, or if you spend ten days doing nothing but resting and light activity. |
16-17 | Horrible Scar. You are disfigured to the extent that the wound can’t be easily concealed. You have disadvantage on most Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Friends and those who trust you are not affected by this. Magical healing of 5th level or higher, such as heal and regenerate, removes the scar if wished. |
18-19 | Festering Wound. Your hit point maximum is reduced by 5 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing of 4th level or higher directed at the injury 3 days in a row. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals. A success or 4th level healing spell prevents the max HP reduction that day. |
20 | Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. |
A strenuous action is an action that is physically demanding. Strenuous actions include: the attack action, casting a spell that requires a spell attack roll, casting a spell that requires a saving throw while in reach of an enemy, jumping, shoving, dodging, climbing, dashing
Learning proficiencies
A character may choose to spend time trying to learn a new skill, tool, language, armour, or weapon proficiency. Once per long rest, the character spends 2 hours practising. An ability check is made with the relevant ability score. The DC starts very high but lowers by 1 for each attempt with a roll above 15. Aid from other characters with the target proficiency may also lower the DC, at the DM's discretion, such as by lowering the required minimum roll for lowering the learning DC. For some proficiencies, help from a proficient character is required for attempting to learn.
Long Rests Require Supplies
In order to take a long rest, Supplies are required. Supplies is a general term for foods, drinks, etc. required to recover from adventuring life, as well as any specific items your character requires to recuperate and prepare.
To gain the benefits of a Long Rest, a character must expend 1 supply charge. If not, the character only gains the benefits of a short rest.
Note that even if a creature does not expend a charge to take a long rest, they still require food and sleep.
Supplies include food, but even when not taking a long rest in this way a creature needs life-sustaining food. For each day a character does not eat and/or sleep, they must succeed on a CON save with a DC equal to 8 + twice the number of days passed or take a level of Exhaustion (day 1: DC 10, day 2: DC 12, day 3: DC 14 etc).
A character can only carry 1 supply charge on them. A Ranger or species with the Powerful Build trait, can carry an additional 1 charge. A large mount (such as a horse) can carry 1 more charge, while a huge one can carry 2.
Supply charges can be regained by spending 10 gold per charge, or by attempting to gather the necessary supplies. Over the course of 4 hours, you can make a check to attempt to gather a number of supplies equal to your proficiency bonus. These charges can be added to your own or allies' supplies. The DC depends on the environment, and usually calls for a Survival check.
ALTERNATE
In order to take a long rest, Supplies are required. Supplies is a general term for foods, drinks etc. required to recover from adventuring life.
To gain the benefits of a Long Rest, a character must spend 10 supplies. If not, the character only gains the benefits of a short rest. Supplies include food, but even when not taking a long rest in this way, a creature needs life-sustaining food. A character can consume 2 supplies instead of a day's worth of food. Each animal in the party can consume 1 supply as a day's food. For each day a character does not eat, they must succeed on a CON save with a DC equal to 8 + twice the number of days without food or take a level of Exhaustion (day 1: DC 10, day 2: DC 12, day 3: DC 14 etc).
A character can carry supplies equal to twice their Strength Score without being encumbered by them. This capacity is independent of regular carrying capacity. Any mount or pack animal in the party can also carry supplies equal to twice their Strength Score. This capacity includes weight carried by their riding mount and is independent of regular carrying capacity. Pack animals and vehicles may increase the carrying capacity, but will slow travel speeds (especially in difficult terrain), and there are many dangers on the road.
Taking the Long Rest in an inn, tavern, or similar place where supplies are handled by others requires no supplies from the character.
Here is a sheet for tracking a party's supplies
Map travel
Speed / Max Hours | Full day’s travel (approximate) | |
|---|---|---|
Travel on foot: | ||
Normal speed | 3 mph, 8 hours/day | 24 miles |
Fast speed | 5 mph, 6 h/d | 30 miles |
Travel by horse: | ||
Normal speed | 3 mph, 10 h/d | 30 miles |
Fast speed | 6 mph, 8 h/d | 50 miles |
Travel by ship: | ||
Common ships | 3 mph, 24 h/d | 70 miles |
Fast ships: | 4 mph, 24 h/d | 95 miles |
Travelling at a fast speed for more than the maximum hours requires CON saving throws to avoid gaining a level of exhaustion (DC = 11 + x, where x is number of hours over limit). Travelling while encumbered is -2 hours and +2 DC
Journey: Travel Roles
A Journey is an extended period of travel occurring outside of a settlement. During a Journey, each party member has the opportunity to take on a Role.
Journey parameters
Travel outside of settlements (town, city)
Expected to be outside of settlements for 2 days or more
When these parameters are met, the travel is considered a Journey
Journey Roles
When on a Journey, each character may take on a Role
During the Journey different Roles may face different skill challenges to provide benefits to the party
Before beginning a Journey, each Role may choose to undertake preparations to make the Journey easier
Guide: This character is in charge of guiding the party, taking the correct paths, staying on route, etc. Successful skill challenges may shorten the required travel time and avoid dangers, or improve rolls on Random Encounter Tables. Common skills/tools: survival, history, cartographer's tools.
Pathfinder: Survival check, or History if in known areas, to determine the best paths. Can increase or lower travel speed
Travel under Cover: (WIS) Stealth check, advantage if at night, to avoid being seen or tracked.
Track: Survival check to find and follow the tracks of a creature
Outrider: This character will periodically travel away from the party to hunt, gather, or scout for nearby dangers, locations, people, etc. Successful skill challenges may warn the party of dangers or other encounters ahead, have a chance of finding a Sanctuary, or provide food and supplies.
Hunt/Gather: Survival check to gain supplies
Scout: Survival or Perception check to gain extra sight into nearby areas
Search: (WIS) Investigation, Perception, or Survival check to find structures, caves, safe spaces etc.
Track: Survival check to find and follow the tracks of a creature
Warden: This character will keep watch over the party and its surroundings, looking out for dangers, and guarding the party as they travel. This character is also in charge of the watch during long rests. Successful skill challenges may warn the party of dangers or other encounters close to the party, or fortify their position in case of an attack. Common skills: perception.
Lookout: Perception check. Sets the DC other creatures must beat with stealth checks. If not, the warden's passive perception is used.
Fortify: INT or WIS check to ensure the party is in a defensible position in case of combat
Bodyguard: Weapon or Spell Attack roll. Choose one ally to guard and keep safer. Ally gains +2 AC (as long as you maintain concentration), has advantage on saves against travel dangers, and you are with them if they are ambushed
Quartermaster: This character takes care of the camp, equipment, animals, etc. of the party as well as tasks like cooking, crafting, or entertainment during travel. Successful skill challenges may give bonuses to other Roles' skill challenges or provide other benefits. Common skills/tools: survival, animal handling, performance, carpenter's tools, cook's utensils, smith's tools, herbalism kit.
Use a Tool: Tool check to use a tool for its purpose. E.g., mend equipment, make food.
Tend Animals: Animal Handling check to tend the party's animals. Teach them commands, train them for combat etc.
Tend Camp: INT or WIS check to keep camp, equipment, and supplies organised. Can negate negative events.
Bolster Morale: Performance or Persuasion check to bolster the party's morale. Choose a number of allies equal to your proficiency bonus and grant them a d4 bardic inspiration, lasting until the end of the next travel cycle.
Common actions: Tend Animals, Tend Camp, Use Tools, Tend Equipment, Bolster Morale.
Other roles can be suggested by the players.
Mounts and Mounted Combat
A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules.
Mounting and Dismounting
During your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs 15 feet of movement.
Controlling a Mount
You can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training.
The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.
In contrast, an independent mount—one that lets you ride but ignores your control—retains its place in the Initiative order and moves and acts as it likes. An independent mount can choose to use its movement on your turn.
If the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.
Mount Attacks
While mounted by a rider, a controlled creature can only take the Dash, Disengage, or Dodge action. However, if the rider takes the Attack action, they can choose to replace any of its attacks with attacks available to the mount. The mount must use its action to allow this.
Falling Off
If an effect is about to move you or your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition in an unoccupied space within 5 feet of the mount.
While mounted, you must make the same save if you’re knocked Prone or the mount is.
Morale Checks and Fleeing Mounts
When a controlled mount starts its turn with less than half its max hit points, it must succeed on a DC 10 Wisdom Saving throw, called a morale check. If it fails, it becomes frightened and attempts to move as far away from hostile creatures as it can.
A mount that is trained to remain in combat (such as a warhorse) is considered proficient in morale checks. Furthermore, if the rider is proficient in Animal Handling, the rider can add its proficiency bonus (or twice that if they have expertise) to the mount's morale check.
Rider Grid Location and Weapon Reach
When mounting a mount, the rider occupies the center-most space in the creature’s space. If the center of the creature’s space is an intersection, it occupies all spaces which touch that intersection. This means that a human on a horse (or other large creature) occupies the mount’s entire space. On an elephant (or other huge creature), a human occupies only the center square of the elephant’s space. On a Brontosaurus, a human occupies a 10 foot square in the center of the mount’s space.
Tips for Keeping Your Mount Safe and Happy
Barding: Horse armour. Barding is armour designed to protect an animal by raising its AC. Barding costs four times as much as the equivalent armour for humanoids. A mount must be proficient in the armour or else it gains Disadvantage on attack rolls and dexterity saving throws. Mounts trained for combat are usually proficient in light, medium, and/or heavy armor. Keep in mind a mount may gain speed reduction if it does not meet the strength requirement of its armour.
Mounted Combatant Feat: Gives you advantage on melee attack rolls against unmounted creatures smaller than your mount, lets you force an attack targeted at your mount to target you instead, and gives your mount evasion.
Dodge: The mount can take the Dodge Action when in reach of enemies to impose disadvantage on attacks against it.
Optional Rule: Couched Lance Attack
A character with either the mounted combatant feat or proficiency in animal handling as well as proficiency in at least one weapon that deals piercing damage, can choose to make a couched lance attack.
While mounted, if move at least 40 feet in a line towards a target, you can make a couched lance attack as part of the attack action. This attack must be made with a weapon that deals piercing damage (such as a lance or spear). If you are able to make multiple attacks as part of the attack action, you instead make one attack. On a hit, you roll an amount of weapon damage die equal to the amount of attacks you can make as part of the attack action plus one die, then adding your damage modifier and any effects of the weapon.
For example: A level 5 human paladin with 18 strength and the mounted combatant feat mounted on a warhorse using a lance moves 40 feet then attacks a bandit. Since a warhorse is a large creature and the bandit is medium, the attack roll has advantage. The damage die for a lance is 1d12 and the paladin can make two attacks as part of the attack action. This means the attack deals two plus one damage dies. The attack hits and deals 3d12+4 damage, and the paladin could choose to smite as well.
Nat20s and Nat1s
A Nat20 or Nat1 will add an additional +3 or -3 to the total roll. (E.g. Nat20 + 4 skill modifier + 3 = 27; E.g. Nat1 + 4 skill modifier - 3 = 2)
Attack rolls
Nat20: Able to choose between two options:
Critical hit: Double the amount of dice + same modifier
Critical action: May forgo double damage in order to also attempt to do an action against or impose an effect on the creature
E.g. Disarm, blind, knock prone, stun,...
Must roll again to see if the action succeeds. DC set by DM. Should be based on AC or skills with a + or - based on the difficulty of the action; may also be contested.
Nat1: Critical failure
Something goes wrong which might have an adverse effect. On a Nat1, the DM rolls a d20 to determine the severity of the effect (the higher the worse). Low numbers might be no effect or flavour effects, high numbers may be actively adverse to the creature.
E.g. Falls prone, damage backfires, drops weapon, weapon is damaged
A character with the Extra Attack feature, rolls twice and takes the lower roll when the critical failure is due to an attack roll
Max one per turn (to avoid those with multi-attack being especially affected)
Negotiation
From upcoming MCDM RPG
When entering high-stakes negotiations with an NPC, this system can be used. A Negotiation is more "Can I convince this enemy to turn on its master?" than "Can I convince this ally to give me more money?".
In a Negotiation, you need to be aware of two bars: Patience and Interest, and two concepts: Motivation and Pitfalls.
Patience: This is what keeps the negotiation going. How long is this NPC willing to negotiate with you? Different NPCs will start with different levels of patience with your party based on their personality and relation to you. Patience will usually start around 3-5. After each attempted argument by the party, patience goes down by 1 (usually). When patience runs out (i.e., reaching 0), the negotiations end.
Interest: This is how intrigued and tempted the NPC is by your deal. Can you convince them? An NPC starts with a certain amount of Interest already, otherwise there'd be no negotiation. When interest reaches a threshold (usually 7-10), the NPC accepts your deal. A more difficult proposal will have a higher threshold. If the NPC loses all interest (i.e., reaching 0), the negotiations end.
Motivation: If you are able to dive into the NPC's hidden motivations when you try to convince them, their interest and patience increases by a lot, usually 3. All NPCs have motivations. If your arguments speak to this or use their motivation in your arguments, they will be convinced faster.
Pitfalls: If you step in the salad, talk about a no-no, or roll a nat1 on your check, the NPC's patience with you will plummet. All NPCs have topics or arguments that will anger or upset them. If you argument taps into this, they'll quickly lose patience, decreasing by 3-5.
Each "round", the party can attempt one argument to increase the NPC's Interest. This may include a skill check. If successful, Interest increases by 1-2. After the argument, Patience decreases by 1. Then the party can attempt another argument.
Insight checks can be made to try and gauge the NÅC's current levels of patience and interest.
Before a negotiation takes place, the DM should be aware of and note the NPC's motivations and pitfalls. Next, the DM determines the NPC's starting patience and interest, and the interest threshold for the proposal.
It is helpful for the DM to keep a counter for patience and interest. This can be a scale they slide or simply two piles of dice.
Non-Lethal Damage
Many weapons that would normally kill an opponent may be used to do non-lethal damage (e.g. using the hilt of a sword, handle of a spear, a lighter mace strike), knocking the target unconscious instead.
The damage type is changed to Bludgeoning and the die size decreases by one (e.g. d10 to d8). If the die size is already a d4, the roll is either halved or a d2 (coin) is used.
Overcharge - Spells and Actions through Exhaustion
By taking levels of exhaustion, you can push yourself beyond your limits in the following ways.
Actions. At the cost of 1 level of exhaustion, you can make one extra action. This can only be done once per round.
Class Abilities. You can take levels of exhaustion to use spent class abilities. If the ability would normally recharge on a long rest or is part of a pool (such as rage or superiority dice), using one of these costs 1 level of exhaustion. If the ability would normally recharge on a long rest (such as indominable), using it costs 2 levels of exhaustion.
Spells. By taking levels of exhaustion, you can cast a spell without using a spell slot. The amount of exhaustion you gain is equal to: (your highest spell slot / the level you cast the spell at) * 7. The total is rounded up. In this way, you can upcast spells to a level you could normally not cast it as. You gain the levels of exhaustion after casting the spell. You can only cast spells you know in this way.
Retainers
Source: Strongholds & Followers, Matt Colville / MCDM
https://anyflip.com/ypwlw/munn/basic
See Retainers
Resurrection Rules
See RESURRECTION
Based on system by Matt Mercer
Rolling HP at Level-Ups
When gaining a level, HP is rolled. Based on what hit die the class has, the PC has the ability to reroll low rolls as seen on the table below.
Hit Die | Re-roll: |
|---|---|
d6 | 1 |
d8 | 1-2 |
d10 | 1-3 |
d12 | 1-4 |
Sleep and Armour
Sleeping in armour is not as restful as sleeping without. A player should decide, in general, if they sleep with or without armour. When sleeping in armour a creature has to make a CON save or take 1 level of Exhaustion. The DC is 8 for light armour, 10 for medium armour, and 12 for heavy armour.
Shopping: Mundane and Magical Items
If a PC has 1-2 hours to spend they can buy any mundane item for the price listed (but let your DM know) without having to RP it.
Most magic item shops are able to provide any Common or Uncommon magic item if asked for it.
Ask the Shop Keep “Do you have this?” and they’ll say “Why yeesssssss… Would you like to buy it?”
Sorcerer: Mana instead of Spell Slots
As a Sorcerer, you may use the alternative Mana system instead of traditional spell slots. You have a pool of Mana points you use to cast spells. Spells of different levels require a different number of mana points to cast. See here. Your Sorcery Points are added to this pool of Mana and Mana Points are used to in Metamagic.
Spell Changes
No Power-Word Kill: It is overpowered, there is no save; it is not fun. No PC or NPC can learn or use this spell.
Altered Produce Flame
Altered Fire Bolt
Teleport. Mishap is more dangerous.
Each consequence range is moved one to the right (so On Target is Off Target, Off Target is Similar Area, and Similar Area and Mishap is Mishap). If you roll another Mishap, roll on the Critical Teleportation Mishap table below.
Critical Teleportation Mishap | |
|---|---|
1dx20 | Effect |
1 | 1d4 random members of the group are reduced to dust and spread across the cosmos, instantly dying. Only a Wish or True Resurrection spell can bring them back. Reroll on the Teleportation table to see where you wind up. |
2-5 | You are hurt or changed by the mishap. 1d4 random members of the group gain a lasting injury. Reroll on the Teleportation table to see where you wind up. |
6-9 | Each member of the group is teleported to a random plane of existence. The planes are random for each member. |
10-13 | Each member of the group is teleported to the same random plane of existence. |
14-17 | Each member of the group is teleported to a random location on the target plane. The location is random for each member. |
18-20 | Each member of the group is teleported to the same random location on the target plane. |
Plane Shift. When casting Plane Shift you must follow the same familiarity rules as with the spell Teleport and roll on the Teleport table.
Staredown and Banter Combat Phase
In combat, at the bottom of the initiative order is a Staredown and Banter Phase where characters have an opportunity to talk or bluff their way to an advantage in the fight. Depending on the flow of combat, the Staredown and Banter Phase may only happen every other round. One of the primary purposes of this phase is to allow for building suspense or de-escalating.
During this phase, you can assess or find weaknesses, intimidate foes, gain insight into your opponent, bolster an ally's resolve, or use certain class abilities. The DM will usually ask for a relevant skill check. Successes or failures may give various outcomes, including these standard three:
Psych Out: Impose a -1d4 penalty against the affected enemy or enemies' next d20 roll.
Gain a bonus: You or an ally gains a +1d4 bonus to their next d20 roll.
Discern Ability or Weakness: Learn a vulnerability, resistence, or immunity that a character has or learn specifically how one of their abilities or attacks works.
During this phase, characters can freely talk and roleplay for a while before the heat of combat beings anew. Any mechanical benefits are based in how you choose to RP interact with your opponents and allies.
You know how in Star Wars: A New Hope in the duel between Darth Vader and Kenobi they circle each other, talk, and psych each other out before clashing together with their sabres then retreating and starting anew? That's this.
Suffocation
When a creature runs out of breath or is choking, it begins suffocating and gains 2 exhaustion levels at the end of each of its turns. When a creature can breathe again at the end of its turn, it removes all levels of exhaustion it gained from suffocating.
Deep breath. A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
Short breath. If a creature does not have a chance to take a deep breath before it must hold its breath (such as by being thrown underwater or being choked), it can only hold its breath for a number of rounds equal to its Constitution modifier (minimum of one round).
Rule of thumb: If you are pushed under water on another creature's turn, you do not have a chance to take a deep breath.
Weapon Mastery
See Weapon Mastery