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Homebrew Rules One Stop Shop

 

Homebrew Rules


 

3rd Party Spells allowed

  The third party spells are listed in the Subclass and Spell options available article  

Enchanting

The enchanting rules are outlined in the following article Enchanting  

Downtime Rules

The downtime rules explains what you can use your time away from the game to progress your character.   Leveling up - Week long rests to level & Time is doubled    

Character Creation and Leveling Progression: Talent Tree

There is an alternate rule feat replacement system. Talent trees replace the standalone feats in Chapter 6 of the Player’s Handbook.   You take talents when you start the game, when you level up to increase your proficency, during the level ups that give you Ability score improvements as well as training them through stars and in game downtime spent on training. TALENT TREE - Feat Replacement
Example picture below:

Homebrew changes: Critical Hits and Vunerability

1) Critical hits are now double damage, instead of an additional dice. 2) Vulnerable to damage is now changed to only dealing one additional dice per source of damage. (additional dice also gain this vulnerable effect.) * Multiple sources of damage do not include effects that roll 2 dice or more (i.e 2d4) but 1d4 from one source and 2d6 from another. Resulting in one more 1d4 and one more 1d6
Example:
Paladin has a 2d4 flame tongue claws weapon (addtitional 2d6 fire), elemental weapon spell (fire damage) 1d4 and casts 1st level smite (2d8 radiant)
The paladin rolls a natural 20 on the dice. Critical damage is rolled as any of the dice dealt as damage is doubled.

  This same Paladin hitting a creature that is vulnerable to fire and radiant the calculations are increased after the initial dice is rolled.
Add the 14 additional damage to the 24 + 5 = Total 43 damage
  There is one type of in the rule that doesnt work exactly like every other crit, it's Rifles and Pistols.

- Critical Range: The critical range of Black-Powder weapons is 17-20. Downside is that your critical fail on a one (1) or a two (2) on the dice and your additional damage dice isn't doubled with the critical damage.    

Homebrew changes: Rest and Resting system

4 types of rest options:
1. Quick Rest
Quick Rest is 10 mins, does what short rest is but limited to one a day. requires you had completed a Short rest preparation if you need to any task other than relax. Can't be done traveling or browsing in the cities. Cannot be done more than once in 24 hours. It does recover class features as short rest does. you can only roll hit dice up to 1/2 prof. Mod amount of times for Quick rest  
2. Short rest
Short rest is 1hr, can do as normal, allowed to short rest in a safe town and trade/walk around at leisurely rate.  
3. Long Rest
Long rest is 4 hr periods of sleep and then 4 hours of resting / light activity (not traveling on foot) / no activity
You can use hit dice to regain hitpoints up to half your hitpoints upon completing the first 4 hours of the 8 hour rest.
* at the end of session unless DM specifies otherwise you gain the effects of a full rest  
 
4. Full Rest
Full Rest is a week long period (out of game/in real life). It must be spent in an area of safety, such as an inn, where you can eat well, rest, and recover.   At the end of a Full Rest, you gain the benefits of a Long Rest, lose all levels of Exhaustion, you regain all spent Hit Dice, your maximum HP is restored, you regain all lost HP, and you gain:
• Double EXP for the first mission returning from Full Rest.

Additionally depending on DM one or more of the following benefits (determined by the GM) for the next 24 hrs:
• Gain Temp HP equal to twice your prof. bonus.
• Gain Temp HP equal to your level.
• Gain Temp HP equal to twice your level.
• Gain ADV on Str, Dex, and Con Saves.
• Gain ADV on Int, Wis, and Cha Saves.
• Gain ADV on all Saves.
• Benefits last for an additional 24hrs. Ask your DM if you are eligible for the double EXP if it's been a while since you've played. They can throw in a few of the additional too!    

New Ruling: XP system instead of Milestones

D&D is built around three pillars of gameplay: combat, roleplaying, and exploration and we have created XP system to link to that general idea. XP system - Three Pillars of D&D + Stars and Wishes  

New Ruling: Inspiration and Fate points

DM Inspiration and Fate points stack to three. Fate points are a new mechanic which allows you to choose a narrative change when attempting an action or reacting to enemies. When using a fate point you now can ask the DM to change the attack to succeed, hitting or an enemy misses and fumbles. You can ask the hit to bleed with a piercing weapon or a cold damage to freeze or slow the enemy.     You can gain inspiration or fate by roleplay/combat/character choices or other out of game methods. These DM inspiriations last until you completed a Long rest. You can gain an inspiration by not succeeding a Skill Check outside of combat (learning through adversity).      

New Ruling: Stars and Wishes

Along with the Inspiration changes we've made it so you can get inspiration easier with a player feedback rewards at the end of each session. Every time you get a star it gives either 1 or 2 XP points. The most you can get in a game is 10XP but DMs can handwave that sometimes if the star choices were unique enough and not just around one or two optimal plays or good choices or prefered playstyles.   Fate is now given out by GMs if you roll a nat1 multiple times over a course of a session and from the GM at the end of sessions stars and wishes.  

Guild Related Homebrew: Outposts

Ever wanted to build a home or a place to stay in or out of the settlement of Nyfold Village. Outpost Costs   Hirelings are here to do some crafting with you, work at your outposts and be your in game bodyguards are now available below in the second part of Outposts expansion. Hirelings and NPC costs  

Skill System - Greater and Lesser skills

We're adding another new set of skills this week to improve your characters. These skills are available to most of us already but can be made to be trained or bought the access to it.  
The Passives (Named Competencies) - Available for all characters at level 4
COMPETENCIES: Passive Skill List - Greater and Lesser skills   Alongside the passives that are available in the game, some of the previously published actives are now visible for cost and effect in the article below.  
The Active abilities (Named Flourishes) - Available for all characters at level 7
FLOURISHES: Active Skill List - Greater and Lessser skills

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