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Homebrew Rules

This section covers modifications to the RAW (rules as written) from the official 5e PHB (player handbook). This custom ruleset is referred to as "homebrew." Keep in mind that these changes go for enemies as well.  

A. Bending the rules

The 'Rule of Cool' is in full effect. This means that if a player comes up with an action or idea that is particularly creative, entertaining, or epic, the GM may allow some flexibility with the rules to accommodate it. This approach prioritizes memorable moments and player creativity, though it's balanced with respect for the game's fundamental mechanics.
 

B. Potion consumption and item usage cost a bonus action

To streamline combat and encourage the use of different items, consuming a potion or using an item will only require a bonus action instead of a standard action. This allows players to stay engaged in the fight while managing their resources effectively. If it requires an attack roll, it becomes a primary action.
 

C. Initiative flexibility: combos and split turns

If players have the same initiative they have the option to combine their or interchange their turns to execute battle combosor split into two parts for strategic advantage. This rule encourages teamwork and tactical planning, allowing for dynamic and exciting combat scenarios.
 

D. Modified cover rules

Using battlefield objects, constructions or terrain can be of great defensive benefit. 5e has 3 levels of cover - we bring it down to 2 levels: Partial and Full.

  • Partial cover provides +2 to AC and advantage on Dexterity saving throws.
  • Full cover grants +5 to AC and advantage on Dexterity saving throws.
  • Partial cover can be peeked around/over. You are considered partially covered if someone is between you and the attacker, or between you and the target.
  • If your line of sight is obscured by a creature, it's partially covered. A nat1 on an attack roll that tries to shoot past someone may hit the intervening person, potentially causing friendly fire.
  • If you are in full cover, you usually need to move out of it to make ranged attacks (or situational spell attacks, depending on the type of spell).
 

E. Flanking mechanics: positional advantage

This rule alters the standard flanking advantage to a more nuanced tactical choice, encouraging positioning and teamwork in combat. Several attackers do not recieve flanking benefits anymore - only the one positioning behind an enemy gets the flanking advantage.
 

F. Knocking out enemies

There is no RAW "non-lethal damage". Normally a player can declare if they meant for an attack to be non-lethal once an attack reduced enemies to 0 hp. This rule will change the need for an intentional knock-out to be called beforehand.  
  • The probability of successfully knocking someone out can be determined by Perception or Medicine check.
  • There's always a chance that an enemy can be alive while bleeding out after battle.
 

G. Finisher: cinematic endings to battles

When a player lands a decisive blow ending a combat encounter, they get the opportunity to describe a dramatic 'finisher' attack in 1st person perspective. They have more power over what is allowed in this instance than usual. If the finishing player wants to, other players with remaining turns can join in to create combo finishers, leading to memorable and cinematic battle conclusions.
 

H. Falling unconscious and death saving throws

Whenever a player is reduced to 0 HP, they will fall unconscious, and enter a Bleed Out state. Death saving throws are to be done in secret, between the dying character's player and the GM.  
  • Any healing will Stabilize characters, preventing more death saving throws.
  • Characters normally won't wake up before they regain 1/4 HP.
  • A nat20 on a death saving throw will revitalize you and wake you up able to take a full turn.
  • 'Revivify' is the only revival spell that can be used in combat due to its cast time. It will bring a character back from death, awake, with 1/3 of their total HP.
 

I. Grevious injuries

RAW states that an attack dealing damage equal to or higher than a character's remaining HP + the total HP will cause instant death. Iterating on this, if an enemy now deals damage equal to a character's remaning HP + a 50 % or more of your total HP, they will now have a chance to inflict a Grevious Injuries.  
  • Example: If you have a 20 HP total, 2 HP remaning, and an enemy deals 13 damage, they reduce you to zero and surpass that 50% threshold, to cause a lasting injury.
  • Types of Grevious Injuries are decided and procured by the GM. It can be rolled for randomly or determined by the type of attack or damage.
  • A Grevious Injury will impose debilitating debuffs on a character, and can usually be healed, fixed or cured by professionals or high level spells. We're talking broken bones at least, missing limbs at most.
 

J. Dying Breath Action: a final heroic effort

Upon failing three death saving throws, a character gets a last surge of strength. They can use a 'Dying Breath Action' to stand up, use all their movement, and make one attack - which is automatically a critical hit. Alternatively, they can perform an action requiring an ability check, with an automatic nat20. This rule adds dramatic weight to character deaths, allowing a final heroic or significant action before the character's end.  

K. Mortal coil

Each time a character is revived, the difficulty to bring them back increases. This is represented by an increased DC for future death saving throws. The standard baseline for death saving throw DC is 10. Depending on the means of resurrection, the DC will get altered the following way:  
  • Revivify - DC increased by 1
  • Raise Dead - DC increased by 2
  • Reincarnate - DC increased by 2
  • Resurrection - DC increased by 3
  • True Ressurection - DC increased by 4
 

L. Long rest supplies

To sufficiently heal and regain strength during long rests in locations where food and drinks aren't readily available, the party must produce/procure a reasonable amount of supplies. If you haven't brought any supplies, you can roll for foraging, hunting, fishing, or other magical solutions depending on where you set up camp.

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