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Homebrew Mechanics

We'll be using a few homebrew mechanical things that I've found in various places and listed below for reference purposes.  

Critical Hits

  Critical hits are meant to be huge moments in combat if they occur: something that can change the course of fate and swing the tide of battle in your favor. To that end, critical strikes from both players and monsters will deal maximum rolled damage + modifiers, + another roll of the damage dice.  
  • Ex: A level 1 barbarian (+3 STR mod) using a greatsword (2d6) crits. Maximum rolled damage would equal 21 [12(2d6)+5(prof.)+3(STR mod.)]; then the barbarian would roll another straight 2d6 and add that to 21 for total damage dealt.
   

The *Click* Mechanic

  This will modify the effect of traps and other happenings that occur very quickly, leaning into the "surprise" aspect of such events. Although not something that is likely to be encountered frequently, this will hopefully keep people on their toes and simulate instantaneous decision making.   If an undetected trap triggers or if something happens that would require your character to make a split second reaction, I'll simply say "Click" and ask everyone to describe the evasive (or otherwise) action taken by their character. Based upon your choice and the trap/event, your saving roll may be given advantage, disadvantage, or potentially even succeed or fail automatically.    

Potions and Poisons

  This is intended to allow players to more easily craft potions by foraging for ingredients (urban foraging included). Please see this link here for a full description. Anyone has the ability to concoct basic healing or poison potions using this system (assuming they have an herbalism or poisoner's kit only those with an apothecary kit have the ability to craft potions with other effects, however. Potion crafting may be done using the "Downtime in the Undersea" system. Additionally, consumption of a normal potion is considered a bonus action instead of a full action. Woohoo.  

Languages

  Additions to the DnD lexicon for this world includes the following:
  • Loamsprach: language of the clay men, gravely and deep.
  • Undercommon: used by Rattus Faber and other "deep" dwellers

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