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Homebrew Rules

Here’s a list of all of our Homebrew Rules – it’s ever expanding and being tweaked as we play through the campaign. If you’d like to request or discuss a homebrew rule, just chat to Dan. We can balance and find a way to make just about anything work. 🙂

General

Rules relating to general systems and mechanics.

  • Short Rests are limited to twice per day.
  • Long Rests are restricted to ‘safe’ areas.
    This will need some playtesting and adjustment as we go.

Combat

Rules relating to combat, actions, bonus actions, spells, etc.

  • Healing Potions can be used with a Bonus Action.
    Normally, Healing Potions consume an Action. Instead, you can use a Bonus Action OR an Action.
  • Death Saving Throws will be rolled behind the DM screen.
    To increase tension, players wont know their current saving throw tally.
  • On a Nat 20 Attack Roll (Crit), calculate the damage as normal, then add your weapons max damage to the total.
    Normally, attacking with a Greatsword(2d6) and +3STR Mod rolls as 2d6+3. With this new rule, it rolls as 2d6+3+12.
  • Players adjacent in Initiative take their turns simultaneously.
  • When you Fall Unconscious (HP reduced to 0), make a DC10 CON Save. On a fail, take one level of exaustion.
    We’ll see how this goes – and if it’s too punishing, we’ll tweak and errata it.

Economy

Rules relating to economy, gold, items, housing, etc.

  • Currency will be Gold(gp) and Silver(sp) only.
    Items priced under 1 Silver RAW will simply become 1 Silver.

Player Specific

Rules tweaked for specific characters needs/purposes. Any systems tweaked here apply to all characters.

Drake
  • Two Weapon Fighting can be done with unarmed attacks and doesn’t require a weapon.
    This is not to be confused with the Two Weapon Fight Style, which additionally allows you to add your modifier to the bonus attack roll.
  • Fire Rune (from the Rune Knight subclass) can be invoked with unarmed attacks.