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2023 Updated Homebrew Rules

I'll be honest folks, this is as much for you as me. For people that haven't played in one of my games before, this is (as far as I can remember) all of the homebrew rules that I implement in my games. Some of them are minor changes to existing rules, others are additions on top of the game's standard ruleset. For folks who have played with me before, I switched a few things up based on stuff I've read over the last year, and in response to debate I've seen online about good and bad homebrew rules to implement.


1. Potions: Potions can be consumed as a bonus action, or administered to someone else as an action. If you choose to consume a potion of healing as an action, instead of rolling for how much health is regained, you regain the maximum amount of health. When administering potions, you still roll for how much health is regained.

1. If you have the Healer feat, you may administer potions to someone else as a bonus action, and potions you administer always restore the full possible amount of health.


2. Flanking: If a creature is flanked (there are two enemies whom a line can be drawn between which enters/exits the creature's space on nonadjacent sides), any allies of those enemies gain a +2 bonus to hit the flanked creature.


3. Spell Scrolls: Spell Scrolls can be used regardless of whether the spell on the scroll is on a character's spell list. If the spell is not on your class's spell list or is of a higher level than you can cast, you must succeed an arcana check of DC 10 + the spell's level in order to cast the spell.


4. Special Crit Rules: When you score a critical hit, calculate damage by maximizing the damage that could be rolled on a normal attack, then roll the additional dice that a critical hit earns. For example, if you crit with a longsword which would deal 2d6 + 5 damage, you would instead deal 2d6 + 17 damage. If you think more dice = more fun, you're welcome to use the normal crit rules.


5. Minions: Minions are weiner enemies. Groups of minions act on the same initiative, typically buff each other by being together (i.e. increasing bonus to hit and damage for number of minions within a certain distance), and are easily killed. If a hit is scored on a minion, they die. If the amount of damage dealt exceeds their maximum health, any additional damage can be dealt to another minion within your range.

1. Melee Range: Your normal melee range, meaning any other minions that you could have targeted with your attack.

2. Ranged overkill range: A line originating at the player and extending through the targeted minion which reaches as far as the ranged weapon's short range.

6. Character Creation:

1. If you write a one page backstory, you may select one free non-combat feat that relates to your backstory, subject to DM approval.

2. Stats can be generated using either point buy with 27 points, or rolling 4d6, rerolling any 1s until they are not a 1, then dropping the lowest number.


7. Zero HP: When downed in combat, PCs are stuck in a limbo between life and death. They can talk and interact with the world around them, even if they simultaneously experience something extrasensory, i.e. communion with a god, flashbacks, etc.


8. Wilderness Travel (basic overview):

1. Time: Each day is split up into a total of six four hour "watches". During each watch, the party may choose to take specific actions related to travel, exploration, or resting. The standard assumption is that two watches each day are spent on resting (any less incurs penalties), and that at most two watches are spent on travel (any more incurs penalties again).

2. Supplies: Rather than tracking specific rations per person, the group as a whole tracks how many rations it has, and must use one ration per party member per day, or else anyone foregoing rations gains a level of exhaustion. If the party does not have enough rations and instead chooses to spread their remaining rations evenly, party members must succeed a constitution saving throw or else take a level of exhaustion. The DC of the saving throw is 10 + 1 for each ration the party is short. If the party has goodberries, they may use them to replace rations for purposes of avoiding this saving throw, but may not gain the benefits of a rest that night.

3. Resting: When travelling in the wilderness, the party may take a short rest each night at the standard cost of one ration per party member. If the party would instead like to take a long rest, they must expend three rations per person for that night. The party must all take the same type of rest each night. I get that this is kind of abstract, since rations are meant to literally represent food, but I think it's easier than inventing a whole new resource to track just to make long rests harder. Long rests cannot be taken unless the party has enough resources to take one. Goodberries do not count as rations.

4. Foraging: Foraging is an action that can be taken during a watch that can result in finding rations in the wilderness. The DC depends on the surrounding environment, as does the resulting number of rations found.

5. Navigation: At the beginning of each watch spent traveling, the party must do a Wisdom (Survival) check in order to take their bearing (unless the party has a solid navigational aid such as a road). If the party passes, they find their way, if they fail, they go off track. The DM will not tell you whether you pass or fail, or how lost you are (or in which direction).

6. There's a whole long supplement that I use for navigation and survival checks in the wilderness, as well as for mapping rules, but these are the most important bullet points that I can think of.


9. Exhaustion: While you are exhausted, you suffer the following effects for each level of exhaustion you have:

1. You subtract 1 from all ability checks, attack rolls, and saving throws per level of exhaustion.

2. Your spell save DC is reduced by 1 for each level of exhaustion.

3. When you complete a long rest, you reduce your level of exhaustion by 1.

4. If you reach 10 levels of exhaustion, you die.


10. Inspiration:

1. You start each session with an inspiration point.

2. Inspiration can be traded around to other players.

3. Inspiration can be used retroactively after you see the result of a die, but before the DM says what the outcome of the roll is.

4. I'll be honest, I try to remember that inspiration exists, but I completely forget. If you want to, we can come up with some specific triggers for what would be worth granting inspiration points, but I'm still gonna try.



11. Help Revives: You may use the help action to revive a downed ally on your turn. You must succeed a DC 10 medicine check, and the revived character will regain 1 HP.

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