Ruleset

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Revision as of 00:06, 13 April 2020 by Asch (talk | contribs) (Combat)
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rules

Asch's Homebrew Rules

These are the homebrew rules I personally use in my games. These personally work well with the homebrews in this wiki. Keep in mind that many of these rules empower player characters, so DM accordingly.

As a DM, you don't have to use them. Feel free to pick and choose what to use in your depending on your need. Make sure to let your players know during session zero what homebrew or variant rules you will use.

Character Creation

Improved Intelligence

You gain additional proficiency at the specified Intelligence score.

INT Benefits
11 You acquire a tool proficiency
13 You acquire a skill proficiency
15 You acquire a language
17 You acquire a tool proficiency
19 You acquire a skill proficiency

Multiclassing

Due to the amount of homebrews, you cannot take any level in a class that is not the one you started with.

Combat

Drinking Potions

Drinking a potion during combat takes a bonus action instead of a full action.

Stacking Advantages and Disadvantages

Advantages and disadvantages may stack. One advantage does not negate multiple disadvantages. The status that's higher in number wins.

Ammunition

For the ease of play, player characters are always assumed to have stock up on ammunition such as arrows, bolts, bullets, etc. for their adventure while they are in town. For thrown projectiles, it is assumed that player characters spend time after battles to pick them up.

Instead of detailed tracking, the DM simply charges a general fee per week similar to lifestyle cost. Otherwise, people who hire player characters may simply supply them with these items.

Spells: Material Components

For the ease of play, the DM may simply charge gold cost on spellcast for material components of spells that has associated gold cost. DM may rule some materials as rare and requires finding or purchasing during play; this is to prevent the abuse of powerful spells such as hero's feast.