Ruleset

Contents
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
Ability Stats Generation
Randomized Ability Score optional rule is used to generate ability stats. Although the point-buy method is still allowed, I strongly prefer that players roll for their character's stats.
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 |
Versatile Warlock
Magisphere Warlock uses Intelligence as their primary class ability. However, you can switch it back to Charisma if it fits your character narratively.
Multiclassing
Due to the amount of homebrews, you cannot take any level in a class that is not the one you started with.
General
Rule Look-up
If a situation arises where the DM is unclear on how a specific rule works, they should adjudicate it to the best of their ability and look it up after the session. Rule look-up should not happen during play.
Honorable Rule of Cool
The rule of cool allows for oftentimes a really cool narrative-driven moment to happen that might not comply with the rules. Reproducing these moments for mechanical benefits will likely not yield the same effect!
Specialized Skills
In certain circumstances, DMs may disallow characters to perform a skill check for skills that their character is not proficient with based on whether or not it makes narrative sense. This rule aims to reduce non-specialists outdoing specialists due to lucky dice rolls.
For example, the barbarian with 8 intelligence without arcana proficiency cannot make an arcana check to determine the magical significance of the rare artifact. Narratively, it doesn't make sense.
I know a guy
Once per level in any situation (where it makes sense), a player character can declare "I know a guy," (it can be a gal too) and then quickly sketch that NPC and the characters' relationship. Fewer details are usually better to leave room for the DM and player to play.
Upon declaration, the NPC exists. Then, when the player characters try to interact with the NPC, the player who created that NPC must makes a Charisma roll to see how the NPC reacts. Depending upon the situation, the DM may decide advantage/disadvantage applies.
Heroic Inspiration
Heroic Inspiration is used instead of regular inspiration as described in the PHB. Also players may hold up to 2 heroic inspirations under this optional rule.
Skill Challenge
Skill Challenge happens when a complex situation arises that requires multiple, intricate steps to complete. The party needs to get X number of successes before they reach X number of failures (similar to a death save). You can read the specific details here to learn through play.
Combat
General Combat Rules
Advantage and Disadvantage Stack
Advantages and disadvantages may stack. One advantage does not negate multiple disadvantages. The status that's higher in number wins.
Loosely-tracked Ammunition
For the ease of play, characters are always assumed to have a decent stock of ammunition such as arrows, bolts, bullets, spears, shurikens, etc. on them and are assumed to resupply whenever they are in town. Characters are also assumed to spend a bit of time to recover ammunition after each battle. Through this rule, ammunition is not closely tracked. Instead, the DM may simply charge an upkeep fee per week similar to lifestyle cost.
Streamlined Spellcasting Materials
For the ease of play, the DM may simply charge gold cost on spellcast for material components of spells that has an associated gold cost. Rarer materials may still require players to find or purchase during play; this is intended by the designers to balance powerful spells such as hero's feast.
Minion & Super Minion
Minions are enemies that only take a single hit to kill regardless of damage dealt. Super minions require 2 hits to kill.
Custom Enemies
Giffyglyph's Monster Maker allows me to make custom enemies. Many of my enemies and monsters follow the criteria of that system. Below is a brief overview of this system:
- Enemies come in 3 types: Minion, Elite, or Solo. Each one has their own stat scaling based on difficulty and action economy.
- Enemies also come in 7 roles: Controller, Defender, Lurker, Scout, Sniper, Striker, or Supporter.
- Paragon Actions Elite and Solo enemies can use paragon actions to move or perform an action at the end of any other creature's turn.
- Overkill Some Elite and Solo enemies may have an overkill attack where they will charge up a powerful attack over a turn and unleashes it. There will be ample telegraphing to help players avoid or prevent it.
Bloodied Condition
This is a gamified condition that DM can call for when an enemy's HP is below 50%. Some enemies have special moves that activate when they are in this state.
Variant Combat Actions
Drinking a Potion
Drinking a potion during combat takes a bonus action instead of a full action.
Climbing on a Large/Giant Creature
Drinking a potion during combat takes a bonus action instead of a full action.