Homebrew Rules

My Homebrew Rules

  • Potions – To quaff a potion is a standard action Rules as Written (RAW). I rule that to quaff a POTION OF HEALING, it is a bonus action. It is STILL a standard action to administer the potion to someone else or quaff any other potion.
  • Encumbrance – Is a variant OF the variant rule. If you carry weight in excess of 10 times your strength, you are encumbered and your movement speed drops by 10′. You may not carry more than 15 times your Strength score.
  • Whips – Do 1d6 damage for characters proficient with martial weapons and are considered to have the LIGHT property.
  • Blade Ward Cantrip – Can be cast as a full action. If you do so, it lasts for 2 turns.
  • True Strike Cantrip – Can be cast on an ally with a range of touch. If cast on yourself, it lasts for two turns instead of one.
  • Toll the Dead Cantrip – This is pretty much the only nerf in the list right now. It will continue to do 1d8 damage until the target is bloodied (a mechanic from fourth edition), meaning that it has 50% or less of its maximum hit points remaining. This does not apply to warlocks of the undying, clerics of the death domain, or wizards that chose to focus on necromancy.
  • Shields – There are two additional shields available for characters strong enough to wield them effectively.
    • Heater Shield – +3 AC and requires 18 strength to carry with proficiency.
    • Tower Shield – +4 AC and requires 20 strength to carry with proficiency.
  • Friends Cantrip – Works as intended. The target must make a wisdom saving throw. If it fails it’s saving throw by 5 or more, it is NOT aware that it was affected by the spell.
  • Charm Person (Level 1) – If the target fails its saving throw by 5 or more, it is NOT aware that it was affected by the spell.
  • Find Familiar (Level 1) – Unless this spell is integral to your character’s backstory, this spell does not exist. It brings with it too much confusion and discussion. This may be permitted after discussion with me. In other words, this is only available to Warlocks that chose Pact of the Chain.
  • Insight – is NOT a lie detector test. When you “get a weird feeling” about someone, I will roll insight out of sight. If you beat the DC, I’ll give you good info. If you fail, you may keep your own notions. If you fail by 5 or more, I will give you bad information because you “misread the situation.” You’ll have no idea if you fail by 5 or more in most situations.
  • Healing Spirit (Level 2) – The spell states that “you conjure a protective spirit” – therefore, the spell only lasts while in combat, and no more than 1 minute.
  • Beast Master (Ranger Subclass) – Your pet is a separate party member that takes its own turns, it also levels with you, in a sense. This is a variant of the Revised Ranger from Unearthed Arcana (designated play test material). This easily brings it up-to-snuff with the rest of the ranger classes. Please note, though, that no matter which beast you choose as your companion, they will not retain the Multiattack feature.

Homebrew Rules for Character Creation

These rules do NOT apply to those of Human or elven heritage, (Elf, Half elf), – but I may allow exceptions for certain, very creative, builds.

  1. You can move the racial bonus you get from a race to another stat (so dwarves get a +2con, you can make it a +2 charisma instead so long as you explain it with your backstory.
  2. You’ll choose a free feat from the list below if you answer all the additional questions that I ask about your character/backstory and the build doesn’t seem to be min-maxed.
  • Abberant Dragonmark
  • Actor
  • Dungeon Delver
  • Durable
  • Healer
  • Heavy Armor Master
  • Inspiring Leader
  • Keen Mind
  • Linguist + Skilled (but no stat boost if you take both)
  • Magic Initiate
  • Martial Adept
  • Mobile
  • Observant
  • Prodigy
  • Ritual Caster
  • Resilient
  • Shield Master
  • Skilled + Linguist (but no stat boost if you take both)
  • Tough
  • Weapon Master