Homebrew Rules


Unless otherwise specified, we follow the D&D 5th Edition (2014) rules as written. I will typically try to look up a rule in the moment when necessary, but to keep the game moving when questions arise I may make a ruling I think is fair and then look it up after the game.

Combat

Critical Hits

When you roll a critical hit, we follow rules as written, with one addition: reroll and 1s or 2s.

To calculate the damage of a critical hit:

  • Roll double the attack's normal damage dice
  • Reroll all 1s or 2s until every die is 3 or higher
  • Add up the values
  • Add modifiers

You can use this AnyDice roller to automate the rerolls if you like.

Flanking

We use flanking rules as written: you get advantage on an attack roll if you are within melee range of your target and an ally is also within melee range of the same target opposite you.

Drinking Potions

Drinking a potion in your possession is a bonus action. Giving a potion to someone else is an action.

Movement Through an Ally's Position

Rules as written, moving through a willing ally's space requires an extra 5ft of movement (for 10ft total). To this we add the rule that you can instead swap positions with a willing ally in an adjacent space for the same cost.

Cover and Line of Sight

When targeting a creature not already behind cover, if there are no other creatures between you at the same elevation, the creature has no cover.

Each creature between you and your intended target at the same elevation provides half cover; if there are two creatures between you and your intended target, it has full cover and cannot be targeted.

When performing a ranged attack against a creature with at least one other creature between you, if your attack roll is a critical failure, it will hit one of the other creatures at the DM's discretion.

Rest and Downtime

A long rest requires 8 hours of uninterrupted rest, of which 2 may be spent on watch. If setting watches, we only roleplay 3 of them and assume the fourth is always uneventful.

Mechanics like tinkering, alchemy and studying generally require at least 4 hours of uninterrupted focus, meaning you cannot engage in these activities during a long rest.

Wild Magic

Casting leveled spells in the Sahwat Desert will trigger a wild magic explosion. Complete the spellcasting as normal, then roll a d20; the DM will resolve this roll on a wild magic table randomly generated for the day.

Leveled spells cast as a ritual trigger this effect as soon as the ritual is complete.

Wild magic explosions happen when the spell is cast, not when its effects are resolved. For example, casting a spell and holding an action to release it when some trigger is met will cause a wild magic explosion on the current action, not when the spell effect is triggered.