Homebrews

Some parts of my games are custom, meaning you won't really see them in the official D&D sources.

I tweak rules, add new mechanics, and reskin things to better fit the setting and the kind of stories we want to tell (plus it's just really really fun to deal a LOT of damage LOL) Most of the time, it’ll feel like normal D&D—just with a bit more flavor and a few extra options.

If something works differently, I’ll explain it when it comes up.

You don’t need to memorize anything here—just know that the rules can bend a little to make the game more fun, more thematic, and more interesting to play.

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Rolling

Crits

Sometimes the dice go to extremes - always fun either way!
Rolling a 20 on a d20 is what you call a natural 20.
Rolling a 1 is a natural 1.

Important

Attacks & Saves
A natural 20 always succeeds. On an attack, it becomes a critical hit.
A natural 1 always fails. On an attack, it’s a critical fumble.

Ability & Skill Checks
Natural 20s and 1s only matter if success or failure was actually possible.

  • Natural 20 = you succeed, and something extra goes your way
  • Natural 1 = you fail, and something goes wrong
    (You can’t roll a 20 to do the impossible—but you can get more out of a success.)

Group Checks
If everyone succeeds, it’s a critical success.
If everyone fails, it’s a critical failure.



Exploding Damage Dice

When you roll damage for an attack, spell, or ability, and any of the damage dice shows its maximum value (such as a 6 on a d6 or an 8 on a d8), that die explodes. Roll that die one additional time and add the result to the total damage.


Rolling with Emphasis

Roll 2d20. Take the result that’s furthest from 10 (the most extreme)
This mechanic makes extreme results more likely and “middle of the road” results less likely. It’s a way to make the big, tense moments feel even bigger — when the stakes are high, when the drama’s loud, and when the story calls for something bold. Best used as an alternative to a straight luck check (d20 DC11).



GM Inspiration

The DM may award GM Inspiration for good roleplay, clever ideas, or just straight up cool fucking moments that add to the story.

When you have Inspiration, which is a d20 die, you can spend it to gain advantage on an ability check, attack roll, or saving throw. You can decide to use it after you roll but before the result is revealed.



Giving Help action

You can use the Help action to assist another character with an ability check, attack, or saving throw.
In combat, it costs your action. Outside combat, you can help whenever it makes sense.
When you help, the other character rolls with advantage.

How It Works

You need to describe how you’re helping—keep it simple, but it should make sense. The DM decides if it applies.
You can’t help with everything, and too many people can’t stack help on the same roll.



Spamming Ability Checks

A PC may only attempt an ability check once per circumstance. Once you’ve made the roll, accept the outcome—success or failure—and let the story move forward. Let the rolls be meaningful.
If the rest of your party are in the same scenario as you, they can attempt the same check once as well.



Off-Ability Check.

The GM may call for, or a player may propose, an alternative ability–skill combination when it better represents the action being attempted. The goal is to let the description of your action drive the mechanics—not the other way around. Decide ability first, skill second.



Incompetence

Incompetence represents a skill in which your character is notably poor—clumsy, forgetful, or just plain bad at it.

Whenever you gain a skill proficiency as part of your Background, select a different skill in which you will have Incompetence. If you do not take skill proficiencies, you do not take an Incompetence.
5e 2014 backgrounds (PHB) all feature 2 skill proficiencies. For 5e 2024, take 2 skills for Incompetence regardless of how your Origin is crafted.

If you are Incompetent in a skill, you roll checks with disadvantage when using that skill. You also cannot give the Help action to another character making a skill check with the skill you are Incompetent in.****

Important

Incompetence overrides proficiency — you cannot later gain proficiency or expertise in that skill unless the DM rules a narrative reason for growth or training removes the incompetence.



Rest

Short Rest

Requires at least one hour out of combat or adventuring activity. At the end of a short rest, you can spend one or more hit dice to recover lost hit points up to your maximum. For each hit die spent, roll the appropriate dice and add them together. You can spend them one at a time.

Additionally, recover expended spell slots equal to or less than half your spellcasting level rounded up. See #Short rest recovery.



Safe Rest

Replaces "long rest". Requires at least 8 hours out of combat or adventuring activity in a safe place (designated by the DM), typically lodging at a tavern, and at least 6 of those hours must be spent sleeping. On completion:



Combat/Action Economy

Ammunition and Spellcasting Components

We're going a tiny bit easier on spellcasting and ammunition. Spells in this campaign require only verbal and somatic components; material components are ignored, unless a spell’s description or this document specifically states otherwise (see #^Spellcasting). Likewise, ammunition are not tracked for weapons with the ammunition mechanic.

Attack Crits

When you roll a natural 20 on an attack roll, your attack hits with extra force. Roll the attack's regular damage and add maximum damage dice.


Weapon Mastery

You can only use Weapon Mastery properties a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
#Barbarian #Fighter #Paladin #Ranger #Rogue



Revised Potions

A small buff to potions:

Type of Potion Dice
Potion of Lesser Healing 3d6
Potion of Greater Healing 5d6
Potion of Superior Healing 8d6 + 2
Potions as a Bonus Action

Instead of an action, drinking a healing potion can be a bonus action.



One-Action Cantrips as Bonus Actions/Reactions

1-action cantrips that are often treated as “quick buffs” or “fast reactions” in play (and that some DMs let you bend into bonus action/reaction territory, depending on flavor or homebrew flexibility).

Cantrip What It Does Additional Tweaks
Druidcraft Predict weather, make flowers bloom, tiny harmless effects.
Guidance Target gets +1d4 to an ability check (before roll). Allowed as a reaction if the caster hasn’t used their reaction yet, but only for ally rolls (not their own).
Light Create a small light
Mage Hand Conjure a magical hand Allow “simple gestures” (like opening a door or grabbing an object) as a bonus action once the hand is already out.
Message Whisper a message to a creature within range
Minor Illusion Creates a sound or image. Could be a bonus action if kept very simple (like a noise), but larger illusions stay 1 action.
Prestidigitation Minor magical tricks (flavor) Allowed as a bonus action since they’re mostly cosmetic, speeding up RP without breaking combat balance.
Resistance Target gets +1d4 to a saving throw.
Thaumaturgy Voice, tremors, eye-flare, doors slam.
True Strike Gain advantage on your first attack roll against the target on your next turn


Spellcasting

Short rest recovery

Recover expended spell slots equal to or less than half your spellcasting level rounded up after a short rest.

in PHB, Arcane Recovery is available to wizards only and only once per long rest. This mechanic changes that.`


Revivify

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point and 1 level of exhaustion. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

This spell requires material equal to 300 G on the caster's person to complete.

Note: added exhaustion mechanic and reaffirmed material requirement.



Flavor

Flavor is where your character really comes alive. You can swing a sword, cast a spell, or roll for something simple — but how you describe it is what turns a normal moment into something memorable.

You don’t need flowery prose or perfect descriptions. Just adding a little personality — a quip, a habit, a visual detail, a bit of flair — can make even basic actions feel uniquely yours. Did you fire your gun with a shaky hand? Did your spell come out as a flash of color, or a weird hum? Did you reload dramatically for no reason? That’s flavor.

Flavor isn’t extra homework; it’s the seasoning that makes the whole game taste better.

And on my tables, it’s highly encouraged.
If something feels cool or characterful, go for it. Your descriptions help everyone picture the moment, build shared vibes, and deepen immersion without changing the mechanics at all.

Rules tell us what happens — flavor tells us how it feels.
And that “feel” is what makes the story stick.



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