Homebrew

#### Death Saves

* Death Saves are rolled by the player in secret. None of the other players, nor the DM, learns of the outcome of each roll. The outcomes can be revealed once the character regains consciousness or dies.

#### Lingering Injuries

* After reaching zero hit points and being downed, players must make a roll on the Lingering Injuries table. The DM determines the specific effect of the Lingering Injury, which depends on the type of damage that caused the effect and the severity result on the table (below).

Lingering Injuries
 2-4
 5-7
 8-10
 11-13
 14-16
 17-20

### Diagonal Movement

The 5-10 Rule: 5 feet for the first diagonal movement, 10 feet for the second, 5 feet for the third, and so on.

### Initiative

Speed-Factor Initiative: see link: https://theangrygm.com/fine-i-wrote-about-speed-factor-initiative-in-dd-5e/

### Encumbrance

Variant Rule: (PHB p.176):

*"The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.*

*If you carry weight in excess of 5 times your Strength score, you are **encumbered,** which means your speed drops by 10 feet.*

*If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead **heavily encumbered,** which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.*

### Rests

Long Rests take 3 days and do not apply their effects until the completion of the final day.

Short Rests take 8 hours and do not apply their effects until the completion of the final hour.

#### Attunement

Although Short Rests are 8 hours, attunement requires only 1 hour.

## Skills

### Intelligence Modifier - Character Creation

This rule applies to all characters created after the rule went into effect, and applies both positively and negatively.

If your Intelligence modifier is positive, you are granted that many **Int Points.** You can spend:

* **1 point** for an extra language, tool proficiency or skill proficiency *(**max 1** extra skill proficiencies)*
* **3 points** for expertise in any 1 skill

If your intelligence modifier is negative, you are granted that quantity of *negative* **Int Points.** You must remove:

* **1 point**: remove a language, skill proficiency or tool proficiency

* **3 points**: remove expertise in any 1 skill

Until you have consumed all negative Int Points to zero.

### Skill Checks with Different Abilities

This is a standard rule but is rarely applied. However, it will be important to keep in mind the possibility of its application.

*"Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the **DM might ask for a check using an unusual combination of ability and skill**, or **you might ask your DM if you can apply a proficiency to a different check**. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-­orc barbarian uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma."*

### The Help Action

You can only use the **help** action *outside of combat* for skills that you have proficiency or expertise in, unless you can provide a strong *narrative* or *character* reason why you would be able to help. (DM-discretion applies.)

### New Skills

#### Sexy

**Sexy** is a new skill all players have. It has no pre-set underlying ability score and is context-dependent (*CHA* vs. *STR*, etc.).

## Feats

* Hardened
* Autophagic Etherium Regeneration
* Nymerian Shepherd - Navigation Specialization
* Nymerian Shepherd - Animal Specialization