Homebrew Rules

In my world, most of common folks are either Level 1 or above Level 1 - being a Level 1 is nothing special, there are not many characters that can be equal to "Common NPC"

## Action economy

* Drop item is - Free Action and then Action
* Picking up items - Free action and then Action
* Potion can be used as action( max heal) or as bonus action( Roll for health)

## DEATH SAVING THROWS

Death Saving Throws are rolled on silent – since as characters you would not know if a character is dead yet or not

## GRAPPLING

**GRAPPLING -** The normal rule “The Target of your grapple must be no more than one size larger than you” doesn’t apply to Huge and Gargantuan – Not a size but a column of squares one bigger then yourself . So if you are huge (3 squares by 3 squares) then the creature you can grapple should be a size of 4 squares by 4 squares

## Selling Items & Buying

### Magic Items

* Selling magic item – max price you can get (with rolls ) is 60% of max price
* Homebrew items are not for sale unless specified so – if you want to buy something, browse from official content

## Native planes

Native plane = Creature Type. So Fey – Feywild. Elemental – Elemental Plane. Fiend – Lower Planes et.

## Goodberry Rule

If you had eaten nothing but Goodberries for 3 days straight, issues like diarrhea would kick in, and that would lead to dehydration, exhaustion and death over the coming days.

## Opportunity Attacks & Movement

Willing movement provoke opportunity attacks – not movement caused by spells that MAKE you move

## UA = Homebrew

UA is treated like homebrew – Aka firstly I need to approve it before it can be used

## Shooting with enemy near

Being 5 feet near an enemy that attacks with range attack other target then you doesn’t impose disadvantage on the enemy

## Non-Lethal Damage

You can declare non-lethal damage when the damage doesn’t go over 50% of the max health of the monster.

## Alcohol = Poison

Alcohol is treated as poison – same as drugs. So Resistance gives you adv on CON saves for drinking. Drugs can sometimes be treated as acid in some situations.

## SPELLS

* Spells like Bigby’s Hand that can Attempt to grapple but do not take grapple action are not equal to grapple actions – You cant move the grappled creature with the hand/spell or anything similar

## Scroll Cost

* ***Cantrip*** *(Common):  30 gp*
* ***1st** (Common): 90 gp*
* ***2nd** (Uncommon): 270 gp*
* ***3rd** (Uncommon): 450 gp*
* ***4th** (Rare): 900 gp*
* ***5th** (Rare): 1,260 gp*
* ***6th** (Very Rare): 2,520 gp*
* ***7th** (Very Rare): 3,240 gp*
* ***8th** (Very Rare): 4,050 gp*
* ***9th** (Legendary): 8,250 gp*
* ***+ Component cost (example :  Revivify Spell is 450 gp + 300gp diamond material so 750 gp)***

## Alcohol & Potion Making

### Brewing DC for alcohol

Cost of brewing = 2gp+15gp\* Cost of materials for alcohol

* Basic-30 gp(max)
* Advancment-150 gp(max)
* Export-450 gp(max)
* Master-1000gp(max)

### Brewing DC for potions

x - equals level of potion + level od advancement of potion

basic - 1 advanced - 2 expert -3 master - 4

* 1 hour for prep time in game for each level of quality
* Fermenting time is equal to 1 week per level of quality
* Roll for alcohol - d20 + int mod
* Roll for potion - d20 + wis mod

## Learning proficiencies

You can learn additional proficiencies equal your Int modifier (min 1). You can learn : Language, skill, tool, weapon proficiency. You have to train 4 hours per day for a day to be counted. You can train for 8 hours to gain benefit of two days. You can learn one thing at the time. You need to spend x amount of gp daily for training.

Normally it would take long to learn new skills:

You start with 17 weeks of learning

* Books - can be used 2 times. Each give 1 week off(each set costs 50 gp)
* Magic learning - can be used once, gives 3 weeks off. Costs 120 gp
* While someone teaches you, it speed up remaining process x1.5
* Teacher - You can learn from an experienced person. It speeds up remaining process x3(1000gp-2500gp) or 2x(100gp - 500gp)
* These can't be combained

### Expertise

It can be only gained by DM allowance. If your character does one ability for a long time it can gain expertise.

## Sidekicks

* DM allowance to gain a sidekick is needed
* Unless previously created, your sidekick rolls are - 15,14,13,12,10,10
* Their lvl is not equal yours. It can be only max half your level. They do not level up with you always.
* They gain their racial traits.
* No background traits for them
* Hit dice 1d6 Spellcaster, 1d8 Expert, 1d10 Warrior

## Dragon Lay & Hatch rules

Even after the incubation time has passed the egg still needs a trigger for hatching. "Breath of its parent". It requires an adult dragon of the egg's kind to use it's breath weapon - which for non-dragon hatcher can be reproduced by "Breath Weapon".

## Color of Schools of Magic

* Abjuration: Blue
* Conjuration: Yellow
* Divination: Gray
* Enchantment: Pink
* Evocation: Red
* Illusion: Purple
* Necromancy: Green
* Transmutation: Orange

**Magic items DO NOT have school of magic – It is problematic for me to give them one so from now on they are just magical that’s it**