Homebrew Rules

Here is a list of homebrew rules used in the campaign.

### Flanking

When 2 players are on opposite sides of a creature they gain a +2 bonus to attack roles. Creatures with any form of blindsight cannot be flanked.

### Languages

Some languages are very new in the world. To showcase this a player does not know a language fully unless they have studied it extensively.

A player always knows common and a second language 100%, however every language after that is known 20% less. For example. I am a Human with the linguist feat. I know common and 1 additional language. For my additional language I have chosen Elvish. I know elvish 100%. For my linguist feat I have Chosen Draconic, Giant and Temué. I know draconic 80%, Giant 60% and Temué 40%.

**Rolling for Translation:**

When overhearing a conversation in another language than common or reading it in a book you have to roll a translation roll. You roll a set of percentile dice. You succeed when rolling under your languages known percent. For example. My human linguist wants to translate a paragraph of a book in Temué. His fluency in temué is 40%. He rolls a 25 on his percentile. The linguist succeeds on translating the book.

The DM can give you a better or worse translation depending on how close you rolled the percentile to 0%.

**Learning language.**

Every hour of studying gains you 0,5% in a language, additionally you get to increase a language by 10% every time you level up.

### Learning skills and proficiency

You can learn skills, tool, weapon and armor proficiencies from others who are proficient in the thing you are trying to learn. You gain 0.5% of proficiency for every hour spend learning this skill from another. You can officially gain a +1 if you reach 100% in the learned skill, tool, weapon or armor proficiency. After that the process starts over until your bonus equals your proficiency bonus

You can be taught by "Masters" of the proficiency. You gain 1% for every hour spend studying with a master.

You can became proficient in a skill only by training with a master. The process works the same as learning the skill before.

### Short rest/Long rest

A short rest is 6/8 hours of downtime. You gain all the benefits of the short rest at the end of the downtime, even if you are interupted by a combat encounter.

A long rest is multiple days and nights spend in a "safe" location. Characters can do anything they would like during this long rest even if it is stenuous activity, however rolling initiative will interupt the long rest, unless this initiative is rolled for something like sparring. The amount of days spend on the long rest is determined by the DM.

### Potions

Drinking a potion requires a bonus action. Feeding a potion to another creature takes an action.

When you drink a health potion as an action it heals you for the maximum amount. Feeding it to another player still requires the healing to be rolled.

### Ready Action: Multi-attack

If you ready your action to attack and you have the extra attack feature you can make all of your attacks instead of only 1.

### Attunement

It takes an action to attune to a magic item, however it takes 1 hour to unattune the item.

### Death saves and failures

Death saves are rolled in secret by the player and only seen by the DM.

A failed death save remains untill a short or long rest.

### Help action

Using the help action requires the helping character to be proficient in the skill. It DOES give ADVANTAGE now.

### Skill checks in combat

Physical checks such as athletics for smashing open a cage requires an action in combat.

Mental checks such as perceiving something in the room, or remembering a weakness about a creature requires a bonus action.

### Ladders ?!?!

I made ladders for on the battle map!. Using a ladder only requires 5ft of movement regardless of how high it goes. Fun for ease of movement and verticality.