Hombrew Rules

### **Criticals**

Just as crit successes are a thing so are critical fumbles (this works both ways, you and enemy)

If a melee attack is crit failed, the enemy being attacked may make one opportunity attack against you as their reaction, assuming they haven't already used their reaction.

If a ranged attack is crit failed, an ally may be struck if deemed within the Line of Fire.

### **Death**

Any time you are knocked unconscious (0hp) you gain 1 level of exhaustion when you come to.

Each time you are brought back from the dead (failed death saves) it becomes harder to do so in the future. Resurrection spells falter the more times they’ve been used on a particular person, as the soul begins to stray further from the body each time. 3 members may contribute in whatever way they see fit, perhaps casting a spell that will bring them back, praying to the god of the deceased and cradling the deceased in their arms, but note the nature of your contribution affects how effective your efforts will be. The base DC for resurrection is 18(+3)  for each time the character has been resurrected in the past. (With no modifiers this is roughly a 70% chance of success the first time.)  The player's dice rolls are totalled up and if they surpass the number the soul returns to the body, if not the character is lost.

### **Spell/Effects**

Most spells will not require you to purchase the components, however some do and the list will be provided

Spare the dying’s range has been changed from touch to 15ft.

The lucky feat is equal to half of your charisma modifier rounded up (if your modifier is negative you can not take this feat)

The sleep spell effects x number of Hit Dice, not total hit points (this spell felt underwhelming in later levels

### **Actions**

Drinking a potion is a bonus action, forcing someone else to drink is however still an action.

You may use something that takes a bonus action as an action, but not something that requires a full action as a bonus action

### **Skill Checks**

The group can either perform a skill check twice if failed once, or an assisted check granting advantage. (i.e picking a locked door and failing once, or trying to find tracks) after that the group must find an alternate solution or move on.

I do stealth checks a little different, you can tell me you want to do something stealthy, and I will not have you roll stealth until the moment of possible detection, this is to remove meta gaming around poor stealth rolls.

In order to assist in a skill check both character’s must be proficient in it to receive advantage on the check.

### **Leveling/Stats**

I use a silent xp system, you gain “xp” based on roleplaying, experiences that would teach your character a lesson, and generally through more than just killing monsters.

Having a stat over 20 (21+) grants proficiency in a skill or save of that particular skill your choice

Multiclassing is possible in this world but you must find a mentor to teach you and thus train you in your new class

Each time you level you gain 1 hero point which can be spent at any time you choose

The points can be banked (upto 5) and may be spent on

Inventory

I will not be tracking ammunition, it's too tedious (unless it is magical of course

I will be tracking rations, each time you long rest, one ration is consumed. Anytime you LR and are unable to consume a ration you suffer a level of exhaustion

Magical Items

Using a magical item without identifying it could result in dangerous effects, Using one without doing so results in a check to see if it works correctly, a 1 and the wild magic table is consulted