Homebrew Rules

## Above Average Hit Points

When determining Hit Points upon leveling up, if a player's role is below average, they may choose to have the average amount of Hit Points instead.

## Describing the World

Below are several methods in which the GM will bring you further into the world of the game. This will likely take some practice, but remember: this is a way for both the GM and the players to expand the world.

### Describing the Killing Blow

When a player makes a fatal blow, the GM most of the time will ask the player to describe how they kill the enemy in any way they please. This is a great exercise to build upon your character. If the blow doesn't kill, the GM will likely describe it -- or inform you and ask you to describe a less-than-fatal blow.

### Describing Enemies

Before a combat session, the GM will ask you to describe a physical aspect of the enemies you are fighting. This answer will also build the world into a larger place as well as make each enemy unique, fun, and memorable. Additionally, while in combat, it will allow you to distinguish between the multiple enemies.
Describing Locations
When the players enter a new setting, the GM will often ask to join in in describing the setting. What sort of specific details do you notice? Expand the world. Make it feel real.

### What happens on the journey?

When going on long journeys, the GM will describe the overall journey. They will then ask you what sort of events happen along the way. What do you encounter? What sort of bonding goes on during the trip?

## Flanking

When an enemy is flanked, +2 bonus damage is added to the attack role.

## Fumble on Natural 1

When a player rolls a natural 1 on a d20, they face a negative consequence based on what they were trying to do. These consequences should fit to the narrative of the moment.

## Lingering Damage

If a character takes an immense amount of damage, those wounds might carry on. For example, a large scar could take a long time to heal -- or perhaps they are missing an arm or leg.

## Recapping

At the beginning of each session, the GM will ask the players to recap the previous session. You can do this as a group or as a singular person. If you are missing an important story, the GM will inform you.

## Rule of Cool

This rule allows DMs to let players occasionally bend these rules if their ideas are creative and/or fun enough. This allows players to use the effects of spells, items, and abilities in ways that were obviously not intended, but make feasible sense. This is not to say using this rule disregards the game's principles, but rather it prioritizes fun and rewards players for being creative and using their heads, slightly bending the standard practices in the process.

## Using Healing Potions as Bonus Action

Speaks for itself. Characters may use a healing action as a bonus action.

## Villain Actions

Enemies above level 10 and above (or determined by referee) will be able to have a bonus action, called a villain action.

## Shield Breaking

Upon stating that they are being held up, all shields will add their given modifier to AC. All shields have the option to "shatter," meaning, when a character is being attacked, they choose to have their shield shatter; thus, they the shield will take 3/4th of the damage and the character will take 1/4th of the damage. When Shattered, the shield is broken beyond repair and must be discarded.