Homebrew Rules

Ichlope's rules are based in 5e -- with some inspiration from Swords & Wirardry. When you are unsure of a rule, it is recommended you reference 5e rules. On this page, we will attempt to keep track of rules that have been altered for the sake of Ichlope. We might not catch everyone and there might be some missing ones here and there. To keep track of overall altered rules, please visit the Change Log.

# 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.

## Bleeding to Death

A character remains alive when they reach 0 HP (although bleeding to death at the rate of 1 hp/round if no assistance is rendered) until the character reaches negative hit points equal to the character's level. In other words, a 5th-level character actually dies only upon reaching -5 hit points.

Damage at 0 Hit Points: If you take any damage while you have 0 Hit Points, you Hit Points continue to drop lower to 0. If the character reaches negative hit points equal to the character's level, they die.

## Determining Ability Scores

Ability Scores will be determined using 3d6. You can find details of this in Character Creation Steps.

## Flanking

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

## Froth Death

### Upon a Caster's Death

When a froth-wielding character ichors, there's a small chance their froth will transfer to those around. Upon this death, the referee will roll a d20. A froth transfer will happen upon a successful DC 20 roll.

If the roll is successful, the referee will roll a d10. Each player (and nearby NPC) shall assign/volunteered a number 1-10. If the die lands on an assigned number, that character shall receive froth. If a non-assigned number is rolled, then the referee should re-roll. When three non-assigned numbers are rolled in a role, the froth transfer is sent elsewhere and no one receives froth.

#### A Non-Caster Receives Froth

When a non-caster character receives froth, roll a d20 to determine how froth they receive.

When receiving a full tenet, the caster will gain all of the benefits as if they started the game with that category. So, a new Body Witch will be able to cast up to level 9 Body spells, up to level 6 Life spells, level 5 Dream spells, level 4 reality spells, etc.

#### A Caster Receives More Froth

When a caster character receives froth, roll a d20 to determine how much more froth they receive.

When a caster receives a full tenet, they can cast anything up to level 9 spells, depending on their given level. If a level-5 caster gains another tenet, they can cast up to level 5 spells in both of their tenets. As they become stronger in spell levels, they go up in level in *both* tenets. If a time-caster rolls a 19, they gain the entirety of the space tenet. If a space-caster rolls an 18, they gain the entirety of the time tenet.

When a caster receives minor tenets, they go up by one level casting-ability in a tenet. For every minor tenet received, they go up one level. If they are below that casting ability, then they can not cast that level of spells until they are at the given level. So, a Body-caster who upgrades their life tenet to level 7 spells can not cast level 7 spells until they reach level 7. If the chart denotes that you can choose where your minor tenets go, then you can distribute them as you please, whether all go to one tenet or one goes to one tenet and the other to another. You may distribute as many minor tenets as you see fit. All minor froth points have to go to tenets below their given rank. If you are a space-caster, you can distribute your minor tenets to mind, death, or reality.

Whether gaining a full tenet or minor tenet, the character's spell abilities do not increase in other tenet. A Dream-caster who gains the space tenet still can not caster death above level 6, mind above 5.

 **20** | You gain an entire **full tenet** of your choosing.

## 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.

## Max Damage

A character that takes half of their maximum hit points or more in damage from a single source may suffer more than just the damage. The character makes a DC 15 Constitution saving throw. If they fail, a d10 is rolled to determine what awful effect occurs.

#### Max Damage (d10)

 2-3
 4-5
 6-7
 8-10

## 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.

## 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.

## Tasks

Within the Ichorverse, every character -- whether conscious or not of the matter -- is given a **task** for their duration on the plane of existence. When they have completed their life task, they ichor (or in other words, reincarnate into another reincarnation). This task can be simple (like bring a glass of water over to a counter) or complex (like rule the entire land of fairies). Most character are unaware of what their given task is, but most come to find out eventually. Either way, if the character is not killed or self-ichored (forced reincarnation), then their ultimate end will be completing the task.

When creating a character, determine what their task is. Check out our table of task ideas for inspiration. If you are unsure, it's okay to decide later, but it's important that your character has (known or unknown) purpose.

It is also up to you to determine whether your character knows about their task -- and if they actually want to accomplish the task.

Depending on your referee/GM, you must let them know when your task is complete. For upon, completion, your character will ichor -- and you will move onto your next reincarnation.

## 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.