
HOMEBREW RULES
Because who plays exaclty as the game says?
These are the rules we abide by to the best of our chaotic abilities. But no one's perfect...
These are the rules created by our DM and world creator: Tre.
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Natural 20s and natural 1s apply to skill checks, but don't guarantee 100% success at what you're trying to do. For instance, a natural 20 doesn't let you lift a mountain, but could allow you to lift an extremely heavy boulder.
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If anyone scores a critical hit, the initial damage die is considered to be maximum, and then you roll the remaining dice on their own. Therefore, the minimum damage you can do on a critical hit is still least one more than you could do on a normal hit (eg. Critical hit with a dagger, which does 1d4+3. The first d4 is considered maximum, so it becomes 4+3+1d4 damage).
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If anyone has advantage on an attack and rolls 2 natural 20s, all of the damage die for the entire attack are maxed out (eg. Double critical hit with a dagger, which does 1d4+3. It therefore does 4+4+3, or 11 total).
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If a spellcaster is restrained, if they want to cast a spell that has somatic components, they have to succeed on a Dexterity check, with the DC equal to 10+the spell's level.
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You can call a shot, but it puts you at a disadvantage. You have to make the attack at disadvantage, and then succeed on a dexterity check, with the DC equal to 20-the amount you beat the target's AC by. For instance, if you were to target an enemy's leg to try and prevent them from running as fast, the enemy's AC is 13, and you rolled a 16 to hit. You'd then need to make a dexterity check of DC 17 in order to achieve the target you wanted. This cannot be used to give permanent injuries, or instant kill. However, you can temporarily blind or disable someone.
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Multiattacks can be part of a held action, but keep in mind that means enemies can do it too. For instance, if a level 20 fighter holds the attack action, they can take all 4 attacks when it gets triggered.
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Inspiration is awarded for significant actions taken in character, especially actions that might be detrimental to yourself. For instance, forgoing the benefits of a long rest because your character is concerned about something. I want to award good roleplay, and make the backlash from it on yourselves a little easier.
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Homebrew items and spells are allowed, but they have to be run by the DM first. Characters can invent new spells/items, so long as it makes sense narratively for them to do so.
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Similarly, multiclassing is definitely allowed, but preferably if it is for narrative reasons as opposed to mechanical ones.
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Narrative trumps mechanics 99 times out of 100. If that means flavoring the way a certain ability works, or creating alternate options for something you'd like to do, you and the DM can discuss it.
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Should a player interrupt the game with a snarky remark, bad joke, or just generally being annoying, the DM can deal one shenanigan dice (or "shenanidie") for 1d4 of psychic damage. Likewise, if the DM is at fault, a majority vote can deal a shenanidie to the DM, which will be used against monsters later in the game.