1. Notes

Homebrew Rules

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Resting

Resting In Combat:

Using your turn during combat, you may roll hit dice to recover HP. This takes up all available actions, bonus actions, and reactions for that turn. You may, however, use your movement. You may only use up 1/3 of your total hit die rounded down, if this equals less then 1, you may not use this action. If you have no remaining Hit Die, you may use your action to roll 2 more hit dice at the cost of accumulating an exhaustion point. You may only use this up to exhaustion level 3.


Arcane Charge (Rest Variant): Spellcasters may take a level of exhaustion to recover 1D4 spell slots, level 5 spells or lower.


Short and Long Rests

For a Short Rest, you may roll 1 hit dice for 1 minute of rest OR gain maximum hit dice value for 1 hour of rest. Exhaustion can not be recovered during a short rest. You may regain 1 spell slot per 4 hit dice spent.

Long Rests are 24 hours. 

Interrupted rests result in half benefits.

 

Potions Rule

Using a potion as a full action grants full benefit from the potions healing. A Greater Healing gives 4d4+4, meaning as an action you would receive 20 HP. You may use a potion as a bonus action, but you must roll the dice. 

You may use your turn to administer a potion to a downed player. This includes "force feeding" it to them if they are unable to swallow.

Critical Hits

A Natural 20 in combat results in maximum dice damage followed by a damage roll. Example: Your damage roll is 2D10+4, you deal 24 damage then roll an additional 2d10+4 (resulting in a minimum of 30 damage and a max of 48)

Help Action (OneD&D Rule)

In order to use the "Help" action and assist another player in a task (typically out of combat), you must be proficient in the task.

Skill Check Proficiency (OneD&D Rule)

When a skill check is required, you may add your skill proficiency as well as any applicable tool proficiency for advantage. Example: You need to pick open a lock. You roll d20, add slight of hand bonus, and roll advantage if your proficient with thieves tools. 

Counterspell (Contested Skill Challenge)

Counterspell becomes a skill challenge. In order to counterspell a spell attack, the countering mage must roll a skill check beating the Counterspell DC (10+attacking spell level) or casting Counterspell at the same level. If the counterspell is successful, then a battle ensues. Contesting skill check rolls d20 + (spell attack bonus). Best of 3 rolls wins or one character beats the other by more then 5 on a single roll.

Ways to get Exhaustion

A Character gains 1 level of exhaustion when:

- They take a critical hit.

- They drop below 0 HP but not killed.