This is a list of homebrew rules and interpretations made at the table.
I wanted to make this for two reasons:
- So I don't forget
- I think it's important to know how our rules differ from RAW, however minor, so that if you play at a different table in the future, you know what the baseline assumptions are.
-Eric
Homebrew Changes
Drawing/Sheathing
- Creatures can perform two draw/sheath actions as a Free Action
- Drawing or sheathing a weapon without the two-handed property counts as one draw/sheath action
- Drawing or sheathing a weapon with the two-handed property counts as two draw/sheath actions
- It is possible to hold (but not use) a weapon with the two-handed property in one hand, freeing up the other hand to draw, sheath, or interact with objects
- Picking up an item from the ground (e.g. a dropped weapon) follows the same rules as drawing a weapon
Long Rests
- At the end of a Long Rest, characters restore all of their spent Hit Dice, instead of restoring up to half their total level in Hit Dice
Potions
- Consuming a healing potion requires a bonus action
- Consuming other potions requires an action
- Administering a potion to another creature still requires an action
Races
- The Firbolg consist of three subraces:
- Firadhmad are based on the RAW firbolg
- Firbhalaosc are based on the Tortle from the Tortle Package
- Firsliabh are a homebrewed subrace loosely based off of the Oreads from Pathfinder
- The Lizardfolk consist of two subraces:
- Horned Lizardfolk are closest to the RAW lizardfolk, but are more inclined towards arcana
- Frilled Lizardfolk are a homebrewed subrace designed to be the antithesis of the RAW lizardfolk
Homebrew Additions
Crafting/Imbuing
- Eric is working on a set of homebrew rules for crafting (creating mundane items) and imbuing (affixing magical effects to mundane items). More to come soon
Races
- The Mousefolk are a homebrew race taken from this document by Skybug12.
Travel
- Eric uses his homebrew rules, Travel and Exploration Lite, for traveling and exploration.
Table Rulings
Table rulings are a compendium of how existing rules are to be interpreted at the table.
If, during play, a rules disagreement comes up at the table, the DM notes the disagreement in rule interpretation for later discussion, then rules as they think is most appropriate. After the session, the DM and player(s) come to an agreement on how to interpret the rule in the future.
Ability Checks
Cover
- Peering around a corner is a free action
Death Saves
- Death saving throws made while an incapacitated creature would normally be unable to breathe (for example, while underwater or with no air) are made with disadvantage
Opportunity Attacks and Burrowing/Incorporeal Movement
- If a creature leaves another's melee attack range by passing through a floor or wall, it provokes an attack of opportunity with three-quarters cover
Stealth
- Creatures can use other creatures to hide so long as there are at least two other creatures of a size larger than it, or three other creatures of the same size, between the hider and seeker
- Creatures with the Naturally Stealthy trait, such as Lightfoot Halflings, reduce the number of creatures required to hide by 1
- If enemies can see you as you disappear into hiding, they still have some knowledge of where you are
- In an invisible creature is detected via Perception (i.e. if they are heard), their location is known but creatures act as if affected by the blinded condition.