DM note on Homebrew:
With extensive experience as a Dungeon Master, I’ve found that tweaking and improving the game with custom rules that suit your own style, can lead to incredible experiences, which help players feel more engaged in a lived-in world, and increases immerssion, challange and enjoyment.
However, as some changes might seem tricky initially, these little twists will be introduced slowly, throughout our campaign, in a way that matches the groups readiness and willingness to adopt them.
Character Creation
We can create our character according to the 2024 ruleset, or according to our own modified method.
2024 Rules:
"Here are the steps to make a character; each step is explored in detail in this chapter:
- Choose a Class. Every adventurer is a member of a class. A class broadly describes a character’s vocation, special talents, and favored tactics. Select Classes Here.
- Determine Origin. A character’s origin includes two elements: background and species. How did the character spend the years leading up to a life of adventure? Choose from the Original 2024 Backgrounds or create a Custom Background. Who are the character’s ancestors? Where did it grow up? Choose your Species. You can also choose your character’s known languages.
- Determine Ability Scores. Much of what your character does in the game depends on the character’s six abilities.
- Choose an Alignment. Alignment is a shorthand for your character’s moral compass.
- Fill in the Details. Using the choices you’ve made, fill in the remaining details on your character sheet. On the character sheet on the following pages, many spaces are labeled with a number that corresponds with one of those steps.=
Custom Background:
Creating a unique background or customizing an existing one can reflect the particular theme of your campaign or elements of your world. You can also create a background to help a player craft the story they have in mind for their character.
- Choose 3 abilities to increase by 1, or two abilities to increase, one by 2, and the second by 1. Make sure the these fit the background, backstory, character concept, etc.
- Choose an Origin Feat appropriate for the background from our expended Origin Feats list.
- Choose two skills appropriate for the background.
- Choose one tool used in the practice of the background or often associated with it.
- Assemble a package of equipment worth 50 GP (including unspent gold), or select one from a fitting original background. Don’t include Martial weapons or armor, as characters get them from their class choices.
1. Choose a Class
Classes and Subclasses available
You may select any Class or Subclass from the 2024 PHB.
Subclasses, Classes, Feats, etc. that appear in previous books but have been updated, are only available in their 2024 version.
Subclasses, Classes, and Feats that do not appear in the 2024 PHB will be assessed on a case-by-case basis - and may require a tweak (for better or worse).
The 2014 Artificer and all Subclasses have already been imported and buffed to suit the 2024 bar - Artificer (2024)
Review Class here - Classes.
Skills - General Information
As part of your Class creation you will be prompted to select skills - For a detailed explanation of skills - see Skills (2024).
In our game, we've included additional skills that may come into play (even though some may be more niche, depending on your playstyle):
New Skills
| Skill | Ability Score | Description |
| Commerce | Intelligence | You are versed in the art of buying and selling, especially on a large scale, running a business, basic accounting, and have an eye for business opportunities. You may be more capable than most at apprising various items and their supposed worth in various markets and have improved odds when attempting any business ventures during downtime. |
| Endurance | Constitution | Your body is fine-tuned and you are physically and mentally capable of sustaining exertion for extended periods. You are also less vulnerable to the elements, holding your breath, exhaustion, and physical discomfort or pain. |
| Science (Campaign Dependant) | Intelligence | You are practiced in the study of the physical and natural world through observation, experimentation, and the testing of common or innovative theories against the evidence. You may have a field of expertise, but you have a general familiarity with all forms of scientific study in your campaign world and are able to utilize it in various ways, or even make constructions, discoveries, or innovations of your own, |
| Socializing | Charisma | You are adept in participating in social interactions and mixing socially with others. You naturally know how to make yourself fit in and interact with a group or an organization, be it nobility or riff-raff. You are also adept at gathering information in such situations and learning gossip, or facts, that circle about. |
2. Origin: Background and Backstory
Select one of the Original 2024 Backgrounds or create a Custom Background.
I've compiled a little Backstory Guide that would help (the DM and the player) and also made a character backstory template form to make life simpler here: New Character.
3. Ability Scores Generation
- Standard Array (Default option).
- Point Buy.
Our - Modified Point Buy - (click on the link) works exactly on the same principles as the regular 8 to 15 system. However, for a greater cost, you may even raise your Ability Score to 17 (and reduce it as low as 5 for more points). While this allows for "min-maxing", it also permits more exaggerated and distinct characters which can be entertaining to play.
Expect your Ability Scores to matter, so make sure to create a character you are willing to RP. - Six times 4d6, drop the lowest (Must be done on the platform during session 0).
- Old School - rolling 3d6 six times, in order (Must be done on the platform during session 0) - you may reroll 1s.
4. Alignment
While alignment is not mandatory in the game, I still find it a useful tool to help you (and me) understand who your character is and its current parameters of operation at character creation.
Homebrew Rules
As the 2024 ruleset is fairly new, we can expect some modification as we get more play time and more testing.
However, a few things have not changed from the 2014 rules, and these, as well as a few issues that rose up in the 2024 play so far, are addressed in our Homebrew Rules.
Making Ability Scores Matter
Intelligence 13+
Being intelligent meant you were able to learn things quicker and more easily than others throughout your life.
You gain a number of INT points equal to your INT modifier, and can spend them on the following options (1 point each):
If your Intelligence is a class or subclass ability for you, you gain only half the INT points (round down).
- A +1 constant circumstance bonus to a skill of your choice (Repeatable. on the same skill or different skills).
- You know how to read and write one additional language (Repeatable.).
- A free cantrip you are able to cast once every Short or Long Rest (Can be selected once).
- A free Battle Master Maneuver of your choice. You also gain one superiority dice, a d8, and regain it after a Short or Long Rest (Can be selected once).
- Once per Long Rest - you can add your Intelligence modifier to a d20 Test, before the roll. (Can be selected once).
This helps change Intelligence from a "dump" stat to something more meaningful, that can impact a character's career, and provide incentive to play an intelligent fighter, cleric, rogue, etc.
Strength
Being stronger usually means being larger, tougher, and harder to kill. The Strength Ability provides the following:
- At level 1, you can use your Strength score to determine your base HP (Strength 15 means 15 HP at level 1).
- We'll be using the Encumbrance rules, which are tracked automatically through the Platform. So make sure you can carry that armor!
- Strength is also used to determine your maximum negative HP (See "Dying" below).
All this helps change Strength from a "dump" stat to something more meaningful (which also helps to slightly mitigate the spellcaster-martial divide).
Feats!
I believe Feats are a wonderful way to customize a character and make it fit a fantasy or role within a party or a story. For that reason, I've created and cultivated a list of Origin and General feats, official and homebrew, and allow greater flexibility with obtaining them, as follows:
* Origin Feats. RAW - You can take one at level 1.
* General Feats. Granted at levels 4, 6, 8, 12, and 16. This is not limited by Multiclassing and is determined by your overall level.
* Ability Score Increase. You gain +1 to an ability score of your choice at levels 10, 14, and 18, regardless of Multiclassing.
* Epic Boons. Granted at levels 19 and 20, regardless of Multiclassing.
Note: I do not allow an increase of +2 to an ability while gaining a feat, though if you dislike feats, you may increase two different ability scores by 1 instead.
Multiclassing
I've recently begun allowing multiclassing in my games; however, please don't treat this as a power-boosting mechanic, and it must be rooted in gameplay and in-game actions, story, and achievements.
Saving Throws
- Critical success and failure are both applicable to Saving Throws (20 is always a success, and 1 is always a failure).
- At higher level play - due to your extensive experience, you gain the following bonus to saves you are not proficient in, as follows: At Level 9 (+1), At Level 13 (+2), At Level 17 (+3).
These rules are here to provide a chance at higher levels for success against enemy abilities, the DC of which may scale to 20 and above, while the player's saves only progress in two of the six saving throws, and also to provide some chance and randomness, so that you will always have a chance to succeed or fail.
"Downtime" and Training
Characters are not limited to the "book" as far as things they might be able to learn and improve in. Characters can always attempt, and perhaps succeed, in learning additional feats, languages, proficiencies in skills, tools, weapons, armor, and even saves, as well as gaining spells and special abilities.
This may require time, resources, and success in relevant checks, all of which are detailed in our Downtime Training Mechanics.
Spellcasting in Armor
You can only cast your class spells with armor provided by your class or subclass. Gaining armor proficiency through feats or multiclassing does not allow you to cast your class spells. Casting spells in any armor other than the armor provided by your class requires a concentration check as if you are restrained. (see Optional Combat Rules)
Combat Mechanics
Enemy HP
Enemy HP will not be visible, but we'll be using a mod on the Platform that will give you a general description of the enemy you are fighting (lightly injured, near death, etc.).
Fighting Style Fantasy
According to current playtests, Dual Wielding (with the revamped Dual Wielder Feat) and Sword & Board (with Dueling, Interception, and Protection Fighting Style Feats) seem to be in a good place with the new ruleset.
It seems that the Two-Handed and Archery fighting styles are slightly behind.
Our current change is as follows:
- The Origin Feat Savage Attack has been buffed to benefit Two-Handed weapons. See Origin Feats
- The Great Weapon Fighting Fighting Style feat has been upgraded. See Fighting Style Feats (2024).
- The Archery Fighting Style has been buffed. See Fighting Style Feats (2024).
These upgrades will be under review in the next few months.
Weapon Switching
The current rule (added below) is somewhat convoluted. We will use our common sense and apply it as generously as we can.
The current rule as written:
Under the Attack action, the rule says: "Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it."
New Bonus Action Rule!
While this may be risky, we're gonna try it!
With the change to the potion-drinking rules, which makes drinking a healing potion a Bonus Action, you theoretically can't drink a healing potion as your action. This is a bit too odd for me, and we'll try to inject some sense into our action economy.
If you can do something with a Bonus Action, you can do it with an Action (but not the other way around!).
Bonus actions are described as quicker than actions, so this only makes sense. We'll attempt this in the near future, and if it somehow breaks the game in unforeseen ways, we'll reconsider.
Cover
We're using the optional cover rules. Half cover will grant you +2 to your AC, and three quarters cover +5 to your AC. Enemies or allies your size confer half cover, enemies or allies one size larger confer three-quarters cover, and enemies two size categories or larger count as full cover.
Flanking
We're using a house rule on Flanking. When I used the advantage rule on Flanking, we ended up with long lines of combatants, which looked unrealistic and silly. However, I don't want to forgo the fun and logical tactical advantage altogether - While Flanking you gain a bonus to your melee or ranged attacks equal to half your Intelligence modifier (minimum of 1).
Dying
When a character's hit points are reduced to 0 or below (see Negative Hit Points below), they are Dying. While at 0 hit points or below and not stabilized, the character must make a Death Saving Throw at the start of each of its turns.
Death Saving Throws. Roll a d20. If the Roll is 10 or higher, you succeed. Otherwise, you fail.
While Dying, the character is Incapacitated, Prone , can't stand up, has a maximum Speed of 5 feet (by crawling), can barely speak, and has only a basic comprehension of its surroundings.
Negative Hit Points.
- Damage Below Zero - If the damage taken reduces a character below 0 hit points, their current Hit Point value becomes negative. Taking additional damage while Dying does not trigger a Death Saving Throw, but further reduces your Hit Points.
- Healing Negative Hit Points - Healing a character with negative hit points adds to its current Hit Points but doesn't automatically stabilize it.
How could my character die?
- Negative Hit Points Maximum - If a character's negative hit points reach or exceed a negative sum equal to twice their Strength scores plus their level, they instantly die (regardless of Death Saving Throws). For example, a level 1 character with 13 Strength will die once they reach negative 27 Hit Points or below; the same character could go as low as negative 36 Hit Points at level 10, and negative 46 Hit Points at level 20.
- Failing Three Death Saving Throws - Failing three Death Saving Throws indicates that the character succumbed to their wounds and died (rolling a 1 doesn't count as two failures).
How can my character stabilize?
When a creature is stabilized, it no longer rolls Death Saving Throws unless it takes damage and has Negative Hit Points again.
- Succeeding on three Death Saving Throws stabilizes a character and brings it to 0 Hit Points
- Any effect that specifically states that it stabilizes a creature automatically brings a character to 0 hit points.
How can my character regain consciousness?
- Rolling a natural 20 on one of your Death Saving Throws. You make a miraculous recovery. Your character regains consciousness with 1 Hit Point.
- Healing enough Hit Points until the character has 1 or more Hit Points.
- After a character stabilizes at 0 Hit Points, assuming it is left to its own devices, it rolls a DC 25 Constitution Saving Throw. On a success, it regains consciousness with 1 Hit Point. On a Failure, it can repeat the save after 1 hour. The DC is reduced by 5 after each attempt, including the first, to a minimum of DC 5 after 4 hours.
Consequences of Dying.
- Each time a character recovers from falling into Negative Hit Points it gains a level of exhaustion. These levels of exhaustion are recovered normally.
These changes increase the challenge of staying alive while reducing the randomness of death. The game becomes more dynamic and engaging, and so far, the reviews from most of my players have been positive.
Optional Combat Rules
See Optional Combat Rules for additional options for:
Bonus Action(s)
During your turn in combat, you always have a few bonus actions to use, even if your class and race do not provide you any that allow you additional or movement.
Fighting Stance
As you enter combat or the start of your turn (if you made the choice at the first round of combat, you cannot change it until your turn in the second round of combat), you may enter a combat stance that is either defensive or aggressive, and gain benefits and drawbacks.
And more.
Additional Notes
PvP
Generally, the answer is no. You can't attack, kill, steal, etc., your fellow party members. It never goes well and usually leads to the party collapsing in on itself. In rare cases, when it's a party of friends, or if everybody is willing and even interested in playing high-tension games between party members and isn't worried about the implications...Then I May allow it (though I've never seen it end up well, and it will likely be a mistake, again).
Magic Items
I rarely use standardized magical items. Don't expect the Gauntlets of Ogre Strength or a +1 Longsword, for that matter, as those are less likely to exist in the world. I tend to give rewards in the form of unique, curated Magic items I've created over the years, as well as options for training, gaining Feats, special skills, abilities, or connections that you can acquire.
Edge, a colossal metropolis pulsating with life, boasts a society as complex as its architecture. Ruled by the enigmatic Everlasting Flame and its council, the city thrives on its scientific advancements. This technological prowess manifests in the marvels crafted by the College of Invention, scholars and artificers who wield electricity, magnetism, and alchemy to create wonders unknown elsewhere.
However, beneath the gleaming towers and vibrant market squares lies a stark reality. A rigid social hierarchy stratifies the populace, with nobles, merchants, and the College elite enjoying unimaginable wealth and influence. The vast middle class strives for stability, while the lower class toil, and the "dirty poor," including slaves, battle for survival in the sprawling slums.
Despite the ban on religion, whispers of forbidden faiths and ancient traditions echo through the alleys. This tension between science and belief adds another layer to the intricate tapestry of Edge, where technological marvels coexist with clandestine practices.
Adding to the city's mystique is the strange power residing within the Everlasting Flame's bloodline, rumored to grant them abilities beyond mere mortals. Yet, even their rule isn't absolute, as the independent MnSobek people remain outside their influence, a testament to the Empire's hidden corners and uncharted territories.
While the existence of the gods is at these times mostly officially ridiculed by the Edge Empire, the Everlasting Flame, and the Edge elite, faith in the gods and various dogmas still hold strong in various other locations throughout the empire and the world at large, and even in hidden alcoves within the Edge Capital itself.
Dogmas
The most comprehensive study regarding the various dogmas of the known world was made over 250 years ago, while was still far more prominent within the Empire, by a renowned religious scholar named Marisdon Zemek.
His theory concluded that while a multitude of representations of various powers, spirits, and deities exist, such as the Duchai polytheistic system, in which many "deities" or spirits, were representations of Natural forces, such as the suns, vegetation, winds, and so forth, or the Hadeeb mostly monotheistic system which emphasizes a single heavenly forefather, all boil down to a faith in four main forces, which he attributed to the four suns rising in Suierl's sky.
His hypostasis was aptly named the four suns and is still being used today in most educated circles when discussing faith and dogma, and according to it, all dogmas can be attributed to one of four powers. Thus every flavor of god, goddess, woodland spirit, etc, would eventually fall into one of those four archetypes of worship. He would also note that the following of such deities many times involved similar rituals, practices, and beliefs.
The Four Archetypes and their spheres of influence are as follows:
Sun | Archetype | Description | Domains |
Yellow | Order, Father, | A heavenly father, powerful, benevolent, and wrathful against disobeying children. Ruling over Order, Preservation & Law. | Order, |
Majenta | Life, Mother, | The picture of both motherly love and feminine innocence. A life giver, providing comfort, hope, compassion, and home. Ruling over Life & Birth. | Knowledge, Life, Nature |
Cayn | Chaos, Chimera, | A youthful male & female both, a shapeshifting amalgamation, a trickster and a jester, a gentle lover, or a cruel mistress. Ruling over Chaos, Change & Creativity. | Forge, Light, |
Black | Death, Void, | The unknown, the outsider. Inhuman and beyond comprehension. Not male or female, but a concept of death, entropy, and end. Ruling over Death & Destruction. | Arcana, |
While there are many entities and deities worship as a whole is discouraged, dismissed, and looked down upon if not altogether prohibited within the Edge Empire. However, a few deities or spiritual entities still hold some sway among some on the outskirts of civil society, and among the various other peoples within the empire or beyond, or rarely, within hidden alcoves in Edge Capital itself.