Welcome to our custom D&D content! This section contains all the homebrew rules, items, spells, and other modifications we use in our campaign. All content has been carefully balanced and tested for gameplay.
Important: All homebrew content requires DM approval before use in the campaign.
Campaign-Specific Rules
Critical Hit Rules
When you roll a natural 20 on an attack roll, you may choose to either:
Roll all damage dice twice and take the higher result (standard critical hit)
Deal maximum damage on all dice and roll one additional damage die
Death Saving Throws
Death saving throws remain at the standard 3 successes vs 3 failures, but:
Rolling a natural 1 counts as 2 failures
Rolling a natural 20 allows you to regain 1 hit point and become conscious
Healing from 0 hit points removes all death saving throw failures
Inspiration Rules
Inspiration can be earned through exceptional roleplay, creative problem-solving, or memorable character moments. You may spend inspiration to:
Gain advantage on any d20 roll (standard use)
Reroll any damage roll (new option)
Add your proficiency bonus to any ability check (new option)
Additional house rules will be added as they are developed and tested in play.
Magic Items & Equipment
[Custom Item Name]
Rarity: Uncommon
Type: Weapon (Longsword)
Properties: [Item properties and abilities]
Description: [Flavor text and appearance]
History: [Item's background and significance]
Custom items will be added as they are discovered or created during the campaign.
At Higher Levels: [Scaling information if applicable]
Classes: [Which classes can learn this spell]
Custom spells will be added as they are created and approved for campaign use.
Class Features & Racial Traits
[Custom Feature Name]
Type: [Class Feature/Racial Trait/Feat/etc.]
Prerequisites: [Requirements if any]
Benefit: [What this feature provides]
Usage: [How often it can be used]
Custom features will be added as characters develop and new options become available.
Additional Game Systems
Gritty Realism Rest Variant
Status:Under Consideration
Short rests require 8 hours
Long rests require 7 days of downtime
This variant makes resource management more important
Spell Point System
Status:Optional for Spellcasters
Players may choose to use spell points instead of spell slots for more flexibility in spellcasting. See DMG p. 288-289 for details.
Flanking Rules
Status:In Use
When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
Building Your Character
Ability Scores
Method: Point Buy (27 points) or Standard Array
Racial Bonuses: Use Tasha's rules for flexible racial ability score increases
Starting Equipment
Method: Choose class equipment or roll for starting gold
Additional: All characters start with one free common magic item (DM approved)
Backstory Requirements
Provide at least one meaningful connection to another party member
Include a personal goal or motivation
Describe your character's relationship to their family/homeland