Homebrew Content

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 Sword

[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.

Homebrew Spells

[Custom Spell Name]

Level: [X] β€’ School: [School] β€’ Casting Time: [Time]

Range: [Range] β€’ Components: [V, S, M] β€’ Duration: [Duration]

Description: [Spell effect description]

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
  • Explain why your character became an adventurer

Allowed Content

Core Books: Player's Handbook, Xanathar's Guide, Tasha's Cauldron

Additional Sources: DM approval required for other official content

Homebrew: Limited homebrew allowed with DM approval and playtesting

Quick Reference Sheets

Quick Reference

Combat Quick Reference

Conditions Reference

Conditions Reference

Homebrew Summary

Homebrew Rules Summary