Our homebrew rules
This page is your dedicated resource for understanding the unique homebrew rules that shape our adventures. We want to ensure every player has a clear and quick reference point for any rule they might encounter or forget. Dive in and get familiar with how we play!
Basic Rules
- Follow spell and item descriptions exactly and if there is room for interpretation, the DM gets final say.
- General Earth rules of physics apply on the Material Plane unless otherwise declared by the DM.
- Prone takes an action to get up
Homebrew Rules
- When you roll a natural 1 you must draw from The Deck of Many Things or The Deck of Many Fates.
- When you roll a natural 20 you may draw from The Deck of Many Things or The Deck of Many Fates.
- Shenanigans may be called at any point by anyone in response to a terrible roll. If more than one player is in the same area, then all players in that area must roll a D20. Otherwise, only the person who called the Shenanigans must roll. Shenanigans is where a player feels that their roll should have passed but it failed, and they cannot argue for a reroll from the DM. This is a last resort to attempt to pass the roll and must be used wisely. Players are rolling against the DM. Should the players succeed, then what they were attempting to do passes to a degree agreed upon by the DM. Should players fail, they risk the DM taking civil liberties with the story and making their failure spectacular and memorable.
- Mull Again is used when you have a terrible roll and the DM feels you deserve a chance to retry. If it fails again, then it is nearly a guaranteed failure. If a player is in a particularly rough patch, then an additional roll with a different die is allowable. All circumstances of Mull Again are entirely decided on by the DM, however, players can request one at any time. The same principal applies to the Decks of Fates and Things. If a low-level player draws a terrible, life ending card, the DM can choose to allow a Mull Again. In the instance of a card Mull Again, there may only be one per draw session and cannot apply to a D20 draw.
- Animal Inspiration may be allowed with exotic animals. An animal that is well mannered and calm provides +1 inspiration. An animal that is wild and distracting will provide a -1 inspiration.
- Dual casting a cantrip is possible without any special abilities, however, the player must roll a D20 and allow the DM to interpret the result. The cantrip must be the same cantrip in both hands (two casting appendages).
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