Homebrew Overview
Here at GM’s Den we have specific homebrew rules that all GM’s must follow. These homebrew rules are in addition to, or overwrite core D&D 5e rules.
Surprise
A band of adventurers sneak up on a bandit camp, capitalising on the element of surprise.
If an individual or the entire party tries to be stealthy they must announce it and roll a Dexterity (Stealth) check/s. Your GM will compare it to the passive Wisdom (Perception) of each creature on the opposing side. Group checks are determined by the average roll.
If you are surprised you can’t move, take an action, bonus action or reaction until the first turn ends.
If neither side is being stealthy, they automatically notice each other.
Initiative
When combat starts, every participant makes a Dexterity check to determine their place in the Initiative order. If there is a tie, the higher Dexterity score will go first.
If you roll a natural 20, you are granted one extra turn at the end of the first turn of combat.
Damage
Injury and the risk of death are constant companions of those who explore the worlds of D&D. The thrust of a sword. a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage or even kill the hardiest of creatures.
Critical Hits
When you score a critical hit (generally a 20 on the d20) you automatically hit regardless of your opponent’s AC. This critical hit inflicts extra damage equal to the maximum number on the damage dice and is added to the original damage roll and any modifiers.
Critical Fails
When you score a critical fail (1 on the d20) you have fumbled and automatically miss with your attack.
You must roll another d20 to determine the results of your fumble.
1 | Uh oh! Severed limb? GM get creative |
2-10 | You fall prone or hit yourself |
11-19 | Minor fumble, the attack misses |
20 | Fumble recovery, standard hit |
Massive Damage
When you receive damage equal to or more than half of your maximum hit points, you must roll an unmodified d20.
1 | Stunned until the end of your next turn |
2-10 | You fall prone |
11-20 | Unfazed |
Called Shots
In order to perform a called shot, a player must declare their called shot attempt and location before making their attack rolls. Once declared, the player suffers disadvantage on the called shot attack roll. An attack roll suffering disadvantage already automatically fails as a called shot attempt.
Each called shot attempt also modifies a creature’s AC by +2. If the attack roll succeeds, hitting the creature’s modified called shot AC, the attacker hits and deals damage normally, but also deals a called shot effect.
Actions
The following action has been added for use on GM’s Den:
Drink a Potion
Providing it is stored on your belt, you may drink a potion yourself using only a bonus action.
Environment
The following combat environment has been added for use on GM’s Den:
Flanking
If you and one of your allies are on opposite squares of an enemy, you will both be awarded advantage on your attack rolls.
Items
The following items have been added and/or modified to purchase on GM’s Den:
Relieving Balm
This balm has 3 applications. You regain 1d4 hit points when this is applied to a wound. It must be used outside of combat.
Rarity: Common|Market Price: 50 gp
Smoke Bomb
As an action, you can throw this smoke bomb up to 20 feet away from you. On impact, smoke begins to billow from it, creating a heavily obscured area within a 10 foot radius. This smoke dissipates after 1 minute, or until it is blown away by some external means.
Rarity: Common|Market Price: 50 gp
Blasting Powder
This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Rarity: Uncommon|Market Price:150 gp
Crafting
The following items are now capable of being crafted on GM’s Den:
Relieving Balm
This balm has 3 applications. You regain 1d4 hit points when this is applied to a wound. It must be used outside of combat.
Rarity: Common|Market Price: 50 gp
Crafting Kit: Herbalism
Assassin’s Blood (ingested)
You can deliver this poison in food or a liquid. On a failed save not only does the subject take damage but he is also poisoned for 24 hours and has disadvantage on attack rolls and ability checks.
DC (Con): 10|Effect: 1d12/half
Rarity: Uncommon|Market Price: 150 gp
Crafting Kit: Poisoner’s
Serpent Venom (injury)
This poison must be harvested from a dead or incapacitated Giant Poisonous Snake. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of Ammunition. Once applied, the poison retains potency for 30 seconds (5 turns) before drying.
DC (Con): 15|Effect: 3d6/half
Rarity: Uncommon|Market Price: 200 gp
Crafting Kit: Poisoner’s
Essence of ether (inhaled)
On a failed save the subject falls unconscious for 8 hours. The creature wakes up if it takes damage or is shaken.
DC (Con): 15|Effect: Unconscious/none
Rarity: Uncommon|Market Price: 300 gp
Crafting Kit: Poisoner’s
Torpor (ingested)
On a failed save the subject becomes incapacitated for 4d6 hours.
DC (Con): 15|Effect: Incapacitated/none
Rarity: Rare|Market Price: 600 gp
Crafting Kit: Poisoner’s
Wyvern Poison (injury)
This poison must be harvested from a dead or incapacitated Wyvern. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of Ammunition. Once applied, the poison retains potency for 30 seconds (5 turns) before drying.
DC (Con): 15|Effect: 7d6/half
Rarity: Rare|Market Price: N/A
Crafting Kit: Poisoner’s
Purple Worm Poison (injury)
This poison must be harvested from a dead or incapacitated Purple Worm. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of Ammunition. Once applied, the poison retains potency for 30 seconds (5 turns) before drying.
DC (Con): 19|Effect: 12d6/half
Rarity: Very Rare|Market Price: N/A
Crafting Kit: Poisoner’s
Smoke Bomb
As an action, you can throw this smoke bomb up to 20 feet away from you. On impact, smoke begins to billow from it, creating a heavily obscured area within a 10 foot radius. This smoke dissipates after 1 minute, or until it is blown away by some external means.
Rarity: Common|Market Price: 50 gp
Crafting Kit: Alchemist Supplies
Blasting Powder
This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).
Rarity: Uncommon|Market Price:100 gp
Crafting Kit: Alchemist Supplies