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Homebrewed Rules

W
elcome travelers from another land. Please sit There's one more thing. you also roll a d100 to see what
and help yourselves with some mead. We here critical injury you made to the target! Check this out.
have the finest food and the prettiest company.
Rest on our confortable chairs while you hear Critical Injury
these amazing new rules, fresh from the oven. d100
Enjoy while you can! result Injury
1-5 +1d4 of the attack's damage type
The Cinematic Fall 6-10 The target initiative score is 1
Let's start by the simpler one. This rule makes unconscious 11-15 The target drops what is in hand
characters conscious! What a wonder! 16-20 The target can't react until his next turn
Now you might be thinking of many ways of exploiting this
rule and throw it at you DM's face. Bah! Don't be so naive 21-25 The target can't use a bonus action next turn
little apprendice. 26-30 +2d4 of the attack's damage type
Now hear me! The only change is that when a character 31-35 The target is incapacitated until the end of his
reaches 0 hit points, instead of blacking out, he, she or ze next turn
falls to the ground incapacitaded. They cannot take any
actions, but are still aware of their surrondings, so they can 36-40 The target has disadvantage on his next check
see their killer, speak their last words and feel the final strike. 41-45 The target is knocked prone
Marvelous, isn't it? 46-50 The target is blinded or deafned until the end of
his next turn
Magic from the Heart
51-55 The target is Frightened until the end of his next
This one is for the spellcasters. I know how hard it is when turn
you are out of spell slots and need to save that character you 56-60 The target has disadvantage on all checks next
want to copulate with. I feel ya! turn
This here gives the opportunity to cast that last spell you
need, but not without a cost. The rules are simple. One spell 61-65 The target cannot do an normal action next turn
slot of a determined level in exchange of a proportional level 66-70 +3d4 of the attack's damage type
of exaustion. Let me show you. 71-75 Any attacks on the target have advantage until
Exaustive spells his next turn
Spell Slot Levels of 76-80 The target suffers one level of exaustion
Level exaustion Effect
81-85 +4d4 of the attack's damage type
1st 1 Disadvantage on ability checks
86-90 The target is bleeding and loses 5 hit points per
2nd 2 Speed halved turn until healed
3rd 3 Disadvantage on attack rolls and 91-95 The target suffers two levels of exaustion
saving throws
96-99 The target loses a limb
4th 4 Hit point maximum halved
100 The target loses all hit points and is dying
5th 5 Speed reduced to 0
6th 6 Death

See? It's easy! Just be careful not to die of exaustion while


casting color spray on that wall you scratched. Yeah, I know.
Remember, you can't get a spell slot of a higher level than
the ones you have. Don't even think about it!
Critical Gore
Yeah! You rolled that 20 and you're going to bring your sword
of awesomeness down on that dragon. What?! Double ones
on damage. Total waste. If only you had a rule that made
critical rolls always cool...
Fear not people, your savior has come!
From now on, every time you get a critical, you deal the full
damage of that weapon, so if it is a d8, you deal 8 plus any
modifiers, if it is a d10, you deal 10 plus any modifiers, do I
have to draw it for ya?
Created by: Pedro Sandrini | Template by:
http://homebrewery.naturalcrit.com/ 0

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