Homebrew Rules

Homebrew Rules

Scope

This document consolidates our table's homebrew rules. When a rule here conflicts with a published rule, this document takes priority.


Rest & Recovery

These rules replace standard short and long rest rules. Recovery requires safety, time, and trust — commodities not easily found.

Long Rest (Safe Haven)

A long rest represents true recovery — physical, emotional, and spiritual. It cannot be taken lightly.

Requirements:

Benefits (at the end of a long rest):


Short Rest (Overnight Respite) — 1 per Calendar Day

A short rest represents guarded recovery in uncertain conditions.

Requirements:

Benefits (at the end of a short rest):


Rest Disruption

Rest is fragile. If initiative is rolled during a rest, the rest immediately fails — no benefits, no partial credit. Begin again from the start.


Unconsciousness

Unless otherwise specified by the effect that caused it: a creature that falls unconscious will naturally regain consciousness after 1d4 hours. This recovery does not restore hit points. Unconsciousness caused by magic, poison, disease, or other specific effects follows the duration stated in those effects.


Custom Death Rules

When your hit points reach 0, you fall prone and gain the Dying condition. At the start of your turn, roll a death saving throw.

On your turn, you may use only your action, bonus action, or move action — using one ends your turn.


Mighty Deed

Available to characters with the Deed of Arms feat or the Fighter class.

The Deed Die

Once per round when you make a weapon attack, you may declare a Mighty Deed. Roll the Deed Die alongside your attack.

Fighter Level Deed Die
1–6 d6
7–10 d8
11–14 d10
15+ d12

Characters with the Deed of Arms feat roll a d4 (does not stack with fighter scaling).

Results

Roll Outcome
1–2 Failure — both the deed and your next attack fail automatically
3–5 Success — e.g. enemy pushed 5 ft, suffers disadvantage on next attack
6+ Critical Success — pick a second effect (if capable of rolling 6+)

Example Deeds

You can only declare a mighty deed before making the attack. The DM has final say on feasibility.


Design Intent

These rules assume:

Choose your havens carefully.