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Cardic Inspiration

Using a deck of cards the DM will hand an inspiration card to a player face-down. Players can use their inspiration card in the same place they would use a inspiration die. 2-10 adds the face value of the card to the roll, Jack/Queen/King adds a +10 to the roll, and an Ace makes the roll a value of 20. Jokers are not used for Cardic Inspiration. If a joker is pulled and used for Cardic Inspiration then it must be removed from the deck and a new card given to the player.

The inspiration card can be given to another player but only if their characters are within 60ft and can either hear or see each other. The inspiration must be given in a way that is relevant to the scene. i.e. as simple as wishing them good luck or giving a heartfelt speech before a hard task. One player cannot have multiple inspiration cards in their possession at the same time nor can multiple inspiration cards be used on the same roll.

If a player sees a card's face before it has been used then the inspiration card will not be able to be used and must be returned to the DM. If the DM agrees the viewing of the card was an accident then they will get to draw a new card.

Homerule

Crunchy Crits

When scoring a critical hit, you add the maxed sum of the damage dice to the damage roll instead of rolling damage twice.

ex: Mao rolls a Nat 20 to hit a goblin with her dagger.

Non-Critical Hit Damage:
> 1d4 + dex + proficiency

Critical Hit Damage Rules-As-Written (RAW):
> 2d4 + dex + proficiency

Critical Hit Damage Crunchy Crits:
> 1d4 + 4 + dex + proficiency

The last example of the Critical Hit Damage for Crunchy Crits is what I intend to use for our campaign as I feel it is less complicated math and also will always make critical hits feel good since you can never roll less than the max of your dice.

Homerule

Decisiveness Bonus

While in combat, if the player is Battle Ready, i.e. knows and declares their movement or action within 3 seconds of the DM telling them it is their turn, they get a +1 on one of their actions. This can be used on an attack roll, ability check, or increasing the dc of a spell save.

If the spell save is applied again for whatever reason, i.e. a concentration spell, then the +1 decisiveness bonus is not applied.

Homerule

Massive Damage

When a creature takes damage from a single source* equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table. For example, a creature that has a hit point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single source.

* a single source can be loosely defined as one creature delivering the damage during a single turn. This can be up for discussion if multiple sources of damage are being dealt during a single creatures turn.

System Shock:
> d10: Effect
> 1: The creature is stunned until the end of its next
turn and the damage that was dealt to the creature
is multiplied by 1.2 rounded down.
> 2-3: The creature is stunned until the end of its next
turn
> 4-5: The creature is knocked prone.
> 6-7: The creature can’t take reactions and has
disadvantage on attack rolls and ability checks until
the end of its next turn.
> 8-10: The creature can’t take reactions until the end
of its next turn.

Homerule

Momentum

If a creature has moved more than 30ft in a straight line towards a target in order to do a melee attack in one round, they will add 1d4 bludgeoning damage for every additional 10ft above 30ft they took to get there. Once a melee attack is made the momentum is lost. If the attack misses then the momentum is lost and cannot be applied. Critical Hits do not affect the damage dice used for momentum damage.

ex: Mao moves 50ft towards enemy goblin to attack.
> Since Mao went 50ft in a single turn towards the goblin to melee attack that means she gained momentum for every 10ft above 30ft she moved
> Once she has moved 40ft in total for the melee attack she adds 1d4 bludgeoning damage.
> Finally once she has moved the 50ft in total for the melee attack she can add another 1d4 bludgeoning damage.
> This totals as 2d4 bludgeoning damage added onto the first attack made by Mao after moving.
> If the attack hits then Mao will add 2d4 bludgeoning damage on top of the original attack.

Math:> (50ft - 30ft)/10ft = 2d4 of bludgeoning damage.
Note: Teleportation maintains momentum but does not increase it.

Homerule

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