You are on page 1of 4

Faces of the Mists: Homebrew Rules

updated February 5, 2022 Versatile Saving Throws


General Gameplay When prompted to make a saving throw, the player can
instead choose to react with a skill check with disadvantage,
Supplies / Supply Points replacing the saving throw.
Players can invest gold coins into Supply Points. While you DC Rest System
are in a General Store or Trading Post, you may purchase
and trade Supply Points. Usually, 1 Supply Points costs 1 This is a homebrew rest system made by The Dungeon
gold piece. Coach (DC). Designed to make rests feel grittier but not as
Unless you are near a trading post, you cannot trade supply gritty as the variant rule "Gritty Realism".
points with each other once it's in your inventory.
Supplies gives the player an opportunity to buy an item Short Rest
even if the player is far far away from the nearest store. The Short rests take 10 minutes instead of 1 hour. However,
catch is, the player must spend Supply points equal to three players are limited to only 2 short rests. Once all short rests
times the cost of the item. have been used, they can't do so again until they take a long
rest. Other than that, rules for short rests stay the same.
For instance, a potion of healing costs 50 gp. When using
Players can spend hit dice to regain hit points
supplies, the cost would be 150 Supply Points. Long Rest
Long rests take the same amount of time as RAW, but it has a
Supplies will also replace rations in our game, so if you gain different system in regaining hit points. At the end of the long
rations in character creation, convert them to gold. For every rest, players spend hit dice just as they would in a short rest.
day of travel and for every time the party takes a long rest, They also gain hit dice equal to half their player level rounded
deduct 1 Supply Point. This represents the food consumed down, they can spend these extra hit dice to regain HP or
and the equipment used to make camp. You may also spend they can use it to replenish their hit die pool.
supply points to feed another creature/s.
Full Rest
Advance Initiative Full Rests resets everything: HP, Hit Dice, Spells, Exhaustion
etc. Players must be in a safe and secure location and must
The party rolls initiative at the end of every combat and at the spend at least 24 hours or more depending if they
start of a session if no initiative has been set yet. The accumulate exhaustion or a sickness to gain the benefits of a
Initiative rolled will be applied for the next combat encounter. Full Rest.
This is so when combat does come, the party can
immediately begin the encounter, saving time and preserving
the intense pace of the game. Long Rests during travel
When Players travel for more than 4 hours, they
Advantage Stacking cannot gain the benefits of a Long Rest until they
When a creature is granted multiple advantages and spend 1 full day in a single location, whether they
disadvantages, these effects can be stacked on top of each stay in a settlement or make camp. Doing so in a
other instead of ignoring them as dictated by RAW. For every hostile environment runs the risk of a random
Advantage or disadvantage stacked, the roll adds a +2 or -2 encounter.
respectively.
Thirteen (Monk), Nyrvan (Bard), and Gregory (Fighter) are
fighting an Owlbear. Nyrvan is first in initiative, He casts Faerie
Fire. The Owlbear failes its Dexterity Save and is now
highlighted in blue light. Gregory Shoves the creature and it
fails the saving throw again. The Owlbear is now Prone and
under the effects of Faerie Fire, granting 2 Advantages.
Thirteen attacks with their Martial arts and rolls with
Advantage +2.

1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Simple Encumbrance Knowledge Check
Weight At any time, players can consult their knowledge on any of
instead of tracking strict realistic weight, we use a simplified their skills on any topic or subject they have in mind. This is
method. by default, any item that can't be carried in a rolled like a normal ability check, except the player has
backpack, or if it can but is really heavy (like a rock or an freedom to choose which skill they want to consult. Once
ingot of metal) is 1 Weight. Anything that can be stored in a they make a knowledge check with a certain skill, they can't
backpack is 0.1 Weight (in Starfinder, this is referred to L). If do so again after some time has past. The time depends on
an average person needs two hands to carry this item or use the context of the check.
it effectively, it is 2 Weight. If an average person can't carry Once they roll a Knowledge Check, the DM compares it
this item even with two hands, it can't be stored in your own with the DC. The players may ask a number of Questions
inventory. ask the DM how much it weighs when storing it on depending on the result of the check.
a mount. Regardless of the result of the roll, the player can ask at
Supplies. Supplies don't count to your Carrying Capacity. least 1 simple question. The players will not be aware if their
But you cannot use Supplies to gain an item if that will make check is a failure or a success. The only way to know for sure
your character go above 0.1 of your Carrying Capacity. is if the roll is above 5 points of the DC, in which they can ask
Coins. For every 100 coins, add 0.1 Weight. Effectively 1 more than one simple question.
coin is 0.001 Weight
Armor. Light Armor and Shields are 1 Weight. All other
Armors are 2 Weight Knowledge Check Results
roll result
Carrying Capacity Failure/Success 1 Simple Question
Your carrying capacity is equal to your Strength score.
Encumbered. If you carry more than your Strength Score, Success+5 2 Simple Questions
you are encumbered, which means your speed drops by 10 Success+10 3 Simple Questions
feet.
Heavily Encumbered. If you carry more than your Success+15 4 Simple Questions
Strength Score+10, you are instead heavily encumbered, Success+20 5 Simple Questions
which means your speed drops by 20 feet and you have
disadvantage on ability checks, attack rolls, and saving
throws that use Strength, Dexterity, or Constitution.
Simple Questions. These are exactly what they are: simple,
uncomplicated, and sometimes unreliable. These consists of
Converting lbs to weight questions on topics that are common knowledge or basic
When converting something in RAW from concepts such as the general laws of nature or fundamental
"Pounds" to "Weight", 15 Pounds is equal to 1 elements of a system. Simple questions have a 20% chance
Weight. However, to preserve the simplicity of the to have answer that is false, vague, or generally unhelpful.
rules, reserve this for when determining the The DM rolls this in secret. The chance increases by 5% for
carrying capacity of creatures and the weights of an every point below the target DC (Maximum of 15). Even with
object that's heavier for an average person to carry a low Knowledge Check, there is still a chance of their
question being true, and vice versa on a high check.
Difficult Questions. When the result of a Knowledge
check grants a player multiple Simple Questions, they can
Examples of Item Weight
spend 1 Simple Questions to ask 1 Difficult Question.
Difficult Questions are much more reliable than simple
Item Weight questions. There is no chance for this question to have an
100 coins 0.1 untrue result. Certain questions that requires some nuanced
understanding on a topic falls under this category.
Tinderbox 0.1 Complex Questions. When the result of a Knowledge
Dagger 0.1 check grants a player multiple Simple Questions, they can
spend 3 Simple Questions to ask 1 Complex Question.
Iron Ingot 1 Complex Questions are the best in finding the most reliable
Shortsword 1 answers. Not only is there no chance to find an untrue result,
there is a 20% chance that the answer can result to a boon or
Hempen Rope 1 an advantageous opportunity. These questions are best for
Greatsword 2 topics that require expert knowledge on a topic.
Chainmail 2 Question Cost
Simple Question N/A
Diffficult Question 2 Simple Questions
Complex Question 3 Simple Questions

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Leveling up requires downtime Help Action
In order for a character to level up, they must have enough When using the Help action in combat, the creature you're
Experience points and spend 7 days of downtime. aiding gains advantage on their first attack roll before the end
of your next turn. Additionally, you must make an ability
Drinking Potions check based on how you are helping, on a success the
Drinking potions costs 1 action. If the potion provides creature you are aiding adds a 1d10 to their damage roll on
healing, you may gain the maximum amount of HP the potion top of the advantage. On a failure, you must choose either
can give by spending 10 minutes with a healer's kit to apply granting advantage or additional damage
the potion with maximum efficiency, the potion is used up Volleys
once applied this way.
Before rolling for ranged damage, you may choose to fire
Combat volleys. This gives yourself a penalty to damage for any of the
following effects. Penalties may be stacked on top of each
Partial Successes other for additional effects. If the damage roll is higher than
or equal to the penalty, the effect carries out and the penalty
When a player makes an attack roll and misses, if the roll is is applied. If not, deal damage without the penalty.
not below the target's AC - 10, the player can choose to hit
instead. Doing so exposes the player to a danger, counter damage
attack, or gives the target a free action simultaneous to the name penalty effect
player's attack.
If the player's roll is less than or equal to the Target's AC - Distracting
-5
-2 damage to target's first attack
5, the first attack from the counterattack towards the player volley until the start of your next turn
gains advantage. Disruptive
-10
-5 damage to target's first attack
volley until the start of your next turn
Massive Hits Covering target takes -1 damage until the
-5
When a creature lands a hit with an attack roll, and the roll is volley start of your next turn
not a critical hit but the result is equal to or more than the +5 damage on the next attack
target's AC+10, that is a Massive Hit. against this creature until the start
Harrying
If the attack is made with a weapon or cantrip, The volley
-4 of your next turn. This bonus
creature deals bonus damage by adding an additional applies after any penalties made by
damage dice. Volleys
If the attack is made with a spell that uses a spell slot, the
creature can reroll half of its damage dice rounded down
(minimum of 1) and take the highest
Massive Critical
When a creature lands a hit with an attack roll, and the roll
lands on a natural 20, that is a Massive Critical.
If the attack is made with a weapon or cantrip, the
creature deals bonus damage equal to the maximum
result of the damage dice.
If the attack is made with a spell that uses a spell slot, the
creature deals bonus damage equal to the average
damage.
Prone
Standing up from Prone provokes opportunity attacks from
attackers within 5 feet of you and costs half of your
movement or 15 feet, whichever is lower.
Ganging up
When a creature is surrounded by 3 or more attackers, melee
attacks against that creature gains advantage, while ranged
attacks against the creature gain disadvantage. Missed
ranged attacks have a 25% chance of hitting a surrounding
creature

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Homebrew Skills
Artistry
Culture
Engineering

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

You might also like