WORK IN PROGRESS
This article will be updated with a running list of homebrew rules. The Crimson Echoes and Clash of Skies campaigns are exempt from these rules. Further exceptions will be noted when necessary.
Drinking a potion is a bonus action. Feeding a potion to another creature is an action.
When a creature and at least one of its allies are adjacent to an enemy and one opposite sides or corners of the enemy's space, they flank that enemy, and receive a +2 bonus to attack rolls against it.
Roll damage as normal, but add it to the maximum possible damage your attack would normally do (ie if your sword normally does 1d8 + 2, a crit deals 1d8 + 10).Â
When a creature crit succeeds on an attack roll, or if the target of a damaging spell crit fails on their saving throw, roll percent dice. If the number is less than the amount shown on the damage dice, roll on the lingering injury table associated with the damage type. That injury is dealt to the target creature. Note that some lingering injuries require higher-level healing to mend - in the event that the characters do not possess the required spells, they are welcome to search for an NPC that does, or a magic item that can produce the effects.
Martial characters have access to the weapon mastery trait, which is described in the 5r PHB. You learn weapon masteries of your choice as shown in the Weapon Masteries table below. For each weapon mastery, chose a weapon from the Mastery Properties table below to gain the associated mastery. The effects of each mastery are detailed below the tables. On a long rest, you may practice weapon drills in order to change one of your masteries.
Weapon Mastery Descriptions:
Cleave - If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to the damage unless that modifier is negative.You can make this extra attack only once per turn.
Graze - If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Nick - When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Push - If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is no more than 2 sizes above you.
Sap - If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Slow - If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Topple - If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your proficiency bonus). On a failed save, the creature has the Prone condition.
Vex - If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next run.
Martial characters have access to Battle Master weapon maneuvers, which are described in the 5e and 5r PHBs. The following rules apply:
Barbarians, fighters, monks, and rogues learn two maneuvers of their choice at 3rd level, with additional maneuvers learned at levels 11 and 17. These maneuvers stack on top of the ones given by the Battle Master's Combat Superiority feature and/or the Martial Adept feat.
Rangers and paladins learn one maneuver of their choice at 3rd level, with additional maneuvers learned at levels 11, and 17.
You have a number of superiority dice equal to the number of maneuvers you know, which must be expended to fuel maneuvers. These dice are d6s, and they are regained on a long rest. These dice stack on top of the ones given by the Battle Master's Combat Superiority feature and/or the Martial Adept feat.
You may only use one maneuver per attack. You regain all expended superiority dice when you finish a short or long rest. For maneuvers requiring a save DC, the DC is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Click to view maneuver options for each class:
Barbarian Maneuver Options
Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Powerful Presence
When you make a Strength (Intimidation) or a Strength (Performance) check, you can expend one superiority die and add the superiority die to the ability check.
Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Fighter Maneuver Options
Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Monk Maneuver Options
Careful Discernment
When you make a Wisdom (Insight) or a Wisdom (Perception) check, you can expend one superiority die and add the superiority die to the ability check.
Disarming Strike
When you hit a creature with a monk weapon attack or unarmed strike, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.
Precision Attack
When you make a monk weapon attack or unarmed strike against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Trip Attack
When you hit a creature with a monk weapon attack or unarmed strike, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Paladin Maneuver Options
Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Commanding Presence
When you make a Charisma (Intimidation) or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Ranger Maneuver Options
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Practical Assessment
When you make a Wisdom (Perception) or a Wisdom (Survival) check, you can expend one superiority die and add the superiority die to the ability check.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Rogue Maneuver Options
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
Bait and Switch
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.