Lamordia
Homebrew Rules, by Ethan
Carrying people
- Willing creatures: Use carrying capacity, object interaction to initiate (No Penalty)
- Unconscious creatures: Grapple rules but no contested check (Difficult Terrain) (Having Grappler feat or strength based feat will remove difficult terrain)
Potions
- Once per turn, as a free interaction, you can drink any potion of healing.
- Drinking a potion as a bonus action you roll the dice.
- Drinking a potion as a full action you get maximum from the roll instead.
- You can drink a total potential of 3 potions a turn via action, bonus action and free interaction
Leveling Up
- When you roll for health when leveling up you reroll until you at least get half.
Spells
- Shield can be cast on others.
- For the term “enters for the first time”in a spell the terminology implies a willing movement into the space. If they’re already in that space, they are not entering it, and therefore won’t take the damage. (ie, if you cast moonbeam on a space where the creature already is, they don’t take damage, but if you cast it on yourself and then they willing move closer into the moonbeam, thats when it counts)
Crits
- Maximum Damage of the roll automatically as well as rolling the damage ordinarily and a card gets drawn for an extra effect.
Stunned Condition
For normal creatures, the stunned condition is unchanged, but for boss creatures and player characters it is changed as follows:
- Instead of being incapacitated, a stunned creature can take its action or bonus action, but not both.
- If using its action to attack, a stunned creature may make only one attack.
- The stunned creature cannot move.
- The stunned creature cannot take reactions.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
Paralyzed Condition
For normal creatures, the paralyzed condition is unchanged, but for boss creatures and player characters it is changed as follows:
- Instead of being incapacitated, a paralyzed creature can take its action or bonus action, but not both.
- If using its action to attack, a paralyzed creature may make only one attack.
- The paralyzed creature cannot move.
- The paralyzed creature cannot take reactions.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet.
Drowning/Suffocating
- You start with a minimum of 3 breaths + your con modifier. You lose a breath at the end of each turn or if you use any verbal components.