My HOMEBREW System Rules

(It’s a work in progress, cut me some slack)

Basic 5E rules + noted changes

Races
Human: +1 stat of your choice, insight proficiency
Elvaan: +1 int, history & arcana proficiency
Dwarfs: +1 con, blacksmith & mining proficiency

Classes
Fighter   Rogue   Priest

Initiative: d10 + weapon/action speed, – dex modifier ( low is good, basically AD&D2e).

Weapon Specializations (fighter archetypes, assassin, druid, & thief only):

  • Two weapon fighting: can use two single handed weapons with no penalty.
  • Two Handed weapon(& Lancer): +1 attack, +2 damage
  • Duelist: one handed weapon & versatile weapons, +1 attack, +1 damage, +1 AC
  • Ranged Weapon: +2 attack, +1 damage to all ranged attacks (Assassin Xbow ONLY)
  • Shield Expert: can use great shield, +2 AC (when using shield),  takes -1 damage from all attacks when using shield, (minimum 1)

Not proficient in weapon: -2 to attack rolls, (-1 if fighter class), only blademaster & thief can dual wield

Non weapon proficiencies: same as 5e/working

 

Action Chain Chart

Action Chains are bonus attack effects that can be used after a series of two successful actions (attacks or spells) on enemy. No limit to usage (two attacks hit, next round- player can use these special attacks, then resets until 2 more successful attacks: DAILIES count as one attack. 2 weapon fighters must hit on one attack per round, if they hit both- that still only counts as 1 successful attack toward successive attack skills) see chart below

action-chain-chart-2

 

Working on spells, actions, weapon lists, experience levels, and other classes

Ability Score Modifiers

Experience Progression

Weapons

Name, weapon speed, damage, weight (#)

Simple
Club: 3, d4+1, 2#
Dagger: ,2 d4, 1#
Hand Axe: 3, d6, 3#
Spear: 4/5(2h), d6/d8(2h), 3#
Quarterstaff: 3, d6, 3#
Great Club(2h): 9, d10, 12#
Whip: 6, d3, 1#

Swords & Axe
Shortsword: 3, d6, 3#
Scimitar: 4, d6+1, 4#
Rapier: 4, d8, 3#
Longsword: 4, d8, 4#
Bastard Sword (hand-and-a-half sword): 5/7(2h), 2d4/d10(2h), 5#
Battle Axe:  6/8(2h), 2d4/d10(2h), 7#
Greatsword(2h): 8, d10+1, 10#
Ultra Greatsword(2h): 10, 2d6, 12#
Great Axe(2h): 9, d12, 12#

Polearms
Great Spear(2h): 7, d10, 7#
Pike(2h): 7, 2d4, 7#
Halberd(2h): 8, d10, 8#
Trident(2h): 7, d8, 7#
War Scythe(2h): 8, d10 +1, 10#
Lance(2h): 8, d8/2d8(mount 1h), 8#
Lucern(2h): 8, d10, 8#

Bludgeon
Mace: 4, d6, 4#
Flail: 5, d6+1, 5#
Morning Star: 6, d8, 6#
Warhammer: 4, d6, 4#
Great Warhammer/Maul(2h): 8, d10, 9#

Ranged
Shortbow: 4, d6+1, 2#
Longbow: 8, d10, 3#
Hand Xbow: 5, d4, 3#
Medium Xbow: 7, 2d4, 5#
Heavy Xbow: 9, d10, 7# (with crank)
Blow Gun: 3, d2, 2#
Sling: 3, d4, 1#
Javelin: 3, d6, 2#

Armor

Name, AC,  weight (#)

Light (full dex mod)
Leather: 11, 8#
Padded: 11, 10#
Studded Leather: 12, 15#

Medium (max dex mod. 2| 13 str requirement)
Hide: 13, 15#
Chain Hauberk: 14, 20#
Scale: 14, 25#
Breast Plate Set: 15, 30#

Heavy (max dex mod. 1| 15 str requirement)
Plate Mail: 16, 35#
Field Plate: 17, 40#

Ultra Heavy (no dex mod., -1 dex checks| 15 str requirement)
Full Plate: 19, 50#

Shields
Buckler: +1 AC, 3# (only works on melee attacks)
Shield: +1 AC, 5#
Great Shield: +2 AC, 10#

Spells

Miracles (working)

 

Paladin


1
Flash- d6 radiant dmg, save vs blind (if fail, can make a save each round at start of target’s turn. does not affect party)
Cure – d8 + wis bonus
Protection- +1 AC to self, rounds equal to casters level (will not stack)
Remove Poison- removes poison
Purify Water/Food- purifies water and food (enough for 2 meals per casters level)
Light- last hours equal to casters level
Force- knock back effect, enemy save vs stun or stunned on next action

2
Cure II- d10 + wis bonus
Shell- +1 saving throw, rounds equal to casters level (will not stack)
Protection II- +1 AC 10’ around paladin, self and other party members
Light Blade- +1 att for rounds equal to caster’s level
Claymore- Cast a miracle on shield, On successful attack of Paladin- his shield release a light blast against the enemy (2d4 dmg + wis bonus)

3
Cure III- 2d6 + wis bonus
Holy Avenger- +1 attack rolls & extra 1d10+ wisdom bonus damage (last for one attack)
Phalanx- shield will absorb 2 damage points (of any attack type) per casters level (must have shield)
Turn Undead- lvl 1 undead save vs 11 + wis bonus
White Lance- light damage bolt, 2d4 + wis bonus
Cure Disease- cures target of disease

4
Rampart- caster cast a force field of light, gains extra 2d6 HP + wis bonus
Wraith of gods- 20’ area attack, enemies take 3d6 damage + wis bonus
Radiant Lance- light damage bolt, 2d6 + wis bonus

5
Sustain Dead- brings dead victim back to the brink of life (-1 hp, raided player must have 1 successful death check with an advantage roll)

 

Cleric


1
Flash- d6 radiant dmg, save vs blind (if fail, can make a save each round at start of target’s turn. does not affect party)
Cure – d8 + wis bonus
Protection- +1 AC to self, rounds equal to casters level (will not stack)
Remove Poison- removes poison
Purify Water/Food- purifies water and food (enough for 2 meals per casters level)
Light- last hours equal to casters level
Force- knock back effect, enemy save vs stun or stunned on next action
Light Strike- +1 att for rounds equal to caster’s level
Shell- +1 saving throw to party, rounds equal to casters level (will not stack)
Spare the Dying- talk to a recently deceased person (must have died in past 10 minutes, can ask 2 questions, then person dies)

2
Cure II- d10 + wis bonus
Healing Light- affects whole party within 20′ 1d6 + wis bonus
Protection II- +1 AC 10’ around priest, self and other party members
Bless- party gains +1 to attack rolls and ability checks for rounds equal to caster’s round
White Lance- light damage bolt, 2d4 + wis bonus
Turn Undead- lvl 1 undead save vs 13 + wis bonus (affects d4 undead.  will work on undead up to level 1)
Cure Disease- cures target of disease
Zone of Truth- target makes save vs clerics wisdom at disadvantage
Dispel Magic- can dispel a magical effect
Locate Object- can locate an object within 25′ last hours equal to caster’s level
Speak with dead- speak with a dead individual (up to 1 day x caster’s level)

3
Cure III- 2d6 + wis bonus
Holy Avenger- +1 attack rolls & extra 1d10+ wisdom bonus damage (last for one attack)
Protection III- +1 AC, +2 to saving throws 10’ around priest, self and party members
Radiant Lance- light damage bolt, 2d6 + wis bonus
Remove Curse- heal target of curse or hex
Nova- 2d6 radiant dmg, disadvantage save vs blind (if fail, can make a normal save each round at start of target’s turn. does not affect party)
Trinity- target gains 1d6 HP on each of the next three rounds
Bind- target must save vs paralyze

4
Cure IV- 3d6 + wis bonus
Stoneskin- caster’s skin becomes like stone, can absorb 3d6 damage before dispelled (last 10 minutes for each of caster’s level)
Last Rights- Turn Undead lvl 1 undead save vs 14 + wis bonus (affects d6 undead.  will work on undead up to level 3)
Wraith of gods- 20’ area attack, enemies take 3d6 damage + wis bonus
Sun Lance- light damage bolt, 3d6 + wis bonus, enemy save vs stun or stunned on next action
Sustain Dead- brings dead victim back to the brink of life (-1 hp, raised player must have 1 successful death check with an advantage roll)

5
Cure V- 4d6 + wis bonus
Soothing Light- heal 2d6 + wis bonus,cure 5′ radius of caster (party only but undead take 2d6 damage in addition)
Blade Barrier
Flame Strike
Raise Dead- raises dead person to 1 HP, person can be dead for number of days equal to caster’s level)

 

Druid


1
Flash- d6 radiant dmg, save vs blind (if fail, can make a save each round at start of target’s turn. does not affect party)
Cure – d8 + wis bonus
Remove Poison- removes poison
Purify Water/Food- purifies water and food (enough for 2 meals per casters level)
Light- last hours equal to casters level
Sylvan Staff- +1 att for rounds equal to caster’s level
Shell- +1 saving throw to party, rounds equal to casters level (will not stack)
Spare the Dying- talk to a recently deceased person (must have died in past 10 minutes, can ask 2 questions, then person dies)
Entangle: roots or branches spring out to trap enemy, str save vs para or stuck
GoodBerry
Commune with plants-

2
Cure II- d10 + wis bonus
Protection- +1 AC to self, rounds equal to casters level (will not stack)
Razor Leaf- throw 3 sharp edged leaves, d4 each
Cure Disease- cures target of disease
Camouflage- +1AC, advantage hide
Locate Object- can locate an object within 25′ last hours equal to caster’s level
Commune with animals-
Puffball- mushroom explosion cause cloud of dark (save vs irritating spores: disadvantage on attacks or actions for d4 rounds)
Root Bow- Long bow damage for rounds equal to druid’s level
Barkskin-

3
Cure III- 2d6 + wis bonus
Ballist-Oak- staff plants itself and become a great bow that does3d6 dmg (2 shots: self only)
Bless- party gains +1 to attack rolls and ability checks for rounds equal to caster’s round
Summon Swarm- anyone in swarm gets -1AC, -1 to attack rolls, and spells need a concentration check also takes 1d4 damage- then swarm dissipates
Elemental Strike- summon elemental spirit to do 2d8 + wis elemental damage (player chooses which element)
Razor Leaf II- throw 5 sharp edged leaves, d4 each
Remove Curse- heal target of curse or hex
Root- strong bind effect, target must save vs paralyze
Turn Undead- lvl 1 undead save
Senzu Beans- OP goodberry

4
Cure IV- 3d6 + wis bonus
Oakskin- caster’s skin becomes like strong Oak, can absorb 3d6 damage before dispelled (last 10 minutes for each of caster’s level)
Summon Minor Elemental-
Razor Leaf Shield- control a swarm(5) of razor leafs (no attack roll needed- last d6 rounds + wis bonus)
Sustain Dead- brings dead victim back to the brink of life (-1 hp, raised player must have 1 successful death check with an advantage roll) vs 13 + wis bonus (affects d4 undead.  will work on undead up to level 1)
Commune with beast-

5
Raise Dead-

 

Summoner


Ifrit (fire)

Titan (earth)

Garuda (air)

Shivash (ice)

Roamuh (lightning)

Leviathan (water)

Helios (light)

Fenrir (dark)