The following are suggestions for homebrew rules for the adventure. They are not set in stone, and suggestions are welcome.
D&D 5.5e changes
- Multiclassing, feats, and heroic inspiration are now core rules instead of optional rules. As such, they will not be mentioned here.
- There’s no homebrew potion rule. In 5e 2024, all potions can be used or administered as a bonus action.
Hidden Death Saving Throws
Death saving throws are rolled by the Dungeon Master in secret.
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Huge Crits
When you score a critical hit, you deal the maximum damage possible for your attack, with the addition of the damage from all dice you would normally roll.
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The Whispers
The world is mysterious and strange. For those who will listen, it has much to say. Your Insight skill represents not only your ability to gauge a creature’s intensions, but also your insight beyond the veil of reality. Passing certain Insight checks can give you cryptic hunches that seem to come from nowhere.
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Devil's Bargain
Sometimes, the DM might offer you a devil’s bargain. A devil’s bargain offers you a better chance to succeed at a particularly critical roll, but it comes at a cost. The DM will suggest a negative consequence before a roll. If you accept the consequence, you get to roll with advantage.
Example
It’s your turn in combat, and you’re about to fire an arrow at a monster. The monster is at critically low health, but it’s about to attack your downed ally. The DM offers the following devil’s bargain: you get advantage on your attack, but it’s your last arrow.
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Equipment and Encumbrance
Instead of tracking the weight of equipment, every item you carry will take up a number of slots.
Carrying Capacity
You can carry your strength score worth of slots before you are encumbered. Your maximum carrying capacity is twice your strength score. For creatures larger than medium, carrying capacity doubles for every size category above medium.
Items that are small enough to close your hand around count as negligible. They don’t count towards your carrying capacity. Other items take up one slot, unless they are particularly bulky, in which case they can take up two or more.
Weight Examples
Negligible Items (no slots)
- Candles
- Caltrops
- Component pouches
- Ink
- Paper
- Clothes
- Ammunition
Regular Items (1 slot)
- One-handed weapons
- Shields
- Lanterns
- Bows
- Light/hand crossbows
- Armor (worn)
- 100 coins
Bulky items (2 slots)
- Armor (carried)
- Two-handed weapons
- Heavy crossbows
- Tents
Encumbrance
When encumbered, your speed is reduced by 10 ft.
Vehicle Slots
Vehicles can be loaded with items up to their capacity.
Vehicle Capacity Carraige 30 Cart 20 Chariot 10 Covered Wagon 30 Dogsled 10 Sled 5 Wagon 30 Link to originalPro tip
Keep track of your negligible items separately from regular items to make it easier to track your current encumbrance.
Advancement
XP
The group gains experience points (XP) for overcoming challenges. Challenges can take the form of combat, puzzles, social interaction, exploration, and general adventuring. XP is awarded to the group as as whole, not individually to each character.
Leveling
Once the group has reached enough XP to gain a level, we will level up at the beginning of the next session. You should have an idea of what choices you want to make, for examples which new spells to learn, before that session.
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Next: Character Creation