DND Homebrew Rule Ideas Image

This is just a list of custom homebrew mechanics I came up or heard about in other games with, which are probably already mechanics in other homebrew games but I don't care since I wanted to share this stuff with everybody. Anything with [MI] is something I came up with and anything with [OT] is something that someone else came up with. I will also add more stuff in later versions of this.

  • [MI] The "Concussed" Mechanic: When an unarmed attack crits, it causes a constitution saving throw equal to 15 + the Constitution modifier of the being who landed the critical hit. On a fail it induces a condition called the "Concussed" condition, the effects of the concussed condition are as follows: Concussed targets have disadvantage on attack rolls and cannot cast nor maintain spells that require concentration, additionally their Speed is reduced by 10 ft. This effect lasts until the start of the creature who landed the critical hit's next turn.
  • [MI] Dense Gravity vs Low Gravity Mechanic: This is a mechanic built for more sci fi type campaigns but the premise of it is that if the player characters or a creature are use to a specific gravitational pull (Example: Earth's gravity), and they go to a plain or planet that has a lighter or heavier gravity than what their use to, then there will be obvious effects on their bodies. The basic premise for this mechanic is that in low gravity zones they are stronger and faster due to the lighter gravity and if they are in heavy gravity then the effects are the opposite. I put effects of low vs high gravity effects on your body down below.
    • 1x less gravity: while experiencing 1x less gravity you get +1 to all strength and Dexterity based rolls and checks, and you get 5 ft of extra movement. And with 1x more gravity, then it'd be the exact opposite with a -1 to those rolls and checks and a -5 ft of movement.
    • 2x less gravity: while experiencing 2x less gravity you get +2 to all strength and Dexterity based rolls and checks, and you get 10 ft of extra movement. And with 2x more gravity, then it'd be the exact opposite with a -2 to those rolls and checks and a -10 ft of movement.
    • 3x less gravity: while experiencing 3x less gravity you get +3 to all strength and Dexterity based rolls and checks, and you get 15 ft of extra movement. And with 3x more gravity, then it'd be the exact opposite with a -3 to those rolls and checks and a -15 ft of movement.
    • And so on until your either Superhuman under that gravity or your crushed under that gravity.
  • [OT] "Mighty Weapons" Mechanics: "Mighty weapons" is a mechanic from a friend of mine's game where you take a weapon or piece of ammunition to a blacksmith and let them enhance it, the process will take 10 hours and cost a number of gold pieces equal to double the price of the weapon or ammunition. But in doing so you get to add an extra damage dice to the weapons overall dice pool for damage. Example: a standard dagger does 1d4 damage, but a dagger with the mighty property does 2d4 damage. A Great sword does 2d6 damage, but a great sword with the mighty property does 3d6 damage... Additionally adamantine weapons can't have the mighty property since something like an Adamantine Great Sword with the mighty property would technically do 6d6 damage if your playing by the "double damage dice on crit" rule since a crit with a great sword that has the might property and is playing by that rule would do 6d6 damage.
  • [OT] The "Adrenaline Rush" Mechanic: If a player or monster is lowered to 4 or less hit points then they activate an effect called "adrenaline rush", it lasts for 1 minute or until they no longer have 4 or less hit points. In this state they gain a bonus 10 ft of movement, advantage on attack rolls and they get a +1 to Strength, Dexterity and Constitution saving throws. You cannot trigger this effect in creatures who naturally have 4 or less hit points by default.
  • [OT] "Training Action* Mechanic: During a long rest, a player can take the "Training Action", doing so sacrifices the benefits of a long rest. Though it grants you advantage on any strength and Dexterity rolls for the next 2 hours after the long rest. However if you do it for 72 total hours over a span of 3 weeks, you get to increase your Strength or Dexterity score by 1 and you get a +1 to athletics and acrobatics. However this benefit goes away if you don't take the training action at least once every 7 days, and this benefit stacks up to 6 times.
DND Homebrew Rule Ideas Image

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