Dungeons & Dragons 5E
en
Inglise
Calisade - The Tales from Blackwater

Homebrew

Rollimängukeskne
Looking for 1 to 2 players for a gritty hard mode dnd campaign. The players are currently lvl 3. The game is online using foundryvtt and discord. Let me know if you're interested.
Game time: Weekly Wednesday 5pm EST til 10pm EST
Total players: 5(6max) (we have 4)
Module: 5e 2014 homebrew
Style: roleplay heavy, horror campaign in a frontier setting where your choices will shape how the town is rebuilt.
More information:
Rules im running:
⚔️ Blackwater Homebrew Rules (Player Version)
1. Mortality & Damage
Everyone can die. Be careful—no safety nets.
Critical Hits are brutal with “Crunchy Crits”: roll your normal damage + max on initial die, then double the dice for added damage.
Example: 2H Longsword + Smite → 1d10+10 + 2d8+2d8
Lingering Wounds: Catastrophic injuries happen. Broken limbs reduce movement or effectiveness. Lost limbs require prosthetics or magic to restore. Eye or organ damage has mechanical penalties.
2. Healing & Potions
Potions:
In a bag → drinking = Action
Easy access (bandolier, hand, etc.) → drinking = Bonus Action
Potion types:
Herbal = half normal
Magical = normal
Charged = double normal (requires spellcaster enhancement)
If you drink as an action while potion is easy access → max HP restored.
Resting:
Short Rest → 1d4+Con per hour can be none a number of times per day as proficiency bonus
Long Rest → 3HD+Con (if sleeping outside → 1HD+Con)
Resting does not fully heal.
3. Leveling & Health
Health stops increasing after level 6. Class features and feats still advance normally.
4. Magic
Magic is rare. Common items are almost non-existent. Item rarity is shifted:
Common → Rare
Uncommon → Ultra-Rare
Rare → Legendary
Ultra-Rare → Practically unheard of
Legendary → Legendary Artifact level
Artifact → does not exist
Magic items have limited charges and may break when depleted. Recharging costs spell slots and takes days.
Magical Exhaustion: Sacrifice 1 level of exhaustion to boost a spell by 1 level, or 3 levels to cast without a slot.
Unused spell slots: Chance for wild magic (10%) or mana burn (1 damage per unused slot).
5. Combat & Mechanics
No racial darkvision. All races get +1 feat instead.
Inspiration: Given at Session 0 (+1), then after each session for participation in end-of-session feedback.
NPC Affinity: NPCs react to your actions.
Skill & Save Degrees: Rolls matter: Nat 20 = extreme success, DC+5 = great success, DC met = success, DC-5 = severe fail, Nat 1 = extreme fail.
Crits on Saves & Skills:
Crit Success → no damage / best outcome
Crit Fail → full damage / worst outcome
Flanking: Canceled if party also flanks the same target.
Dying Status: Downed players are in Dying state (think Gears of War): detriments of unconscious, 5ft movement.
Hidden HP & Death Saves: Players do not announce them. Breaking this rule = warning → damage.
6. Sanity & Fear
All characters must have a fear. DM-approved only.
Sanity Track: Horrific events → sanity checks. Nat 20 = lose 1, Nat 1 = gain 2.
6 sanity lost → risk of long-term madness. Potential for Insanity: Character goes berserk, cannot be played normally.
7. Resurrection
Requires a Resurrection Challenge. Party members contribute skill checks to help.
Each resurrection increases base DC by +1 for that character.
Failed resurrection → “Death Curse” (quest, borrowed time, etc.).
8. Flavors & Setting
Fear & Roleplay Matter: Players encouraged to embrace fears and the world’s gritty reality.
Rule of Cool: Beats all other rules.
Caliburn Coins: Trickster god coins can:
Buy items
Roll on loot tables
Automatically Nat 20 once per coin (may have funny consequences)
9. Crafting, Proficiencies & Languages
Proficiency Training: Spend time between adventures to learn tools, languages, or cantrips. Teacher rolls DC 15; self-study DC 20 at disadvantage.
Languages: 3 custom languages exist. Players can know 1 at start (Yak-ta).
10. Survival
Rations: Last 30 days. Eat 1 per long rest. Skipping → 1 level exhaustion.
Fishing: Roll d20 + modifiers for rods, bait, and environment to determine catch.
11. Session Rules & Conduct
Respect players. No politics, discrimination, or harassment.
Hirelings available: max level < party, 2–10 gold/day.
12. Optional Rules
Homebrew content must be approved.
Monsters & encounters are balanced for fun, not raw book stats.
Weather, crafting, and modified spells exist—ask the DM for details.