Homebrew Rules!

We like to have fun here. This is a list of all the differences from 5e in this game, AKA, our homebrew rules!

Nat 20 Rules!
If you roll a natural 20 on an attack roll, you deal max damage + roll the dice. Only add your STR/DEX modifier once.

If you roll a natural 20 on saving throw, you will take no damage instead of half damage.

A natural 20 will be an automatic success on any role the DM asks you to roll. If you request a roll, a natural 20 will not guarantee automatic success.

Rolling With Risk
"Rolling with risk" is a special kind of reroll, somewhat similar to rolling with advantage or disadvantage. It can only be used one per session, and the party must decide as a group to use it. When rolling with risk, a failed roll can be rerolled with a D2, with a 1 meaning the task was an automatic, disastrous failure, and a 2 meaning the task was an automatic success.

...slosh...
find fun slosh facts here.

Healing Potions
Healing potions are 15 gold. Not 50 gold because god damn why would that be the case.

Death Saving Throws
The DM will make death saving throws rather than the play, and will not reveal the rolls until the character is stabilized or dead.

Passive Perception
Fuck passive perception all my homies hate passive perception