Double Crit Advantaged / Snake Eyes

Instead of just rolling 2x damage, you get to roll 4x damage.

Epic Levels

Going into Epic Levels allows you to become Resistant in one type of Physical damage and IMMUNE to one type of non-physical damage.

Blaze of Glory

When players are forced to make death saves, they can declare a “Blaze of Glory”. When using this, the user declares that they will die at the end of their turn to keep on fighting. On use, the user gets the following effects:

  • They get 3 Actions and immediately start their turn, foregoing their death saves. You cannot cancel this turn.
  • The user automatically succeeds one saving throw or check using this action.

While the user will die from this, they cannot* be brought back unless spells or effects are used such as ‘True Resurrection’, or, ‘Finishing the Terminus’.

*Other terms may be negotiable, at DM’s discretion

True Damage

True Damage is a very rare damage type, though it may occur. This type of damage DOES BYPASS resistances, Protection etc. IF the attack hits. The same can and will be applied to you.

Counter Dice

Using a reaction, the user can challenge a Melee Attack they are receiving (whether it hits your AC or not). Rolling with Disadvantage, if the users’s roll is higher than the challenged roll, they win the clash/counter. This Counter Die will continue to cycle through Rate of Fire but NOT through extra attacks.

Death Saves

When falling onto death saves, the user will immediately make a death save.

  • FAILED Death Saves will not be removed when the user gets revived. Failed Death Saves stay the WHOLE TURBULENCE LINE, or until a long rest (whichever comes first).
  • SUCCESFUL Death Saves do carry over, until all 3 successes are filled in. Upon reaching 3 successful death saves, the user will immediately regain 1HP. Reaching 3 succesful saves resets them back to 0.

Chain Battles

A fight idea with so many combatants.

When a fight occurs and it has a “wave” to it, players can set up a wave/backup to overtake the current players should the backup agree. This backup can also be applied if a player perishes during a chain battle, tagging in someone else.

It is also worth noting that attacking currently inactive enemies causes them to participate, triggering the second “wave” early.

Do note that enemies can utilize this as well.

Holding your breath

At 10 Constitution, you can keep your breath underwater for 3 turns. For every +2 points above 10 Constitution, add a turn. For every -2 points below 10 Constitution, remove a turn.

Drowning

When running out of breath or choking, you can survive for a limited number of rounds equal to your constitution modifier (minimum of 1 round). When beginning to drown, begin rolling Death Saves at disadvantage for every turn you spend underwater.

Drowning players can still use verbal components while drowning, without the issue of holding their breath (no breath does nullify that, huh—)

Crushing Depth Rules

When you are in Deep Water/Crushing Depths, you will lose AC equal to the amount of turns you are holding your breath. (so 1 turn, -1 AC. 3 turns, -3 AC). When the character begins to drown, while in Deep Water/Crushing Depths, characters automatically fail a death save instead of rolling with Disadvantage.

If a character is able to breathe underwater while in Crushing Depths, deal half of their AC as damage every time they start their turn (damage is rounded up).

Resistance to Crushing Depths halves any and all damages listed above, and reverts Death Saves to rolling with Disadvantage. Immunity ignores Crushing Depths altogether.

Underwater / Wet Combat rules

Any and all melee weapons are rolling with disadvantage, unless the meet one of the following criteria:

  • They have the Finesse-trait
  • The creature wielding them has a Swimming Speed, or Difficult Terrain immunity.

Any and all Ranged Weapon attacks (that aren’t cantrips or spells) automatically miss their attack beyond the first range increment a weapon has (e.g: a weapon with 20/60 automatically misses when performing a ranged attack beyond 20ft.), AND attack with Disadvantage unless the weapon is waterproofed (firearms need to be waterproofed). Thrown weapons are exempt from this disadvantage.

Spells are not affected underwater.

Firearms or Charged weapons need endurance checks (d100) to see if they begin to malfunction underwater. On a 10, the weapon is considered inoperable until dried (brought out of the water and spent a turn out of the water to dry).

While fully immersed in water, a creature gain resistance against fire damage and in turn gains vulnerability against cold damage. The vulnerability against cold damage is only offset if they have a natural swimming speed or Difficult Terrain immunity.

Any and all enemies that are in water, or wet, also get vulnerability against lightning damage.

Hidden Inspiration

If you find a specific token, take a screenshot and send it in the right discord-channel while @-ing the major domo GM.

Instant Death

There can and will be cases of suddenly finding your heart beating no more, or finding yourself reduced to a pile of ashes (or worse). Though this is only if you tempt fate, after several warnings already. These warnings will be fair and with good reason.

Diamond Dice

Diamond Dice is an affect where even if the attack MISSES, it will deal a set amount of damage that will be stated. This effect also nullifies “On Hit” effects but not “On Damage” effects. If a PLAYER has Diamond Dice, it would deal Guaranteed Proficiency + Modifier Damage even if it misses, yet none of the “To Hit” effects.

Persistent Dice

Something like Diamond Dice. When damage is dealt while suffering from persistent dice, the damage will add X amount more damage dice. Think of it like the last ability of ‘Piercer’, the feat.