Homebrew Rules

FiberVERSE · Official Reference

Homebrew Rules

Born from the bones of D&D 5E, reimagined, reforged. Every rule drawn from trial, instinct, and pure storytelling — tweaked mid-session, inspired by players.

21
Rule Categories
48
Rules
Categories
Action Economy 8 rules

Exhausting Precision

Action

(no tag)

When you make a MELEE or RANGED ATTACK as part of the ATTACK ACTION on your turn, you may declare it as an EXHAUSTING PRECISION. You must declare this before rolling.

Regardless of whether the attack HITS or MISSES, you suffer ONE LEVEL OF EXHAUSTION, which stacks with any existing exhaustion.

If the attack HITS, it is treated as a CRITICAL HIT.

Held Turns

(no tag)

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A player may choose to hold their turn and act immediately after a specified creature/player, instead of their initiative place.

Once held, the new initiative order is permanent for the rest of combat.

Overchannel

Action

(no tag)

When you cast a spell that involves a SPELL ATTACK on your turn, you may declare it as an OVERCHANNEL. You must declare this before rolling.

  • If the spell attack HITS, it is treated as a CRITICAL HIT.
  • Regardless of whether the spell HITS or MISSES, you suffer TWO LEVELS OF EXHAUSTION, stacking with any existing exhaustion.

Rooted Strike

Reaction

(no tag)

If you have not MOVED on your turn, you may expend your REACTION to make one MELEE ATTACK with DISADVANTAGE.

Synchronized Turns

(no tag)

(no tag)

Two or more players may choose to act together, taking their turns simultaneously in the same initiative slot.

  • Enables combo-style moves and teamwork synergy.

Tactical Movement Utility

Free

Free (15ft)

(no tag)

A player may spend 15 ft of movement to perform a non-attack task (vaulting, drawing an item, kicking a lever).

Cannot be used for attacks.

Does not consume Bonus Action, Reaction, or Action.

Targeted Overdrive

Action

Danger/Exhaustion

When you make a Targeted Attack, you may instead declare it as a Targeted Overdrive. You must declare this before rolling.

  • Exhaustion Cost — You immediately suffer 1 level of exhaustion.
  • Major Effect — On a hit, attack deals half damage and you may impose a major condition.
  • Saving Throw — Target must succeed on a saving throw to resist. On success, attack only deals half damage.

Major Condition Examples (DM has final discretion)

Target AreaOn Failed SaveSave Type
Head / EyesBlinded for 1 minute (save ends each turn)CON
Throat / MouthSilenced for 1 minute (save ends each turn)CON
Leg / FootRestrained until end of next turnDEX
Arm / HandArm disabled until healed (drops items, no 2H use)STR
Torso / VitalsStunned until end of next turnCON
Wing (if flying)Crashes prone, cannot fly for 1d4 roundsDEX

Targeted Strike

Action

(no tag)

When you make a MELEE or RANGED ATTACK as part of the ATTACK ACTION, you may declare it as a Targeted Attack. You must declare this before rolling.

  • Half Damage — On a hit, the attack deals half its normal damage.
  • Condition Attempt — You may choose to target a body area to impose a condition/effect.
  • Saving Throw — Target must succeed on a save (chosen by DM based on body area) or suffer the effect. On success, attack deals half damage.

Condition Examples (DM has final discretion)

Target AreaOn Failed SaveSave Type
Head / EyesBlinded until end of next turnCON
Head / EarsDeafened until end of next turnCON
Throat / MouthSilenced until end of next turnCON
Arm / HandDisarmed (drops item held)STR
Leg / FootSpeed halved until end of next turnDEX
Torso / VitalsDisadvantage on next attack rollCON
Wing (if flying)Creature falls prone, loses flight until next turnDEX
🛡 Armor Class 8 rules

Brutal Hits

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When an attack roll exceeds a creature’s AC by 10 or more, the attack counts as a Brutal Hit.

Brutal Hits do not automatically count as critical hits unless otherwise stated.

A Brutal Hit deals +1 damage die of the weapon or effect used.

Glancing Blows

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When an attack roll is made against your AC and the result is within 2 points below your AC, the attack does not hit, but instead counts as a Glancing Blow.

Any additional effects that would apply on a normal hit do not apply.

A Glancing Blow deals half damage (rounded down).

Positional Advantage

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Attacks can gain bonues based on facing and positioning:

Creatures can change facing at the end of their movement or via DM-approved maneuvers.

ArcEffect
FrontAttacks resolve normally
BehindAttack rolls have +1
Behind + FlankedAttack rolls have +2
Ascension Perks 8 rules

Group Ascension Perks

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Collective abilities earned through shared deeds, renown, or unity. The party levels independently through notable deeds, public recognition, or campaign-defining moments. Group Perks benefit the entire party.

  • Group Level tracked separately from individual levels
  • Does not increase automatically with character levels
  • Some perks may require tasks, alliances, or faction renown to unlock

Individual Ascension Perks

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Unique abilities gained outside normal class progression, awarded by the DM at their discretion. Players may collaborate with the DM to develop a perk tailored to their story or playstyle. Some perks require completing specific tasks or conditions.

Changing Specializations 8 rules

Auto Death Save Failures

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Damage Taken (Single Source)Death Save Failures
1–251 failure
26–502 failures
51+3 failures (instant death)

Brutal Hits

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When an attack roll exceeds a creature’s AC by 10 or more, the attack counts as a Brutal Hit.

Brutal Hits do not automatically count as critical hits unless otherwise stated.

A Brutal Hit deals +1 damage die of the weapon or effect used.

Changing Weapons

Bonus Action

Action

  • Switching to a readily accessible weapon requires a Bonus Action.
  • Switching to a non-accessible weapon requires a full Action.
  • Drawing or stowing as part of the Bonus Action is allowed if logically feasible.

Death Save Rolls

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When a creature is unconscious and dying, they make their Death Saving Throw immediately at the beginning of their turn.

Natural 20 → The creature regains 10 hit point and may stand and take their turn as normal (if able).

Failure → The creature remains unconscious and takes no action.

Natural 1 → The creature suffers two failed death saves.

Downtime

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Downtime will be run both IN SESSION and OUT OF SESSION. Some interactions will require being handled in person.

  • Downtime allows the party (or individual characters) to work toward objectives and goals outside of adventuring.
  • Each player must clearly state what they want their character to pursue.
  • The DM will decide what steps, rolls, or resources are necessary to complete the task.
  • The DM’s decision is final.

Drinking Alcohol

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When a character consumes a drink:

  • Constitution Save begins at DC 5, increasing by +1 per drink.
  • The DM may increase the DC further for strong or exotic brews.
  • Alcohol is considered a poison for resistances and racial traits.
  • Failing the save advances the drinker along the 10 stages of intoxication.
  • Failing by 5 or more → advance 2 stages.

Drinking Levels

StageStateBenefitsPenalties
1SoberClear mind, full control.None.
2Buzzed+1 to Charisma checks.None.
3TipsyAdvantage on Persuasion & Performance.1 to Initiative.
4DrunkAdvantage vs Fear & Charm saves.Disadvantage on Intelligence & Wisdom checks/saves.
5Rowdy+1d4 melee damage.Disadvantage on Dexterity saves & ranged attacks.
6SloshedImmune to Frightened. Gain 5 temp HP.Speed halved. Disadvantage on Dexterity checks/saves.
7WastedMelee critical hits deal +1 extra die.Disadvantage on all attack rolls.
8HammeredAdvantage on Death Saving Throws.Vulnerable to psychic damage; hallucinations possible.
9ObliteratedIgnore 1 damage die per turn.Disadvantage on everything except Con saves.
10Blackout1 round: immune to fear, charm, pain, and death saves.Then fall unconscious 1d4+2 hrs. Vulnerable while out.

Drinking Contest

  • Each round = new drink → roll Constitution Save.
  • Fail = advance 1 stage. Fail by 5+ = advance 2 stages.
  • At Stage 10, instant blackout.

Surrendering the Contest

  • Players may quit anytime.
  • NPCs usually surrender by Stage 4+.

Tactical Influence

  • Use Deception to bluff sobriety.
  • Use Intimidation to pressure opponents.
  • Success can influence whether rivals keep going or give up.

Drinking Mishap Table (d100)

Whenever a character fails a drinking save by 10 or more, roll on this table:

d100Mishap
01–05Immediately vomit. Lose your next round/turn.
06–10Hiccup uncontrollably. Disadvantage on Charisma checks 1 hr.
11–15Fall off chair/stool. Become prone.
16–20Start loudly singing. Performance DC 12 or annoy the crowd.
21–25Slur insults at ally. Persuasion DC 13 to calm them.
26–30Stumble into a table, spilling drinks. Possible brawl.
31–35Headbutt your mug. Take 1 bludgeoning damage.
36–40Spill drink all over yourself.
41–45Challenge random NPC to arm-wrestle.
46–50Mistake ally for enemy. Swing wildly (no damage).
51–55Embarrassing gas. Disadvantage on Charisma checks 1 hr.
56–60Shout a terrible secret aloud.
61–65Wander off and forget you’re competing.
66–70Get overly affectionate. Hug nearest person.
71–75Collapse on the table. Contest ends.
76–80Break your mug/tankard.
81–85Try to juggle mugs. Dex DC 14 or drop them.
86–90Vomit into someone else’s drink.
91–95Flirt with someone inappropriate.
96–100Blackout immediately. Skip to Stage 10. DM decides consequences.

Drugs & Narcotics

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Saving Throws

  • Each time a player consumes a narcotic, they must make a Constitution saving throw.
  • DC: Determined by the specific narcotic, increases by +1 cumulatively with each use.
  • Narcotics count as poisons for racial traits and resistances.

Dependence Stages

StageEffect
1None
2Disadvantage on all Constitution-based checks, saves, and skills until the next short rest
3Disadvantage on all Constitution-based checks, saves, and skills until the next long rest
4Dependence: While not under the effects of a narcotic, the creature suffers disadvantage on all Constitution-based checks, saves, and skills. Certain narcotics may add extra penalties.
  • Each failed save advances the stage.
  • Passing prevents advancement but does not reset DC.

Recovery from Dependence

  • Stage 4 requires a Full Rest (multiple long rests, DM decides).
  • At the end, roll a Constitution save.
  • DC = Base DC + total consumed – 1 per full day since last use.
  • Success: reduce by 1 stage.
  • Failure: remain the same; may retry after next Full Rest.

Addiction

Whenever a character consumes a drug, they must make a saving throw to resist addiction.

  • Save Type & DC: Listed in the drug description.
  • Success: No addiction; effects as normal.
  • Failure: Character contracts Minor, Moderate, or Severe Addiction.

Multiple Doses

  • Each additional dose while still damaged raises DC by +2 per dose.
  • Applies even if already addicted.

Addiction Effects

  • Minor: Ongoing ability penalties.
  • Moderate: Same as Minor, plus cannot heal drug-caused damage.
  • Severe: Same as Moderate, but harsher — often requires magic or long downtime.

Temporary Relief

Addiction Severity

SeveritySaveOnsetFrequencyEffectsCure
MinorVariable1 day1/day–2 Constitution2 consecutive saves
ModerateVariable1 day1/day–2 Constitution & Strength; cannot heal drug damage3 consecutive saves
SevereVariable1 day1/day–2 Dexterity, Constitution, Strength, Wisdom; cannot heal drug damage3 consecutive saves

Curing Addiction

  1. Magic:
    • Lesser Restoration, Remove Disease, or similar magic may cure addiction.
  2. Constitution Saves:
    • Attempt after 1 day abstinence.
    • DC = highest addiction DC reached.
    • DC lowers by –2 per day of abstinence (to base DC).
    • Failures reset progress.

Recovery:

  • Mild: 2 consecutive saves.
  • Severe: 3+ consecutive saves.

Relapse:

  • Using the drug again resets DC and wipes all recovery progress.

Equipping / Unequipping a Shield

Action

(no tag)

  • Equipping or removing a shield requires a Bonus Action.
  • A dropped shield falls to the ground in the creature’s space.
  • Picking up a shield from the ground requires a Full Action.

Exhausting Precision

Action

(no tag)

When you make a MELEE or RANGED ATTACK as part of the ATTACK ACTION on your turn, you may declare it as an EXHAUSTING PRECISION. You must declare this before rolling.

Regardless of whether the attack HITS or MISSES, you suffer ONE LEVEL OF EXHAUSTION, which stacks with any existing exhaustion.

If the attack HITS, it is treated as a CRITICAL HIT.

Fate Points

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(no tag)

Fate Points are awarded by the DM when you perform a bold, creative, or death-defying action that meaningfully shifts the course of the game.

  • Max 3 Fate Points at a time.
  • Fate Points do not recharge — they must be earned.
  • They represent moments where you defy fate, not fulfill it.

Spending Fate Points

You may spend your Fate Points for the following effects:

  • Reroll a Saving Throw (not skill checks)
  • +1d6 to an Attack Roll (before or after declaring)
  • +1d6 to a Damage Roll (does not multiply on crits)

You may also propose other uses for a Fate Point. The DM has final say on whether the usage is allowed — and how many points it may require.

Full Rest

(no tag)

Minimum 1 Day

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A Full Rest lasts at least one full day in a safe, comfortable place.

Characters also roll 1 HD and gain that as temporary HP.

All resources reset.

Glancing Blows

(no tag)

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When an attack roll is made against your AC and the result is within 2 points below your AC, the attack does not hit, but instead counts as a Glancing Blow.

Any additional effects that would apply on a normal hit do not apply.

A Glancing Blow deals half damage (rounded down).

Group Ascension Perks

(no tag)

(no tag)

Collective abilities earned through shared deeds, renown, or unity. The party levels independently through notable deeds, public recognition, or campaign-defining moments. Group Perks benefit the entire party.

  • Group Level tracked separately from individual levels
  • Does not increase automatically with character levels
  • Some perks may require tasks, alliances, or faction renown to unlock

Held Turns

(no tag)

(no tag)

A player may choose to hold their turn and act immediately after a specified creature/player, instead of their initiative place.

Once held, the new initiative order is permanent for the rest of combat.

Help with Death Saves

(no tag)

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A creature may use the Help action to assist an unconscious ally who is making death saving throws.

Requirements:

  • Must be within 5 ft of the ally
  • Must be able to take actions
  • Target must be unconscious and making death saves

Effect:

  • The dying creature rolls their next death save with advantage.
  • Multiple creatures may Help the same ally.
  • For every 2 sources of advantage, the creature rolls an additional d20 and takes the best result.

Example:
If 3 allies each Help, the dying creature rolls 3d20 and takes the highest.

Limitations:

  • Each helper can only provide one Help per round.
  • A creature may only benefit from one Help per round from each helper.

Identifying Items

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NEEDS REDOING

Improvised Weapon Attacks

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Improvised melee or thrown objects deal 1d4 damage, unless otherwise ruled.

No proficiency unless DM rules the object is similar to a known weapon.

Individual Ascension Perks

(no tag)

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Unique abilities gained outside normal class progression, awarded by the DM at their discretion. Players may collaborate with the DM to develop a perk tailored to their story or playstyle. Some perks require completing specific tasks or conditions.

Interaction Checks

Free

Once/Turn

(no tag)

Once per turn, a player may attempt one Skill Check as part of their turn.

If the check succeeds, the DM decides if it counts as Free, Bonus, or Action, depending on nature.

If the check fails, nothing happens — the turn continues.

Long Rest

(no tag)

6 Hours

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A Long Rest lasts 6 hours, split into two 3-hour sections.


Players must declare before resting:

  • One section restores Hit Dice (regain half total HD).
  • One section restores spell slots.

Melee Critical Hit

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  • When you score a CRITICAL HIT with a MELEE ATTACK, you deal:
  • One damage die at maximum value
  • One additional damage die
  • Reroll one of the damage dice (your choice)
  • Add your Strength modifier twice

Example:
The weapon normally deals 2d8 damage. The damage roll would be:


8 + STR MOD + STR MOD + 1d8, with the ability to reroll one of those 1d8.

Melee Fumble Table Natural 1 → d100

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Natural 1 → d100

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When an attack roll results in a natural 1 with a melee attack:

  • Roll d100 on the Melee Fumble Table.
  • Effects range from minor slips to devastating mishaps.
  • Low rolls (01–25) are the most catastrophic.

Melee Fumble Table (d100):

d100Result
01–05You strike yourself: roll damage against your own AC.
06–10You overextend and fall prone.
11–15Weapon slips from your hand: lands 1d6 × 5 ft away.
16–20Stumble into danger: nearest enemy gains an Opportunity Attack.
21–25Critical misstep: you fall prone and provoke Opportunity Attacks from all adjacent enemies.
26–30You twist your wrist: weapon is disadvantaged on attacks until repaired/rested.
31–35You drop your guard: next attack against you has advantage.
36–40You lose momentum: your turn immediately ends.
41–50Wild swing hits an ally within reach (roll damage).
51–60You strain yourself: take 1d6 damage.
61–70You trip: lose 10 ft of movement and end movement in place.
71–80Your weapon gets lodged: DC 15 Strength check to free it (action).
81–90Awkward misstep: you cannot make Opportunity Attacks until your next turn.
91–95You leave yourself open: enemies gain +2 to attack rolls against you until your next turn.
96–100Total blunder: repeat attack against a random target in reach (ally or self).

Overchannel

Action

(no tag)

When you cast a spell that involves a SPELL ATTACK on your turn, you may declare it as an OVERCHANNEL. You must declare this before rolling.

  • If the spell attack HITS, it is treated as a CRITICAL HIT.
  • Regardless of whether the spell HITS or MISSES, you suffer TWO LEVELS OF EXHAUSTION, stacking with any existing exhaustion.

Penalties for Not Resting

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Skipping rest leads to penalties:

A Full Rest clears all exhaustion.

After too long, roll Con saves or suffer exhaustion.

If no Long Rest in a day → gain 1 level of exhaustion.

Positional Advantage

(no tag)

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Attacks can gain bonues based on facing and positioning:

Creatures can change facing at the end of their movement or via DM-approved maneuvers.

ArcEffect
FrontAttacks resolve normally
BehindAttack rolls have +1
Behind + FlankedAttack rolls have +2

Professions

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Professions are full class tracks that expand character potential through base paths, specialization, and eventual hybridization.


Core Framework

Combination Professions blend the strengths of both and create unique hybrid powers unavailable elsewhere.

Pick Two Base Professions

Characters select 2 Base Professions.

Base Professions provide broad combat, roleplay, and utility abilities.

Specialization Unlock

At the required level, each base profession unlocks 1 specialization path.

These define focused mastery (e.g., explosive alchemy, armor-forging, soul-binding).

Combination Professions

When both specializations reach maximum level, they unlock a hybrid Combination Profession.

Resurrection Challenge

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While attempting to resurrect a character:

  • Base DC = 8
  • If the time limit has been passed, the DC increases by +1 per increment.
  • The spell cast further modifies the DC, may require a body, and has a listed minimum cost.
  • The cost noted is a minimum plus materials; the DM may demand extra “payment” through divine bargains, quests, or sacrifices.

Example: A character has died twice now, the DC is 14 instead of 10.

Example: A cleric can pray to its god for help in the matter, Religion Check.

Example: A player gets down on its knees and begs the spirit to come back to the body, Persuasion Check.

Example: Sorcerer casts lightening into the body like an arcane defibrillator, Spell Check.

Rolling for Hit Dice

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When rolling HP:

  • You cannot roll a 1 → reroll until it’s 2+.
  • On a 2+, you may:
    • Keep the roll, OR
    • Reroll at the next lowest die size (d12 → d10 → d8 → d6).
  • Destiny Points → spend 1 to reroll at your current die size.

Rooted Strike

Reaction

(no tag)

If you have not MOVED on your turn, you may expend your REACTION to make one MELEE ATTACK with DISADVANTAGE.

Short Rest

(no tag)

10 Minutes

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A Short Rest lasts 10 minutes.


During a Short Rest, a character may spend Hit Dice (HD) to heal.

Skill Challenge

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What Is This?
A system to resolve an encounter in so many dramatic rounds, focusing on storytelling, creativity, and tension.

Core Structure

  1. The Goal
  • Each player rolls once; success is judged by collective points.
  1. Setup
  • Describe → DM sets scene, enemies, terrain, stakes.
  • Set DC → 10 + party’s average primary ability modifier.
  • Success Points → # of players +1 (adjust for difficulty).
  1. Player Actions
  • No initiative.
  • Each describes one meaningful action:
    • Skill check (Athletics, Stealth, Arcana)
    • Attack roll
    • Spellcasting check
  • Help Action → instead of rolling, grant another player advantage.
  • Repetition → unoriginal repeats (e.g., “I attack again”) roll at disadvantage.
  1. Resolving Rolls
  • Meets DC = +1 success point
  • Every 5 over DC = +1 additional point
  • Nat 20 = +1 additional point
  • Fails DC = take damage (1d6–1d8)
  • Every 5 under DC = extra damage die/point
  • Nat 1 = extra damage on top
  1. Resolving the Challenge
  • Group Success → victory; failed rolls still take damage.
  • Group Failure → narrative failure, enemy escape, or escalation to full combat.

Roll Results Summary

ResultOutcome
Meets DC+1 success point
Every 5 over DC+1 success point
Natural 20+1 success point (additional)
Fails DCTakes damage (1d6–1d8)
Every 5 below DC+1 additional damage
Natural 1+1 additional damage (additional)

Spell Critical Hit

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When you score a CRITICAL HIT with a SPELL ATTACK, you deal:

  • Half of the dice at maximum value
  • Roll the other half
  • Reroll one of the rolled dice

Example:
A Fireball (8d6) would deal:

  • 4d6 maxed (24)
  • Roll the other 4d6
  • Reroll one die if desired

Spell Fumble Table Natural 1 → d100

(no tag)

Natural 1 → d100

(no tag)

When a natural 1 occurs on a spell attack roll or casting check:

  • Roll d100 on the Spell Fumble Table.
  • Effects may include misfires, feedback, or area distortion.
  • Low rolls (01–25) are the most catastrophic.

Spell Fumble Table (d100):

d100Result
01–05Spell backfires: you take half of its damage (or 1d6 per spell level if non-damaging).
06–10Arcane surge: roll on the Wild Magic Surge table (if available).
11–15Spell fizzles: slot is expended, no effect.
16–20Magical feedback: you are stunned until the start of your next turn.
21–25Catastrophic surge: all creatures within 10 ft take 1d6 force damage per spell level.
26–30Wild misdirection: spell targets a random creature within range.
31–35Your focus shatters: next spell you cast is at disadvantage.
36–40Magical resonance: you cannot cast spells until the end of your next turn.
41–50Your spell sputters: effect occurs at half potency (half damage, half duration, or DM’s ruling).
51–60Your spell echoes: harmless but bright/soundy magical display reveals your position.
61–70Spell rebounds: make a DC 15 Constitution save or suffer a level of Exhaustion.
71–80Your spell destabilizes: the area becomes difficult terrain within 10 ft until your next turn.
81–90Your spell leaks magic: nearest magic item flickers or deactivates for 1 round.
91–95You lose focus: cannot take reactions until your next turn.
96–100Arcane chaos: DM invents a unique misfire (wild effect, summoning, inversion).

Synchronized Turns

(no tag)

(no tag)

Two or more players may choose to act together, taking their turns simultaneously in the same initiative slot.

  • Enables combo-style moves and teamwork synergy.

Tactical Movement Utility

Free

Free (15ft)

(no tag)

A player may spend 15 ft of movement to perform a non-attack task (vaulting, drawing an item, kicking a lever).

Cannot be used for attacks.

Does not consume Bonus Action, Reaction, or Action.

Targeted Overdrive

Action

Danger/Exhaustion

When you make a Targeted Attack, you may instead declare it as a Targeted Overdrive. You must declare this before rolling.

  • Exhaustion Cost — You immediately suffer 1 level of exhaustion.
  • Major Effect — On a hit, attack deals half damage and you may impose a major condition.
  • Saving Throw — Target must succeed on a saving throw to resist. On success, attack only deals half damage.

Major Condition Examples (DM has final discretion)

Target AreaOn Failed SaveSave Type
Head / EyesBlinded for 1 minute (save ends each turn)CON
Throat / MouthSilenced for 1 minute (save ends each turn)CON
Leg / FootRestrained until end of next turnDEX
Arm / HandArm disabled until healed (drops items, no 2H use)STR
Torso / VitalsStunned until end of next turnCON
Wing (if flying)Crashes prone, cannot fly for 1d4 roundsDEX

Targeted Strike

Action

(no tag)

When you make a MELEE or RANGED ATTACK as part of the ATTACK ACTION, you may declare it as a Targeted Attack. You must declare this before rolling.

  • Half Damage — On a hit, the attack deals half its normal damage.
  • Condition Attempt — You may choose to target a body area to impose a condition/effect.
  • Saving Throw — Target must succeed on a save (chosen by DM based on body area) or suffer the effect. On success, attack deals half damage.

Condition Examples (DM has final discretion)

Target AreaOn Failed SaveSave Type
Head / EyesBlinded until end of next turnCON
Head / EarsDeafened until end of next turnCON
Throat / MouthSilenced until end of next turnCON
Arm / HandDisarmed (drops item held)STR
Leg / FootSpeed halved until end of next turnDEX
Torso / VitalsDisadvantage on next attack rollCON
Wing (if flying)Creature falls prone, loses flight until next turnDEX

Traveling

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OVERVIEW

Transform overland travel from narration to immersive play. Assign each player a travel role, and resolve challenges dynamically using role-based skill checks. Travel becomes a phase of strategy, survival, and player-driven engagement.

SETUP PHASE (Before the Journey)

1. State the Situation

Inform the party:

  • Destination
  • Terrain type (forest, desert, voidfield, etc.)
  • Estimated travel duration
  • Potential environmental threats

2. Assign Roles

Each player selects one of the following (duplicates allowed):

RoleCore Duty
NavigatorGuides route, avoids hazards
ScoutSpots threats, resources, secrets
DefenderGuards against immediate danger
UtilityFixes gear, solves misc. issues

3. Establish Marching Order

  • Who leads, follows, guards rear
  • Influences ambushes & surprise

4. Track Resources (Optional but Epic)

  • Rations, water, spell slots, fuel, mounts
  • Enables survival pressure or downtime trade-offs

EXECUTION PHASE (During the Journey)

Trigger a travel encounter, describe it narratively, then call for the appropriate role check:

NAVIGATOR

“To know the path is to shape the path.”

  • Skills: Survival, Investigation, Cartographer’s Tools, Arcana (leyline routes)
  • Tasks: Route planning, time prediction, natural terrain control

Encounter Examples:

  1. Warped Pathways: Terrain shifts subtly—Navigator must align travel with stable ley currents.
  2. Sporefield Veil: An invisible fungal mist leads travelers in circles.
  3. False Sunrise: Magical weather creates multiple suns—Navigator determines the true cardinal direction.

SCOUT

“The world whispers its warnings, if you know where to listen.”

  • Skills: Perception, Stealth, Survival, Nature, Insight
  • Tasks: Spotting danger, terrain scouting, observing creatures or movement

Encounter Examples:

  1. Silent Watchers: Unblinking totems dot the path—Scout determines if they are passive or primed to alert something.
  2. Cracked Earth: A massive sinkhole is concealed by drifting dust—Scout detects shifting wind pattern first.
  3. Starlight Ruins: Only at a specific time do celestial markers reveal the true entrance to an ancient site.

DEFENDER

“We do not falter in the first strike. We anchor the line.”

  • Skills: Athletics, Intimidation, Weapon attacks, Dex Save, Animal Handling
  • Tasks: Guard camp, engage enemies, hold formation

Encounter Examples:

  1. Cave Howlers: During a rest, sonic predators descend. Defender silences or baits them to avoid waking the others.
  2. Rift-Worm Ambush: A time-burrowed beast emerges beneath the path—Defender braces the group from falling.
  3. Screamer Trap: A baited relic emits a psychic shriek—Defender leaps to intercept and suppress it.

UTILITY

“The traveler’s best tool is readiness for the unexpected.”

  • Skills: Tinker’s Tools, Medicine, Arcana, Herbalism Kit, Engineering
  • Tasks: Repair, decode, heal, stabilize, improvise

Encounter Examples:

  1. Arcane Beacon Flicker: A ley-light guide malfunctions—Utility repowers the sigil to keep the path clear.
  2. Shatterstorm Aftermath: Aether glass litters the trail—Utility salvages valuable fragments without harming the party.
  3. Poisoned Supply Cache: Utility filters or identifies toxins before others consume them.

Unlocked Material

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Players can discover and unlock material not available at the start of a campaign. This makes exploration, experimentation, and creativity rewarding.

  • Unlocked Types:
    • Races
    • Classes
    • Spells
    • Items
    • Other features
  • Persistence:
    Once unlocked, material is forever unlocked within the FiberVERSE and may appear in later campaigns.
  • Methods of Unlocking:
    • Exploring areas unknown
    • Developing custom material (DM approval required)
    • Experimentation, invention, or unique events

Using Potions

Bonus Action

Action

  • Drinking a potion yourself: Bonus Action
  • Administering to another creature: Full Action

Combat Maneuvers 8 rules
Combat Rules 8 rules

Changing Weapons

Bonus Action

Action

  • Switching to a readily accessible weapon requires a Bonus Action.
  • Switching to a non-accessible weapon requires a full Action.
  • Drawing or stowing as part of the Bonus Action is allowed if logically feasible.

Equipping / Unequipping a Shield

Action

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  • Equipping or removing a shield requires a Bonus Action.
  • A dropped shield falls to the ground in the creature’s space.
  • Picking up a shield from the ground requires a Full Action.

Improvised Weapon Attacks

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Improvised melee or thrown objects deal 1d4 damage, unless otherwise ruled.

No proficiency unless DM rules the object is similar to a known weapon.

Using Potions

Bonus Action

Action

  • Drinking a potion yourself: Bonus Action
  • Administering to another creature: Full Action

Conditions 8 rules
Critical Hits & Fumbles 8 rules

Melee Critical Hit

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  • When you score a CRITICAL HIT with a MELEE ATTACK, you deal:
  • One damage die at maximum value
  • One additional damage die
  • Reroll one of the damage dice (your choice)
  • Add your Strength modifier twice

Example:
The weapon normally deals 2d8 damage. The damage roll would be:


8 + STR MOD + STR MOD + 1d8, with the ability to reroll one of those 1d8.

Melee Fumble Table Natural 1 → d100

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Natural 1 → d100

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When an attack roll results in a natural 1 with a melee attack:

  • Roll d100 on the Melee Fumble Table.
  • Effects range from minor slips to devastating mishaps.
  • Low rolls (01–25) are the most catastrophic.

Melee Fumble Table (d100):

d100Result
01–05You strike yourself: roll damage against your own AC.
06–10You overextend and fall prone.
11–15Weapon slips from your hand: lands 1d6 × 5 ft away.
16–20Stumble into danger: nearest enemy gains an Opportunity Attack.
21–25Critical misstep: you fall prone and provoke Opportunity Attacks from all adjacent enemies.
26–30You twist your wrist: weapon is disadvantaged on attacks until repaired/rested.
31–35You drop your guard: next attack against you has advantage.
36–40You lose momentum: your turn immediately ends.
41–50Wild swing hits an ally within reach (roll damage).
51–60You strain yourself: take 1d6 damage.
61–70You trip: lose 10 ft of movement and end movement in place.
71–80Your weapon gets lodged: DC 15 Strength check to free it (action).
81–90Awkward misstep: you cannot make Opportunity Attacks until your next turn.
91–95You leave yourself open: enemies gain +2 to attack rolls against you until your next turn.
96–100Total blunder: repeat attack against a random target in reach (ally or self).

Spell Critical Hit

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When you score a CRITICAL HIT with a SPELL ATTACK, you deal:

  • Half of the dice at maximum value
  • Roll the other half
  • Reroll one of the rolled dice

Example:
A Fireball (8d6) would deal:

  • 4d6 maxed (24)
  • Roll the other 4d6
  • Reroll one die if desired

Spell Fumble Table Natural 1 → d100

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Natural 1 → d100

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When a natural 1 occurs on a spell attack roll or casting check:

  • Roll d100 on the Spell Fumble Table.
  • Effects may include misfires, feedback, or area distortion.
  • Low rolls (01–25) are the most catastrophic.

Spell Fumble Table (d100):

d100Result
01–05Spell backfires: you take half of its damage (or 1d6 per spell level if non-damaging).
06–10Arcane surge: roll on the Wild Magic Surge table (if available).
11–15Spell fizzles: slot is expended, no effect.
16–20Magical feedback: you are stunned until the start of your next turn.
21–25Catastrophic surge: all creatures within 10 ft take 1d6 force damage per spell level.
26–30Wild misdirection: spell targets a random creature within range.
31–35Your focus shatters: next spell you cast is at disadvantage.
36–40Magical resonance: you cannot cast spells until the end of your next turn.
41–50Your spell sputters: effect occurs at half potency (half damage, half duration, or DM’s ruling).
51–60Your spell echoes: harmless but bright/soundy magical display reveals your position.
61–70Spell rebounds: make a DC 15 Constitution save or suffer a level of Exhaustion.
71–80Your spell destabilizes: the area becomes difficult terrain within 10 ft until your next turn.
81–90Your spell leaks magic: nearest magic item flickers or deactivates for 1 round.
91–95You lose focus: cannot take reactions until your next turn.
96–100Arcane chaos: DM invents a unique misfire (wild effect, summoning, inversion).
Death Saving Throws 8 rules

Auto Death Save Failures

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Damage Taken (Single Source)Death Save Failures
1–251 failure
26–502 failures
51+3 failures (instant death)

Death Save Rolls

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When a creature is unconscious and dying, they make their Death Saving Throw immediately at the beginning of their turn.

Natural 20 → The creature regains 10 hit point and may stand and take their turn as normal (if able).

Failure → The creature remains unconscious and takes no action.

Natural 1 → The creature suffers two failed death saves.

Help with Death Saves

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A creature may use the Help action to assist an unconscious ally who is making death saving throws.

Requirements:

  • Must be within 5 ft of the ally
  • Must be able to take actions
  • Target must be unconscious and making death saves

Effect:

  • The dying creature rolls their next death save with advantage.
  • Multiple creatures may Help the same ally.
  • For every 2 sources of advantage, the creature rolls an additional d20 and takes the best result.

Example:
If 3 allies each Help, the dying creature rolls 3d20 and takes the highest.

Limitations:

  • Each helper can only provide one Help per round.
  • A creature may only benefit from one Help per round from each helper.

Downtime 8 rules

Downtime

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Downtime will be run both IN SESSION and OUT OF SESSION. Some interactions will require being handled in person.

  • Downtime allows the party (or individual characters) to work toward objectives and goals outside of adventuring.
  • Each player must clearly state what they want their character to pursue.
  • The DM will decide what steps, rolls, or resources are necessary to complete the task.
  • The DM’s decision is final.

Drinking, Drugs & Narcotics 8 rules

Drinking Alcohol

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When a character consumes a drink:

  • Constitution Save begins at DC 5, increasing by +1 per drink.
  • The DM may increase the DC further for strong or exotic brews.
  • Alcohol is considered a poison for resistances and racial traits.
  • Failing the save advances the drinker along the 10 stages of intoxication.
  • Failing by 5 or more → advance 2 stages.

Drinking Levels

StageStateBenefitsPenalties
1SoberClear mind, full control.None.
2Buzzed+1 to Charisma checks.None.
3TipsyAdvantage on Persuasion & Performance.1 to Initiative.
4DrunkAdvantage vs Fear & Charm saves.Disadvantage on Intelligence & Wisdom checks/saves.
5Rowdy+1d4 melee damage.Disadvantage on Dexterity saves & ranged attacks.
6SloshedImmune to Frightened. Gain 5 temp HP.Speed halved. Disadvantage on Dexterity checks/saves.
7WastedMelee critical hits deal +1 extra die.Disadvantage on all attack rolls.
8HammeredAdvantage on Death Saving Throws.Vulnerable to psychic damage; hallucinations possible.
9ObliteratedIgnore 1 damage die per turn.Disadvantage on everything except Con saves.
10Blackout1 round: immune to fear, charm, pain, and death saves.Then fall unconscious 1d4+2 hrs. Vulnerable while out.

Drinking Contest

  • Each round = new drink → roll Constitution Save.
  • Fail = advance 1 stage. Fail by 5+ = advance 2 stages.
  • At Stage 10, instant blackout.

Surrendering the Contest

  • Players may quit anytime.
  • NPCs usually surrender by Stage 4+.

Tactical Influence

  • Use Deception to bluff sobriety.
  • Use Intimidation to pressure opponents.
  • Success can influence whether rivals keep going or give up.

Drinking Mishap Table (d100)

Whenever a character fails a drinking save by 10 or more, roll on this table:

d100Mishap
01–05Immediately vomit. Lose your next round/turn.
06–10Hiccup uncontrollably. Disadvantage on Charisma checks 1 hr.
11–15Fall off chair/stool. Become prone.
16–20Start loudly singing. Performance DC 12 or annoy the crowd.
21–25Slur insults at ally. Persuasion DC 13 to calm them.
26–30Stumble into a table, spilling drinks. Possible brawl.
31–35Headbutt your mug. Take 1 bludgeoning damage.
36–40Spill drink all over yourself.
41–45Challenge random NPC to arm-wrestle.
46–50Mistake ally for enemy. Swing wildly (no damage).
51–55Embarrassing gas. Disadvantage on Charisma checks 1 hr.
56–60Shout a terrible secret aloud.
61–65Wander off and forget you’re competing.
66–70Get overly affectionate. Hug nearest person.
71–75Collapse on the table. Contest ends.
76–80Break your mug/tankard.
81–85Try to juggle mugs. Dex DC 14 or drop them.
86–90Vomit into someone else’s drink.
91–95Flirt with someone inappropriate.
96–100Blackout immediately. Skip to Stage 10. DM decides consequences.

Drugs & Narcotics

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Saving Throws

  • Each time a player consumes a narcotic, they must make a Constitution saving throw.
  • DC: Determined by the specific narcotic, increases by +1 cumulatively with each use.
  • Narcotics count as poisons for racial traits and resistances.

Dependence Stages

StageEffect
1None
2Disadvantage on all Constitution-based checks, saves, and skills until the next short rest
3Disadvantage on all Constitution-based checks, saves, and skills until the next long rest
4Dependence: While not under the effects of a narcotic, the creature suffers disadvantage on all Constitution-based checks, saves, and skills. Certain narcotics may add extra penalties.
  • Each failed save advances the stage.
  • Passing prevents advancement but does not reset DC.

Recovery from Dependence

  • Stage 4 requires a Full Rest (multiple long rests, DM decides).
  • At the end, roll a Constitution save.
  • DC = Base DC + total consumed – 1 per full day since last use.
  • Success: reduce by 1 stage.
  • Failure: remain the same; may retry after next Full Rest.

Addiction

Whenever a character consumes a drug, they must make a saving throw to resist addiction.

  • Save Type & DC: Listed in the drug description.
  • Success: No addiction; effects as normal.
  • Failure: Character contracts Minor, Moderate, or Severe Addiction.

Multiple Doses

  • Each additional dose while still damaged raises DC by +2 per dose.
  • Applies even if already addicted.

Addiction Effects

  • Minor: Ongoing ability penalties.
  • Moderate: Same as Minor, plus cannot heal drug-caused damage.
  • Severe: Same as Moderate, but harsher — often requires magic or long downtime.

Temporary Relief

Addiction Severity

SeveritySaveOnsetFrequencyEffectsCure
MinorVariable1 day1/day–2 Constitution2 consecutive saves
ModerateVariable1 day1/day–2 Constitution & Strength; cannot heal drug damage3 consecutive saves
SevereVariable1 day1/day–2 Dexterity, Constitution, Strength, Wisdom; cannot heal drug damage3 consecutive saves

Curing Addiction

  1. Magic:
    • Lesser Restoration, Remove Disease, or similar magic may cure addiction.
  2. Constitution Saves:
    • Attempt after 1 day abstinence.
    • DC = highest addiction DC reached.
    • DC lowers by –2 per day of abstinence (to base DC).
    • Failures reset progress.

Recovery:

  • Mild: 2 consecutive saves.
  • Severe: 3+ consecutive saves.

Relapse:

  • Using the drug again resets DC and wipes all recovery progress.

Fate Points 8 rules

Fate Points

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Fate Points are awarded by the DM when you perform a bold, creative, or death-defying action that meaningfully shifts the course of the game.

  • Max 3 Fate Points at a time.
  • Fate Points do not recharge — they must be earned.
  • They represent moments where you defy fate, not fulfill it.

Spending Fate Points

You may spend your Fate Points for the following effects:

  • Reroll a Saving Throw (not skill checks)
  • +1d6 to an Attack Roll (before or after declaring)
  • +1d6 to a Damage Roll (does not multiply on crits)

You may also propose other uses for a Fate Point. The DM has final say on whether the usage is allowed — and how many points it may require.

Identifying 8 rules

Identifying Items

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NEEDS REDOING

Item Properties 8 rules
Professions 8 rules

Professions

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Professions are full class tracks that expand character potential through base paths, specialization, and eventual hybridization.


Core Framework

Combination Professions blend the strengths of both and create unique hybrid powers unavailable elsewhere.

Pick Two Base Professions

Characters select 2 Base Professions.

Base Professions provide broad combat, roleplay, and utility abilities.

Specialization Unlock

At the required level, each base profession unlocks 1 specialization path.

These define focused mastery (e.g., explosive alchemy, armor-forging, soul-binding).

Combination Professions

When both specializations reach maximum level, they unlock a hybrid Combination Profession.

Resting 8 rules

Full Rest

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Minimum 1 Day

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A Full Rest lasts at least one full day in a safe, comfortable place.

Characters also roll 1 HD and gain that as temporary HP.

All resources reset.

Long Rest

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6 Hours

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A Long Rest lasts 6 hours, split into two 3-hour sections.


Players must declare before resting:

  • One section restores Hit Dice (regain half total HD).
  • One section restores spell slots.

Penalties for Not Resting

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Skipping rest leads to penalties:

A Full Rest clears all exhaustion.

After too long, roll Con saves or suffer exhaustion.

If no Long Rest in a day → gain 1 level of exhaustion.

Short Rest

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10 Minutes

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A Short Rest lasts 10 minutes.


During a Short Rest, a character may spend Hit Dice (HD) to heal.

Resurrection 8 rules

Resurrection Challenge

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While attempting to resurrect a character:

  • Base DC = 8
  • If the time limit has been passed, the DC increases by +1 per increment.
  • The spell cast further modifies the DC, may require a body, and has a listed minimum cost.
  • The cost noted is a minimum plus materials; the DM may demand extra “payment” through divine bargains, quests, or sacrifices.

Example: A character has died twice now, the DC is 14 instead of 10.

Example: A cleric can pray to its god for help in the matter, Religion Check.

Example: A player gets down on its knees and begs the spirit to come back to the body, Persuasion Check.

Example: Sorcerer casts lightening into the body like an arcane defibrillator, Spell Check.

Rolling for Hit Dice 8 rules

Rolling for Hit Dice

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When rolling HP:

  • You cannot roll a 1 → reroll until it’s 2+.
  • On a 2+, you may:
    • Keep the roll, OR
    • Reroll at the next lowest die size (d12 → d10 → d8 → d6).
  • Destiny Points → spend 1 to reroll at your current die size.
Skill Challenges 8 rules

Skill Challenge

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What Is This?
A system to resolve an encounter in so many dramatic rounds, focusing on storytelling, creativity, and tension.

Core Structure

  1. The Goal
  • Each player rolls once; success is judged by collective points.
  1. Setup
  • Describe → DM sets scene, enemies, terrain, stakes.
  • Set DC → 10 + party’s average primary ability modifier.
  • Success Points → # of players +1 (adjust for difficulty).
  1. Player Actions
  • No initiative.
  • Each describes one meaningful action:
    • Skill check (Athletics, Stealth, Arcana)
    • Attack roll
    • Spellcasting check
  • Help Action → instead of rolling, grant another player advantage.
  • Repetition → unoriginal repeats (e.g., “I attack again”) roll at disadvantage.
  1. Resolving Rolls
  • Meets DC = +1 success point
  • Every 5 over DC = +1 additional point
  • Nat 20 = +1 additional point
  • Fails DC = take damage (1d6–1d8)
  • Every 5 under DC = extra damage die/point
  • Nat 1 = extra damage on top
  1. Resolving the Challenge
  • Group Success → victory; failed rolls still take damage.
  • Group Failure → narrative failure, enemy escape, or escalation to full combat.

Roll Results Summary

ResultOutcome
Meets DC+1 success point
Every 5 over DC+1 success point
Natural 20+1 success point (additional)
Fails DCTakes damage (1d6–1d8)
Every 5 below DC+1 additional damage
Natural 1+1 additional damage (additional)
Traveling 8 rules

Traveling

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OVERVIEW

Transform overland travel from narration to immersive play. Assign each player a travel role, and resolve challenges dynamically using role-based skill checks. Travel becomes a phase of strategy, survival, and player-driven engagement.

SETUP PHASE (Before the Journey)

1. State the Situation

Inform the party:

  • Destination
  • Terrain type (forest, desert, voidfield, etc.)
  • Estimated travel duration
  • Potential environmental threats

2. Assign Roles

Each player selects one of the following (duplicates allowed):

RoleCore Duty
NavigatorGuides route, avoids hazards
ScoutSpots threats, resources, secrets
DefenderGuards against immediate danger
UtilityFixes gear, solves misc. issues

3. Establish Marching Order

  • Who leads, follows, guards rear
  • Influences ambushes & surprise

4. Track Resources (Optional but Epic)

  • Rations, water, spell slots, fuel, mounts
  • Enables survival pressure or downtime trade-offs

EXECUTION PHASE (During the Journey)

Trigger a travel encounter, describe it narratively, then call for the appropriate role check:

NAVIGATOR

“To know the path is to shape the path.”

  • Skills: Survival, Investigation, Cartographer’s Tools, Arcana (leyline routes)
  • Tasks: Route planning, time prediction, natural terrain control

Encounter Examples:

  1. Warped Pathways: Terrain shifts subtly—Navigator must align travel with stable ley currents.
  2. Sporefield Veil: An invisible fungal mist leads travelers in circles.
  3. False Sunrise: Magical weather creates multiple suns—Navigator determines the true cardinal direction.

SCOUT

“The world whispers its warnings, if you know where to listen.”

  • Skills: Perception, Stealth, Survival, Nature, Insight
  • Tasks: Spotting danger, terrain scouting, observing creatures or movement

Encounter Examples:

  1. Silent Watchers: Unblinking totems dot the path—Scout determines if they are passive or primed to alert something.
  2. Cracked Earth: A massive sinkhole is concealed by drifting dust—Scout detects shifting wind pattern first.
  3. Starlight Ruins: Only at a specific time do celestial markers reveal the true entrance to an ancient site.

DEFENDER

“We do not falter in the first strike. We anchor the line.”

  • Skills: Athletics, Intimidation, Weapon attacks, Dex Save, Animal Handling
  • Tasks: Guard camp, engage enemies, hold formation

Encounter Examples:

  1. Cave Howlers: During a rest, sonic predators descend. Defender silences or baits them to avoid waking the others.
  2. Rift-Worm Ambush: A time-burrowed beast emerges beneath the path—Defender braces the group from falling.
  3. Screamer Trap: A baited relic emits a psychic shriek—Defender leaps to intercept and suppress it.

UTILITY

“The traveler’s best tool is readiness for the unexpected.”

  • Skills: Tinker’s Tools, Medicine, Arcana, Herbalism Kit, Engineering
  • Tasks: Repair, decode, heal, stabilize, improvise

Encounter Examples:

  1. Arcane Beacon Flicker: A ley-light guide malfunctions—Utility repowers the sigil to keep the path clear.
  2. Shatterstorm Aftermath: Aether glass litters the trail—Utility salvages valuable fragments without harming the party.
  3. Poisoned Supply Cache: Utility filters or identifies toxins before others consume them.
Unlocked Material 8 rules

Unlocked Material

(no tag)

(no tag)

Players can discover and unlock material not available at the start of a campaign. This makes exploration, experimentation, and creativity rewarding.

  • Unlocked Types:
    • Races
    • Classes
    • Spells
    • Items
    • Other features
  • Persistence:
    Once unlocked, material is forever unlocked within the FiberVERSE and may appear in later campaigns.
  • Methods of Unlocking:
    • Exploring areas unknown
    • Developing custom material (DM approval required)
    • Experimentation, invention, or unique events
No rules found in the archives.