Homebrew Rules
Homebrew Rules Used in the Campaign
Can spend one week of downtime and roll a d12 to discover a new poison recipe.
Can spend one week of downtime and roll a d8 to discover a new cooking recipe.
If cooking a dish in the kitchen of The Trusted Fool the chef gains a proficiency bonus equal to the Kitchens bonus.
Homebrew Health Potions:
Each Character has one health potion "on their belt" that can be drank as a bonus action. This potion can be replaced during a short rest. Giving a potion to other players requires a full action, and every potion after the first requires a full action.
Tarot Cards:
A character can choose to do a 3 card reading, the cards will be adjusted by their diety. This feature recharges after a short or long rest.
Merchant Shipping:
Wellerman: Crew, 5, Cargo 3200 lbs (crewed with 15 sailors)
Need skilled hirelings to make up crew, unless players use their own downtime. If a player is on the ship they can add their sailing skill to the roll.
Skilled Hireling: 2gp/day, 10gp initial
Routes: Short, Long (3 weeks downtime, Quadruple all profit percentages, -10 to roll)
Cargo: Anything on table below, up to carrying capacity.
Roll a d100, add a sailing bonus (if any), then consult the table below: