The rules found below are house rules used for our living campaign Mythic Age that we run using the DEATHBRINGER system.
house rules: HORRIBLE WOUNDS & DEFENSES
When reduced to zero hit points, roll 1D12.1. Numerous things can happen, you may continue to fight, or you might die immediately. Let's see how your luck plays out.
Critical hits against you, deal additional 1D12 damage.
BASE CLASS UPDATES:
Instead of choosing your spells, you roll 1D100 or 3D6 (your choice, different spell lists, you can also combine them) to get four random spells from an OSR list. Alternatively, if you have a concept for your character as to what element they have tried to master, if they're a shaman, sorcerer, or what not. I can choose four spells for you.
Scoundrels only deal double damage when wielding a dagger or club and are behind the target.
Hit Die: D12. | Cannot wear armor, can use shields.
Use a Death Bringer die to deal maximum damage.
Rage once per day at 5th level. (Rage = Half damage taken, +2 damage. Lasts #rounds equal to level).
To start: Loincloth, 2 weapons, fang necklace or other piece of savage jewelry.
Empire Dwarf Class (Maximum Level: 8)
Hit Die: D10. | Can wear all armors and use shields.
Add Con to hit points at first level only.
Spend a Deathbringer die to automatically save vs. poison.
Can see in the dark.
To start: Leather armor (+1 Def, -D2), one weapon, fragment of your father or mother, stone shaping tools.
Astral Elf Class (Maximum Level: 5)
Hit Die: D6. | Cannot wear armor.
Begins with 1D4 random astral spells.
For every corruption, an elf has, they gain +1 damage. Can spend Deathbringer die to instantly give themselves corruption equal to the result of the Deathbringer die.
To start: Tunic and pants (no armor), a simple wooden wand marked with strange sigils, a moon tear crystal.
Orc Class (Maximum Level: 8)
Hit Die: 2D6. | Can wear all armors and use shields.
Spend a Deathbringer Die to ignore a fatal wound result. Die next round instead. May spend more Deathbringer die to continue to ignore fatal results/extend your life.
Can use two-handed weapons, one-handed. Cannot dual-wield two two-handed weapons.
To start: One weapon, leather armor, skull of at least one enemy you've killed, animal-hide cloak.
Drakon Class (Maximum Level: 6)
Hit Die: D8. | Cannot wear armor, can use shields.
Acidic boils and pustules coat the throats of the Drakon, using the Deathbringer Die they can cause them to burst and spew a stream of acid at their foes. 2D6 Acid Damage.
The Drakon have thick scales covering their bodies, they have a natural +2 to their defense score, -D2 damage.
To start: One weapon, ornate ring or necklace stolen from another culture, intricate scale tattoo.
Custom Class (Human)
Hit Die: D6-D10. | Varies.
To start: DM choice.
The Ohr Gaming Network is a gaming community focused on fostering a group of mature, intelligent, funny and down to earth players who are more interested in camaraderie over competitiveness. We want the Ohr Gaming Community to be a place for adults that can enjoy socializing with friends as much as they enjoy playing the games themselves.