HotA
Horsemen of the Apocalypse
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Homebrew Rules
Initiative:
If you critical on your initiative roll, you get a Surprise Action. Anyone who is Surprised will not be able to do anything on their first turn in the initiative process, then it will continue as normal.
Inspiration:
During the Stream, viewers will be obtaining a currency called "Loyalty Points". They can spend these points on buying Inspiration Points or Health Potions for the Players or for the DM. This is the only system in our game for obtaining precious Inspiration so use them wisely.
Critical Fails and Success's:
Natural 1 = You will role from the Critical Fail Table. It will produce 2 Critical Bonus Features and you get to choose which one applies.
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Natural 20 = We use Exploding Dice if you get a Critical Success. Roll Damage Dice twice without adding modifier again. During these rolls, any dice that roll the maximum face value will be Explode. These will be re-rolled and added to the total value. There is no limit to the amount of times these can Explode. In addition, you will role from the Critical Success Table. It will produce 2 Critical Bonus Features and you get to choose which one applies.
Cursed Items:
We will make a custom Cursed Item (Non-Weapon) for each of you and establish what it is and the effects in secret from the other Players. This item will be very powerful, but using it may Corrupt your Characters mind so use it strategically.
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Sanity, Corruption, and Madness:
Each use of a Cursed Item will give you a Corruption Point, which stack. You will have to do periodic Sanity Checks (Sanity Check DC = 10 + Corruption modifier). Failing a Sanity Check, you will roll from the Madness Table. This effect will remain until the next long rest. There will be times during the Campaign when all Corruption and Madness will be reset.
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Resting:
Short Rests = You can spend Hit Dice to regain health or you can choose to spend Hit Dice to lower your Corruption 1 per Hit Dice.
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Long Rests = Fully recover health, spell slots, etc. and half of your maximum Hit Dice. During Long Rests you can spend any remaining Hit Dice to lower your Corruption 1 per Hit Dice before the Hit Dice refresh like normal.
Backstory:
Make a detailed, immersive backstory using the pre-set Tie-In's during the Character Creation Phase. It is encouraged not to share the details of this Tie-In, and let it naturally emerge through Role Playing during the Campaign.
The pre-set options are home brewed and are: Duty to the Divine, Historian, Treasure Hunter, and Tribal.
Personal Backstory Side Quest:
Each Player will work with the DM and the Dev Team to write a Personal Side Quest that focuses on your Character and exposing some of your secret Backstory. You won't be told when this Side Quest will be occur during the Campaign.
Stat Rolling:
During the Character Creation Phase, you have only 2 options, our Custom Rolling Array or the Standard Array. There is a Macro in the game that automatically rolls these for you and also rolls magic items and what levels you will obtain them. These items are tradable only during the Creation Phase and will bond to you at the start of the Campaign.
Custom Rolling Array
4d6d1, 5d4d1, 3d8d1, 2d6+2d8d1, 3d6+1d8d1, 3d6+1d4d1
Additionally, after your Character Sheet is made, we will go through all 18 Skills and do custom modifications (buffs or nerfs) based on who your Character actually is. These will range from 1d4, 1d6, or a 1d8.
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Aasimar
Traits
Age: Mature at 18, 160 lifespan
Alignment: Lean towards Neutral Good
Size: Medium, Same as Humans
Speed: 30
Languages: Common, Celestial
Racial Bonuses: Dark Vision, Celestial Resistance, Healing Hands, Light Bearer
Sub Races:
Protector Aasimar: Radiant Soul
Scurage Aasimar: Radiant Consumption
Fallen Aasimar: Necrotic Shroud
CHA +2 (WIS +1 CON +1 STR +1)

Dwarf
Traits
Age: Mature at 50, 350 lifespan
Alignment: Lean towards Lawful and Good
Size: Medium, 4'-5' 150 lbs
Speed: 25, speed not reduced by Heavy Armor
Languages: Common, Dwarvish
Tool Proficiency: Either Smith's Tools, Brewer's Supplies, or Mason's Tools
Racial Bonuses: Dark Vision, Dwarven Resilience, Stonecunning
Sub Races:
Hill Dwarf: You maximum HP increases by 1 every time you gain a level
Mountain Dwarf: Proficiency with Medium Armor
CON +2 (WIS +1 STR+1)

Elf
Traits
Age: Mature at 100, 750 lifespan
Alignment: Lean towards Chaotic and Good (Drow Evil)
Size: Medium, 5'-6' Slender
Speed: 30
Languages: Common, Elvish
Racial Bonuses: Dark Vision, Keen Senses, Fey Ancestry, Trance
Sub Races:
High Elf: 1 Wizard Cantrip (INT spellcasting ability), +1 Extra Language
Wood Elf: 35 Speed, Mask of the Wild
Eladrin: Fey Step
Drow: Superior Darkvision, Sunlight Sensitivity, Drow Magic
DEX +2 (INT +1 WIS +1 INT +1 CHA +1)

Genasi
Traits
Age: Mature at 18, 120 lifespan
Alignment: Neutral
Size: Medium, 5'-6'
Speed: 30
Languages: Common, Primordial
Variants:
Air Genasi: Unending Breath, Mingle with the Wind
Earth Genasi: Earth Walk, Merge with Stone
Fire Genasi: Darkvision, Fire Resistance, Reach of the Blaze
Water Genasi: Acid Resistance, Amphibious, Swim, Call to the Wave
CON +2 (DEX +1 STR +1 INT +1 WIS +1)

Gnome
Traits
Age: Mature at 40, 500 lifespan
Alignment: Lean towards Good, either Lawful or Chaotic
Size: Small, 3'-4' 40 lbs
Speed: 25
Languages: Common, Gnomish
Racial Bonuses: Dark Vision, Gnome Cunning
Sub Races:
Forest Gnome: Natural Illusionist, Speak with Small Beasts
Rock Gnome: Artificer's Lore, Tinker
Deep Gnome: Superior Darkvision, Stone Camouflage
INT +2 (DEX +1 CON +1 DEX +1)

Halfling
Traits
Age: Mature at 20, 250 lifespan
Alignment: Lean towards Lawful and Good
Size: Small, 3' 40 lbs
Speed: 25, speed not reduced by Heavy Armor
Languages: Common, Halfling
Racial Bonuses: Lucky, Brave, Halfling Nimbleness
Sub Races:
Lightfoot: Naturally Stealthy
Stout: Stout Resilience
DEX +2 (CHA +1 CON +1)

Tiefling
Traits
Age: Mature at 18, 150 lifespan
Alignment: Lean towards Chaotic and Evil
Size: Medium, 5'-6'
Speed: 30
Languages: Common, Infernal
Racial Bonuses: Dark Vision, Infernal Legacy, Hellish Resistance
Variant:
Feral Tiefling: Appearance change, Devil's Tongue, Hellfire, Winged (DEX +2 INT +1 instead of CHA +2 INT +1)
CHA +2 INT +1 (DEX +2 INT +1)

Warforged
Traits
Age: Mature at creation, Unknown lifespan
Alignment: Lean towards Lawful
Size: Medium
Speed: 30
Languages: Common, +1 Language
Racial Bonuses: Living Construct, Rest of the Sleepless, Body of War, Artificial Anatomy
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Sub Races:
Tactician: Battlefield Engineer, Of Mind and Body, The Right Nudge
Juggernaut: Heavy Plating, Solid Construction, Leadfoot Stability
Scout: Light Plating, Darkvision, Quick Footed, Slight Build
STR +1 CON +1 (INT +1, STR+1, DEX +1)
Playable Races
HotA 1 - Playable Classes

Barbarian
Hit Dice: 1d12
HP @ 1st lvl: 12 + CON Mod
HP @Higher lvl's: 1d12 (or 7) + CON mod
Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment:
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(a) a greataxe or (b) any martial melee weapon
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(a) two handaxes or (b) any simple weapon
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An explorer’s pack and four javelins
STR CON

Bard
Hit Dice: 1d8
HP @ 1st lvl: 8 + CON Mod
HP @Higher lvl's: 1d8 (or 5) + CON mod
Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
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Equipment:
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(a) a rapier, (b) a longsword, or (c) any simple weapon
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(a) a diplomat’s pack or (b) an entertainer’s pack
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(a) a lute or (b) any other musical instrument
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Leather armor and a dagger
CHA DEX

Cleric
Hit Dice: 1d8
HP @ 1st lvl: 8 + CON Mod
HP @Higher lvl's: 1d8 (or 5) + CON mod
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Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment:
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(a) a mace or (b) a warhammer (if proficient)
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(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
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(a) a light crossbow and 20 bolts or (b) any simple weapon
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(a) a priest’s pack or (b) an explorer’s pack
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A shield and a holy symbol
WIS CHA

Druid
Hit Dice: 1d8
HP @ 1st lvl: 8 + CON Mod
HP @Higher lvl's: 1d8 (or 5) + CON mod
Proficiencies:
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
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Equipment:
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(a) a wooden shield or (b) any simple weapon
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(a) a scimitar or (b) any simple melee weapon
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Leather armor, an explorer’s pack, and a druidic focus
WIS INT

Fighter
Hit Dice: 1d10
HP @ 1st lvl: 10 + CON Mod
HP @Higher lvl's: 1d10 (or 6) + CON mod
Proficiencies:
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment:
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(a) chain mail or (b) leather armor, longbow, and 20 arrows
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(a) a martial weapon and a shield or (b) two martial weapons
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(a) a light crossbow and 20 bolts or (b) two handaxes
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(a) a dungeoneer’s pack or (b) an explorer’s pack
STR/DEX CON

Monk
Hit Dice: 1d8
HP @ 1st lvl: 8 + CON Mod
HP @Higher lvl's: 1d8 (or 5) + CON mod
Proficiencies:
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Equipment:
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(a) a shortsword or (b) any simple weapon
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(a) a dungeoneer’s pack or (b) an explorer’s pack
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10 darts
DEX WIS

Paladin
Hit Dice: 1d10
HP @ 1st lvl: 10 + CON Mod
HP @Higher lvl's: 1d10 (or 6) + CON mod
Proficiencies:
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
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Equipment:
-
(a) a martial weapon and a shield or (b) two martial weapons
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(a) five javelins or (b) any simple melee weapon
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(a) a priest’s pack or (b) an explorer’s pack
-
Chain mail and a holy symbol
STR CHA

Ranger
Hit Dice: 1d10
HP @ 1st lvl: 10 + CON Mod
HP @Higher lvl's: 1d10 (or 6) + CON mod
Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment:
-
(a) scale mail or (b) leather armor
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(a) two shortswords or (b) two simple melee weapons
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(a) a dungeoneer’s pack or (b) an explorer’s pack
-
A longbow and a quiver of 20 arrows
DEX WIS

Rogue
Hit Dice: 1d8
HP @ 1st lvl: 8 + CON Mod
HP @Higher lvl's: 1d8 (or 5) + CON mod
Proficiencies:
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment:
-
(a) a rapier or (b) a shortsword
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(a) a shortbow and quiver of 20 arrows or (b) a shortsword
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(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
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Leather armor, two daggers, and thieves’ tools
DEX INT

Socerer
Hit Dice: 1d6
HP @ 1st lvl: 6 + CON Mod
HP @Higher lvl's: 1d6 (or 4) + CON mod
Proficiencies:
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Equipment:
-
(a) a light crossbow and 20 bolts or (b) any simple weapon
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(a) a component pouch or (b) an arcane focus
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(a) a dungeoneer’s pack or (b) an explorer’s pack
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Two daggers
CHA CON

Warlock
Hit Dice: 1d8
HP @ 1st lvl: 8 + CON Mod
HP @Higher lvl's: 1d8 (or 5) + CON mod
Proficiencies:
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Equipment:
-
(a) a light crossbow and 20 bolts or (b) any simple weapon
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(a) a component pouch or (b) an arcane focus
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(a) a scholar’s pack or (b) a dungeoneer’s pack
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Leather armor, any simple weapon, and two daggers
CHA WIS

Wizard
Hit Dice: 1d6
HP @ 1st lvl: 6 + CON Mod
HP @Higher lvl's: 1d6 (or 4) + CON mod
Proficiencies:
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment:
-
(a) a quarterstaff or (b) a dagger
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(a) a component pouch or (b) an arcane focus
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(a) a scholar’s pack or (b) an explorer’s pack
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A spellbook
INT WIS
HotA 2 - Playable Classes
Guardian Guild

Vanguard
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Protector
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Mage Guild

Spellstorm
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Pact Knight
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Fighter Guild

Hunter
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Weapons
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Infiltrator Guild

Rogue
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Martial
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Anointed Guild

Bishop
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Cleric
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Alteration Guild

Totem Warrior
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Druidic
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