# General Homebrew Rules / Inbox - When you get knocked unconscious, you move in the initiative to immediately before whatever downed you (to avoid the chance you get downed, get hit once for 2 failed saves, then its your turn and a failed save roll means you die without any player having a chance at a heal) taken from pf2. - We've added two new weapons: The war staff and war wand. War staff is a reflavored heavy crossbow, does 1d10 + dex of one energy type (fire, lightning, acid, cold, or force). War wand is a reflavored light/hand crossbow, does 1d8 + dex of an energy type. Both have the Loading 7 property, and are a bonus action to reload. When either of these are fired, its a loud bang like a gunshot. So there is still a place for stealthy crossbows and bows, and it makes magic weaponry available to martial characters. - Armour which grants resistance to piercing damage (but no bonus to AC) is common among military organisations, and represents the escalation of magical technology through the war. - Sorcerers can spend sorcery points to modify spells cast via wands as if they were known spells. - For the Artificer, I removed vocal components to support flavouring their spells as magical inventions. - **Kalashtar** Additional homebrew trait: Enhanced Mind Link You can give your Mind Link ability to up to four creatures at a time instead of one. - **Changelings** Additional homebrew trait: Myriad Identities You have a few identities you can put on the way others might put on clothes. You have proficiency with Disguise Kits and you start with one. - [Warforged Colossus inspiration (One Thousand Years by TEK KOON SCOTT) : r/Eberron](https://www.reddit.com/r/Eberron/comments/1rf7vyc/warforged_colossus_inspiration_one_thousand_years/) - [Tips for making adventures feel Eberron'y : r/Eberron](https://www.reddit.com/r/Eberron/comments/1rgwmz2/tips_for_making_adventures_feel_eberrony/) - [Messengers of the Mist - My Homemade Campaign : r/Eberron](https://www.reddit.com/r/Eberron/comments/1rdvtsi/messengers_of_the_mist_my_homemade_campaign/) - make fighters start with 2 exploits and 2 exploit dice - make bleeding be cleared by being healed a hit point, or using a Medicine check (DC 10 + Bleeding stacks). Max 10 stacks and you reduce stacks by 1 each round or 2 if you take a bonus action to quickly bandage yourself - Baned/Damned = Bless equivalent, subtract 1d4 from ability checks, attack rolls and saving throws - Slowed = opposite of Hasted, -2 to AC, speed is halved, disadvantage on Reflex saving throws - [New Condition] Taunted/Goaded = you have disadvantage on attack rolls against any creature besides the one that goaded you. Immune to this condition if you are immune to being charmed, and you have advantage on saving throws to resist being Goaded if you resist saving throws on being charmed. - When taking the “Ready” action, you can Ready an Action, or Bonus Action. Whichever is being readied is what’s consumed. If you Ready an attack and you have the Extra Attack feature, you can make all weapon attacks as normal. - When you make a ranged attack and the vertical distance is longer than the horizontal distance, you don't have a long range penalty when firing downwards, and your normal and long range is halved when firing upwards.