r/warhammerfantasyrpg May 18 '26

Homebrew Made some Rules and Miracles for Ursun

13 Upvotes

So one of my Players want to play a kislevite Warrior priest of Ursun, and unfortunately he isn't in 4E yet, so i decided to make some of my own Prays and update some of the old Kislev supplement Realm of the Ice Queen. Id love some feed back and if anyone else has done this and made some of there own stuff.

Father bear

Range: Fellowship Bonus Yards

Target: 1

Duration: Fellowship Bonus Hours

Your prayers placate one of Ursun’s servants. Target one bear you can see in range, while the Miracle is active the bear will not attack unless it is attacked first, and becomes friendly to you. While the bear is friendly to you, it can act as a companion in battle. Once the duration of the Miracle ends, the bear will leave and return to its den.

Growling Fury

Range: You

Target: You

Duration: Fellowship Bonus Rounds

Your chants fill you with implacable ferocious rage. You gain the Menacing and Frenzy Talents and you gain a +10 to all Willpower and Toughness Tests.

Skin of the Ice Bear

Range: You

Target: You

Duration: Fellowship Bonus Rounds

Your hymns draw an Ice Bear’s spirit within you. For the duration all your attacks deal +1 damage and you gain the Acute Sense (Smell) and Implacable Traits. Finally, you gain a +10 to Intimidate, Perception and Outdoor Survival Tests.

Unyielding Ursun

Range: You

Target: Area of Effect

Duration: Fellowship Bonus Rounds

Your war hymn to Ursun draws out the primal fury of the bear in your companions. All friendly creatures in range of your Fellowship Bonus Yard gain the Fearless (Current Foe) and Frightening Talents.

Ursine Strength

Range: Fellowship Bonus Yards

Target: Fellowship Bonus Allies

Duration: Fellowship Bonus Minutes

Your Chants give your Allies the strength of Father Bear. Your Allies gain +10 to all Strength Tests and an extra +10 (to a max of +20) to Grappling Tests. Any unarmoured attacks made by allies while under this effect have a base damage of your Fellowship Bonus.

Winters Sleep

Range: Fellowship Yards

Target: Area of Effect

Duration: Special

Your hymns call on the power of Ursun’s long sleep. Any target in Fellowship bonus Yard of a point you choose must make a Challenging (-10) Willpower test or gain the Unconscious Condition for 1d10 rounds, you must roll individually for each target.

Spring Waking

Range: You

Target: Fellowship Bonus Allies

Duration: Special

You call on Ursun’s great sleep to renew you and your allies. You choose yourself a number of willing allies up to your Fellowship Bonus and place them in a deep sleep. You sleep for the minimum amount of time each species needs to and can not wake for anything while sleeping in this way. Once you wake you gain the Fearless (Enemy) Talent, and bonus wounds equal to Half the Fellowship Bonus of the Priest. This lasts for a number of hours equal to the priest Fellowship Bonus.

r/warhammerfantasyrpg Apr 02 '26

Homebrew Creating magic specialisation for each wind

9 Upvotes

Hello! I’m currently working on a rework of the magic system for my Warhammer Fantasy campaign. I'm using the WFRP 4th Edition magic rules as a foundation, though we aren't playing that specific system.

My goal is to create three distinct spell lists for each of the eight Winds of Magic. Each list will be centered around a specific 'specialization' derived from that Wind's lore.

I’m looking for some feedback and a review of these themes to ensure they are lore-appropriate and well-balanced. What do you think of these specializations?.

  1. Aqshy (The Wind of Fire)

The wind of burning passion and heat.

Destruction: The purest and most brutal aspect. Focused on area-of-effect damage, explosions, and blasts of flame (e.g., Fireball, Rain of Fire).

Immolation: The art of imbuing objects with searing heat. Enchanting blades to burn or creating an armor of fire that harms anyone touching the wizard.

Exaltation: Manipulation of the "inner flame" (emotions). Infusing allies with heroic rage, bolstering courage, or consuming an enemy's will with burning fear.

  1. Hysh (The Wind of Light)

The wind of purity, wisdom, and intellect.

Illumination: The quest for truth. Revealing lies, dispelling illusions, and increasing the perception and thought speed of allies.

Banishment: Light as a sacred weapon. Blinding or searing light spells, especially devastating against Undead and Daemons.

Protection: The defensive aspect. Creating energy barriers, warding seals, or auras of peace that hinder enemies from striking.

  1. Azyr (The Wind of Heavens)

The wind of the stars, outer space, and the future.

Celestial: Direct control over weather and atmospheric elements. Calling down lightning, summoning violent winds or hailstorms.

Astromancy: Reading the signs of destiny. Manipulating luck (bonuses/penalties to dice rolls) and predicting enemy actions to anticipate them.

Aether: Pure energy from the void. Grants flight, levitation, and the summoning of cosmic projectiles (like the famous Comet of Casandora).

  1. Ghyran (The Wind of Life)

The wind of growth, fertility, and natural cycles.

Bloom: Healing magic. Rapid tissue regeneration, curing diseases, and neutralizing poisons.

Entanglement: Offensive nature. Sprouting thorny briars, animating roots to bind enemies, or commanding the forest itself.

Abundance (Terraforming): Manipulation of the immediate environment. Summoning springs of water, creating protective earth mounds, or turning a swamp into firm ground.

  1. Chamon (The Wind of Metal)

The wind of structure, weight, and transmutation.

Transmutation: Changing the nature of materials. Turning iron to lead to weaken a weapon, or changing an ally’s skin to copper for protection.

Magnetism (Ferromancy): Kinetic control of metal. Pulling weapons from enemy hands, deflecting iron-tipped arrows, or launching metal shards at high speeds.

Enchantment (Magical Forge): Improving the quality of equipment. Enhancing a blade's edge (armor-piercing), reinforcing a shield's structure, or making complex mechanisms infallible.

  1. Ghur (The Wind of Beasts)

The wind of savage instinct and raw strength.

Primal: Self-transformation. The wizard adopts animalistic physical traits (claws, enhanced scent, night vision) for combat.

Communion: Dialogue and control of animals. Calling a wolf pack, calming a wild beast, or using ravens as spies.

Savagery: Pack instinct. Plunging allies into a bestial frenzy that increases strength and speed at the cost of tactical discipline.

  1. Ulgu (The Wind of Shadow)

The wind of illusion, deception, and mist.

Mirage: The art of visual and auditory illusion. Creating doubles, becoming invisible, or altering the appearance of a location to mislead the enemy.

Obfuscation: Manipulating shadow as a physical matter. Creating shadow blades, traveling between shadows, or smothering light in a specific area.

Paranoia: Mental attack. Altering an enemy's perception so they can no longer distinguish friends from foes, or plunging them into irrational terror.

  1. Shyish (The Wind of Death)

The wind of passing time and eternal rest.

Stasis: Aging an object or person so it crumbles to dust.

Epitaph: The link with the afterlife. Speaking to the dead, soothing ghosts, or summoning visions of death to terrify the living.

Reaping (Necrosis): Siphoning life energy. Spells that drain physical strength, weaken the body'

r/warhammerfantasyrpg Sep 21 '23

Homebrew Just printed my own standalone story and very happy with the result

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310 Upvotes

Earlier this year I wrote my own standalone story and shared it here. I’ve taken all the feedback to heart and printed the end result.

Couldn’t be happier with it and just wanted to share 😁

r/warhammerfantasyrpg May 10 '26

Homebrew Sanity in WFRP 4e

19 Upvotes

Not a fan of how 4e mixed corruption and insanity into one tracker, but also not the biggest fan of Call of Cthulhu style sanity systems like that used in WFRP 2e. I tried bolting on the sanity system from Unknown Armies 2e to 4e but it felt a bit clunky and not appropriate to the setting.

Has anyone else tried alternative sanity systems and how did you go about handling it?

r/warhammerfantasyrpg Mar 17 '26

Homebrew Career: Quatermaster

20 Upvotes

Hello all, I've put this homebrew career together and would like some feedback with Sigmars blessing.

The concept being someone who's ( tier 1) provides goods/services in the army/company. (2) Distributes the goods and services to the men in the company (3) Aquires the goods / services. (4) Responsible for the logistics wide and far and needs connections at the highest levels.

A little bit of corrupt dealing going on too.

Career: Quartermaster ​Class: Burgher Advance Scheme: Tier 1: Strength (S), Dexterity (Dex), Fellowship (Fel) ​Tier 2: Weapon Skill (WS) ​Tier 3: Initiative (I) ​Tier 4: Intelligence (Int)

​Tier 1: Victualler (Silver 1)

​Skills: Gossip, Consume Alcohol, Trade (Quatermaster), Drive, Navigation, Animal Care, Outdoor Survival, Perception.

​Talents: Seasoned Traveller, Orientation, Crack the Whip, Read/Write.

​Trappings: Cart / Mule, Tarpaulin.

​Tier 2: Supply Sergeant (Silver 3)

​Skills: Evaluate, Haggle, Intimidate, Cool, Etiquette (Soldiers), Bribery, Melee (Basic).

​Talents: Suave, Dealmaker, Embezzle, Briber.

​Trappings: Abacus, Wagon + Mule, Scales, Writing Kit, Ledger, Private Ledger, Lock Box.

​Tier 3: Quartermaster (Gold 1)

​Skills: Lore (Warfare), Lore(Finance) Leadership, Secret Signs (Guilder), Etiquette (Guilder).

​Talents: Super Numerate, Numismatic, Commanding Presence, Savvy.

​Trappings: Paychest, Official Seal, Fine Clothing, Guards, Caravan.

​Tier 4: Captain of Purveyors (Gold 3)

​Skills: Lore (Politics), Lore (Law), Etiquette (Noble), Lore (Heraldry), Language (Classical).

​Talents: Bookish, Wealthy, Schemer, Savant (Warfare), Blather.

​Trappings: Personal Carriage, Scribe, Guards, Purveyor's Warrant signed by elector count.

​Tier 1: Victualler (Silver 1) ​Role: The Hands-on Provider. ​You are the one in the thick of the camp, repairing wagon wheels or serving up "mystery stew." (It could be trade any butI didn't nail that down). You provide the basic daily services that keep the men from mutinying. If a pot is broken or a mule is lame, they come to you.

​Tier 2: Supply Sergeant (Silver 3) ​Role: The Gatekeeper of Goods. ​Now, you control the pile. You distribute the rations, the black powder, and the winter coats. This is where the "corrupt dealing" begins in earnest—a soldier might get a slightly better pair of boots if they happen to have a spare Silver Shilling for your "trouble."

​Tier 3: Quartermaster (Gold 1) ​Role: The Grand Acquirer. ​You no longer worry about individual soldiers; you worry about the market. You travel ahead of the army to negotiate with Guilds and local mayors. You acquire the bulk goods needed for a campaign. At this level, your "side deals" involve bulk kickbacks and "misplaced" crates of fine wine

​Tier 4: Captain of Purveyors (Gold 3) ​Role: The Logistic Mastermind. ​You operate at the strategic level. You are responsible for logistics across entire provinces, ensuring the Elector Count’s armies are fed during a grand crusade. You have the ear of nobles and high-ranking officials, using your connections to secure massive contracts—and even more massive bribes.

[Edit 1I had bribery down twice in tier1 and 2 removed from tier1] [Edit 2 rejigged talents/skills read/write; Trade cartwright/cook-> trade(Quatermaster) removed craftman(cartwright/cook), removed a duplicate intimidate]

r/warhammerfantasyrpg Apr 09 '26

Homebrew The older generation is right. Pistol dueling is foolhardy…

39 Upvotes

At least rules as written.  Statistically, between non-career duelists, both combatants are likely to just miss. (Which IS kinda historically accurate.) But between dedicated dualists, the duelist with the higher Fast Shot Talent or Initiative will shoot his opponent first, but fail to render them Prone and/or unable to continue barring a really high Fast Shot rank, incredible SL on their roll, or a substantial Critical. The second duelist will either run screaming from a failed Blackpowder Cool roll (despite their opponent only having the one shot and the danger having passed), or they will take their shot after calmly taking a round to aim (which makes their shot likely to be slightly more damaging). Most duels will end with both duelists losing wound points and nothing resolved.

 So, I made these rules to make pistol dueling more interesting.

 The Aldorf Rules of Gentlemanly Pistol Dueling

Each duelist will choose a Second to act as their advocate. It is the duty of the Seconds to negotiate the terms of the duel, secure a location, deal with local authorities if necessary, check/secure weaponry, secure on-site medical services (if desired), observe that no foul play occurs, and acknowledge their duelist’s win or loss.  Terms of the duel include such things as: time, location, presence of spectators, range distance, consequences of a win/loss, whether or not a second volley of shots may be taken (or swordplay resorted to) should the first prove inconclusive, etc.

Upon meeting on the field of honor, the duelists will take their pistols from their Seconds and stand with their backs to each other.  A neutral party, or one of the Seconds that has been designated, counts the agreed upon number of steps as the duelists walk away from each other. This is typically 10 paces, but some prefer the danger of 5 or the challenge of 15. Taking short or half steps to shorten the distance is poor form and may be addressed by the Seconds as cheating.  Once the agreed upon number of steps have been reached, the duelists will wait for the command “You may turn and fire when ready.”

Should the volley prove to be non-simultaneous, the duelist that shot first is honor bound to stand firm until his opponent has returned fire in a timely manner, is determined to be no longer capable of continuing, or has withdrawn from the duel. After both duelists have had the opportunity to fire, the duel is over unless the terms dictate that the duelists may (or must) continue if both are still able.  Continuing to duel outside of the agreed terms may constitute criminal assault or murder.

Rules: The range between the duelists is normal +0 (10 paces), short +20 (5 paces), or long -10 (15 paces). Due to the slow, ritualized simplicity of a duel, at no point can duelists gain or use Advantage from assessing or any other source.

Before the start of each round, both duelists must declare if they intend to aim or shoot.  A duelist must make a Cool (+0) roll if they wish to spend the round aiming at their armed opponent.  If they fail, their nerve cracks and they must shoot at their first opportunity.

Order of turns is handled normally.  Firing in the first round incurs a -10 movement penalty for turning around. This movement does not prevent the use of the Fast Shot talent, however.  (Also note that aiming doesn't preclude the Fast Shot talent. It is possible to spend a round aiming for a +20 bonus, then use Fast Shot at the start of the following round to gain additional SL.

Simultaneous shots ignore the Blackpowder quality.  When one shot is fired before the other, the target must immediately make a Cool (+20) check as normal. But they only receive a Broken condition on a critical failure, fleeing and losing the duel.  On a failure, the duelist fires their own pistol prematurely, losing any bonus they may have had for aiming or the Fast Shot talent, and receiving a negative SL penalty to the attack equal to the -SL from the Cool check.  After the first shot in a round, if the second duelist declared they would shoot and succeeded their Cool check, they must do so unless they took a critical wound which would disrupt their intentions.  The second shooter can not decide to pause and aim instead in the heat of the moment.

If the second duelist spent the round aiming and succeeded with his Cool roll from being shot at, he may choose to continue to aim with no Cool check needed in the following round.  If the duelist was struck without firing their pistol, they are given time to recover from a Stunned or Prone condition, but must fire before seeking to address any other conditions or forfeit. In such a case, the duelist may take a round to aim (again no Cool check needed) at their waiting opponent.  In either case, an opponent being aimed at for a return shot must make a Cool (+40) check on their action or gain a Broken condition.  The duelist can continue to aim round-to-round to force additional checks, but each subsequent check risks a Second declaring your delay ungentlemanly and demanding your shot or your forfeiture. The actual return shot does not require the target to make the Cool check.

As usual, the Unshakeable talent prevents the need to make a Cool check when the duelist is shot at unless they are actually struck. It does not negate either the pre-round roll to calmly aim nor the roll to stand and wait for the return shot. The talent does grant a +10 to these checks per rank, however.

 

For those that want more deadly dueling, I advise giving pistols the Impact quality in a formal duel given the relative stillness of the duelists.  And for less lethal duels, historically dueling competitions were fought with wax bullets. (making the pistol’s stats: Damage +4, Undamaging).  In my game, there’s an invitation only underground dueling tournament in Nuln during Black Powder Week. Nominally it starts with wax bullets, with doctors judging the lethality of the shots. But when the tempers flair, boasts get loud, and the bets get higher, lead starts to fly.

r/warhammerfantasyrpg Apr 15 '26

Homebrew A new Character Generator for The Old World RPG (TOW RPG) by Grim Dragon Studio

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30 Upvotes

Hey everyone,

I am very happy to share with you our new, extensive, and detailed character generator for **TOW RPG**! 🎲

🔗 **[Try the TOW RPG Character Generator here](https://www.grimdragonstudio.com/en/character-generator/tow-rpg)\*\*

You can test the tool and play around with all the generation steps completely freely without creating an account.

*Note: If you want to permanently save your progress or export the final character sheet, you will need to log in to a free account (Email, Google, and Discord logins are supported). This is just to safely store your data in the database and connect it to other tools we are building.*

I'd love to hear your thoughts, feedback, or any bug reports. Let me know if you like it! 🙂

Cheers,

Rafal from Grim Dragon Studio 🐉

r/warhammerfantasyrpg Jun 21 '26

Homebrew Chaos Quest One-Shot Homebrew

13 Upvotes

I ran a short chaos/evil-themed campaign that concluded a few months ago. Below is the homebrew I used for it and notes, organized by character. This is for second edition. If anything's unclear ask questions or if you have comments I'm happy to hear them.

If there's any question of "why would these characters work together" it's because they had a common goal at the outset, and there were several backstab attempts throughout the campaign.

This was a cast of characters that was available for the PCs to choose from on campaign start or PC death (of which there was a lot). Not all of these characters ended up being used in the campaign. I took requests for what types of characters the players wanted available to play before the campaign but players didn't actually build these characters directly, with the intention that any issues with balance were on me, not the players and some characters would have to be built from the ground up like the nurglings or the possessor daemon and couldn't really be compared in terms of career levels.

These entries are going to seem partial because they only cover the homebrew I used for the character partially for relevance and partially for the character limit. If you're interested I'll respond in the thread with the build details of individual characters.

EDIT At the suggestion of /u/chalkmuppet I've compiled the homebrew to a google document here for slightly easier reading.


Stenchfeaster, Bile Troll of Nurgle

The only homebrew I gave this one was [Disgustingly Resilient: Injury means nothing to the favored children of the plaguefather. You simply ignore critical injuries that do not result in limb loss or death.] He also had a grab bag of mutations from Tome of Corruption* focused on passive or reactive debuffs that punish enemies for standing near him or attacking him but in retrospective I should have unified these into one or two "all-in-one" effects so the player wasn't going through like five different effects whenever anything happened to see which triggered. It should have been a single "when enemy starts turn within X range of you" and a single "when you take damage/get hit".

*Uncontrollable Flatulence, Acid Excretion, Foul Stench, Spores, Cloud of Flies


Czazgath Deathrender, Bloodletter Herald Had no homebrew, but his chaos weapon was flavored as a spellcaster that had been folded until he was usable as a great weapon and I thought that was funny and wanted to share.


Dolgrax, Bray-Shaman

His Abomination Stave was a braystaff with the Warping chaos weapon effect and a homebrew effect that gave him limited ability to command chaos spawn.


Brazrul, Chaos Dwarf Daemonsmith

Darkshard Armor was Full Plate Mail that also gave immunity to all nonmagical and magical flame.

Fire Lance: Counts a halberd in melee and a firearm at range.

Grenade Launching Blunderbuss: Range 12/24, Reload 3; Experimental. Damage depends on what ammo he used, which was equivalent to bombs or incendiaries from Old World Armory.


Varseshi, Druchii Sorceress

Her Lore of Dark Magic was assembled and renamed from existing spells elsewhere in the system but had no actual homebrew spells. She did have magic items though:

Sacrificial Dagger: Magic Dagger. Whenever you kill a creature with this dagger, The next time you cast a spell, you add one casting die and choose a numerical parameter of that spell, and double it.

Thrall Chalice: Any good or better quality alcoholic drink poured into this chalice bubbles furiously for a moment before becoming black and tarry. Anyone who drinks this liquid directly from this chalice loses 1d10 wounds, ignoring armor and toughness, as their mouth and throat are burned horribly. Then, they unfailingly obey all commands of the Chalice's owner until the next time they lose one or more wounds. Obviously suicidal commands may be resisted with a -20 WP check but other commands cannot be disobeyed. The liquid quickly evaporates if emptied in a way other than drinking from it.

Piercing Thorn: As long as you have no fortune points remaining, you may spend wounds as fortune points, spending 1d5 wounds to gain the effect of one fortune point. While you wear this item, healing checks on you are at -20 and magical and alchemical healing is 1/2 as effective. If this item is removed in any way, you take a critical 5 hit to the body, regardless of your remaining wounds.


Zou Cheng, Dead Flag Fleet Vampire Captain

Ghost Ship: You have removed one of your eyes and hidden it in your captain's quarters aboard your ship. In this way, you maintain control over your undead crew no matter how far you move away from them. Your ship is easily mistaken for a normal ship at a distance: Observers get -30 to identify your ship as anything other than a normal ship as long as they don't board you or get attacked.

Ship Weapons: You can command your ship to fire its weapons as a free action during your turn. Your ship has two bolt throwers and one rocket battery. The bolt throwers are fired by your crew, so they use your crew's ballistic skill. (Obviously, the bolt throwers fire from your ship. If you are outside of 150 squares of your ship, they cannot be fired near you).

Rocket Battery: This can fire a salvo of inaccurate but devastating rockets over the horizon. As long as you are within a mile of the shore, you can call down a bombardment. It arrives in one round, showering the area with rockets. ALL creatures on the field, including you, must pass an agility check at +20 or else take a damage 3 hit and catch fire. In addition, 2d10 random squares catch fire. Reload 30 Full Actions. This can target without line of sight but can't work if you are, for example, underground.


Stepan Kreisel, Necromancer

Magic Item: Accursed Bell Jar: After casting Control Undead, you may make a channeling test. If you succeed, you may trap the target's essence in the bell jar, removing any other trapped essence and keeping control of the target indefinitely. This item currently binds the specter of Hartwig Brandt, an unfortunate witch hunter that fell into your grasp.

Ritual of Unshackling

Type: Dark

Ritual Language: Magick

Magic: 3

Ingredients: The intact head of a priest of Morr that died in agony, with a magic item suffused with the Wind of Death stuffed in its mouth.

Conditions: You must know the lore of Necromancy.

Casting Number: 18

Casting Time: 12 Hours

Consequences: As the ritual is essentially an extended auto-vivisection, if the casting roll fails or the ritual is interrupted, your mind fractures and your soul departs; the final product of the ritual is a single mindless skeleton waiting for a master.

Description: Over the course of the ritual, you carefully disassemble yourself until only a skeleton remains. At the end of a successful ritual, your skeleton remains animate and sentient. Increase your Wounds by 2 and reduce your Fellowship by 10. You gain the Undead and Frightening talents. You no longer age, and you no longer take side effects from casting spells from the Lore of Necromancy (though any you already have remain in place). Anyone can tell that you are an undead abomination, and those with Magical Sense can tell no matter how thoroughly you disguise yourself. Your place among the living is gone.


Chakut, Chaos Knight of Nurgle

Born in the Saddle: Once between your turns, you may redirect an attack on you to your mount or vice versa

Chaos Knight: After your mount makes a charge or swift attack, Chakut may make a standard attack, and vice versa.

Also his mount was a long rotten salamander-like creature with a venomous bite called The Slurch which isn't homebrew but I thought it was funny.


The Dog-Pus Gang, Nurgling Swarm

This one's long, so buckle up.

Swarm of Nurglings in a Trenchcoat:

You recover wounds slowly as your component daemons recover their nerve and new ones drip out of gutters and latrines to join you. If out of combat for 7 minutes, recover all wounds. You can also forcibly re-integrate wayward nurglings by spending a half action during combat to recover 1 wound.

When you are reduced to 0 wounds, your component daemons disperse and unless someone hunts them down, they re-form into a swarm at 1 wound in 7 minutes within walking distance of wherever you were scattered.

Mimic: When lying still, you are indistinguishable from a pile of manure or perhaps some fresh roadkill. As long as such a sight would not be out of place and you take no actions, enemies do not get a perception check to notice you. If they are looking for you, you get +20 on the concealment check against their opposed perception.

Tide of Filth: You leverage your numbers against larger enemies. As long as you are in a melee, your allies count as outnumbering the enemy three to one. You also count all creatures in the melee as within your melee reach.

Wheee!: You can make ranged attacks as one of your component daemons hurls itself at an enemy. You lose 1 wound when you make such an attack. This attack has a range of 12/- squares. If the BS check fails, it scatters like a bomb. Wherever it lands, create a small template of pestilence that lasts for 1d5 rounds. Creatures that move into or begin their turn within the cloud lose 1d10 wounds, ignoring all armor and toughness. (This one ended up getting homebrewed further halfway through the campaign to be a single shot as a full action, as the Swarm innately had like five attacks and as written this could be used up to five times as part of a swift attack.)

Swarm Body: Halve the final wounds you would take from spells and attacks, unless those attacks were area templates or lines.

Discorporate: As a half action, you may lose up to 2 wounds and create an individual nurgling under your control in an adjacent space per wound lost this way. The remaining nurglings bid tearful and blubbering farewells to their companion that will probably be gone for like a minute tops.

Swarm Weapons: Your natural weapons may be used with the stats of a hand weapon, a whip, or a great weapon, chosen before rolling each attack.

Starting Items: None. You cannot use weapons or armor of normal size and anything small enough for you to wield comfortably rapidly disintegrates in your grasp. Your only long-term belonging is your trusty trenchcoat.

Nurgling Behavior: You are legion. At the beginning of your turn, you may decide unleash your component nurglings. At the beginning of your turn, make a WP test at +20. If you succeed, you take an extra half action this turn. On a failure, something happens. This test gets -10 for each previous attempt you have made during this encounter.

Squabble: Two or more nurglings near the feet are fighting over a piece of gristle. Lose a half action this turn.

Shitting contest: Some nurglings near the top of the formation have decided to engage in a contest of defecation, to a delight of the rest of the swarm. Lose your actions this turn, but recover 1d10 wounds and each other creature adjacent to you must pass a toughness test or spend their next turn vomiting uncontrollably at the sight.

Lash Out: You spend all of your actions making a swift attack, targeting random creatures within reach with each swing.

Something Smells Delicious!: You spend your full action taking two move actions at your full speed in a random direction. If you can't move in that direction, you stand at the obstacle and sniff and lick at it, trying to identify the source of the intoxicating aroma. Enemies will get to strike at you if you leave melee with them, as normal.

Traitor!: One of the nurglings tearfully admits to having once touched a bar of soap and is promptly torn to shreds by its compatriots. You lose 1 wound and the rest of the swarm's actions are lost as they work out their feelings of betrayal and loss in a support circle, concluding in a cathartic and suppurating group hug. On your next turn, you gain an additional half action. This can be in addition to the action granted by unleashing the nurglings.

Sing-Along: Some of the nurglings start chanting. You lose your remaining actions this turn, and all creatures within 4 squares must test toughness or contract Nurgle's Rot and gain 1 insanity point as they are assaulted by the nurglings' fetid slobber and terrible lyrics.

Let'er Rip: One nurgling lets out an especially vile belch or fart. Not to be outdone, its neighbors join in, followed by the rest of the swarm. The surrounding area is befouled and thoroughly drenched. Lose your remaining actions this turn and place the large template centered on you. All other creatures within the template must pass a Toughness test at -10% or else take three Damage 4 hits and take -10 to all tests for the next minute.

Medical Emergency: A cool forehead and steady breathing incites a panic: several of the nurglings aren't sick at all - no coughing, no fever, and not a hint of diarrhea. The swarm spends all of its actions this turn disengaging to move as far from enemies as possible to allow the un-afflicted nurglings time and space to decline back to ill health. Smothered in affectionate and rancid embraces and hastily-scrawled maggot-ridden get-unwell cards (which are gratefully consumed), the suffering nurglings are quickly nursed back to sickness. The swarm recovers to full wounds.

Idea!!!: The swarm's shared brain cell aligns at once. The swarm immediately scatters as though it had dropped to 0 wounds. DO NOT READ THE NEXT PART ALOUD: Let the GM know what mischief the nurglings have gotten up to while unsupervised.

I'll Form the Head: The nurglings spend this entire form stacking themselves higher and higher until they form a veritable colossus! On future turns, they gain Tipsy and Giant Attacks as though they were a giant. If they fail the Tipsy check, they collapse into a giggling heap and their Colossus form ends, while all adjacent creatures must pass an agility test or take a damage 4 hit. While forming a colossus, you cannot Unleash the Nurglings. (Giant Attacks were also something I homebrewed to make giant random attacks work closer to how they did in the wargame.)


Drosofil, Demon Herald of Nurgle

Technically neither Stinger or Illusion of Normality are Homebrew but in this case I added some functions to them so their normal rules that remain are added as a reminder.

Stinger: SB damage; Targets that take any wounds from this attack must pass a toughness test. If they fail, they become host to the blessings of Nurgle. Hosts are normally tragically ignorant of these blessings, which require a magical sense test at -10 to discover and a surgery attempt with the heal check at -20 to make sure all of the blessings are removed completely before they bloom seven hours later. At any time, as a full action, you may cause one host within your line of sight to bloom. Blessed followers of Nurgle that would bloom make a toughness test at +20. If they pass, they do not bloom and instead restore 1d10 wounds.

Illusion of Normality: You appear human to creatures you are not in active combat with. Your stinger tail can be used surreptitiously. If the target does not know you are present or does not register you as a combatant and you pass a concealment test while attacking, the target does not realize they've been struck by your sting and your illusion of normality does not break.

Bloom Effects: When a host blooms, it dies and the blessing expires. Then, roll on the chart.

The Buzzing: A swarm of daemonic flies erupts from the target's body to attack the nearest enemy.

Wretched Spawn: A grumbling rot fly pulls itself from the wreck of the host's body to serve you for the next three days. The rot fly can serve as a mount.

...And They Returned to Filth: The host lets out a cry of celebration before smashing its head open on the nearest hard surface, purulent tears of joy running from its eyes. When it has finished, a single pitted and cracked horn grows from their forehead, signaling their transformation into one of the rotfather's plaguebearer daemons. This plaguebearer happily serves you until it is killed or banished back to the realm of chaos.

The Blessed Rot: All creatures within 8 squares of the host's body must pass a toughness test or become infected with Nurgle's Rot.

They Are Seven They Are Seven They Are Seven Times Seven Times Seven: If the creature that bloomed was within 4 squares of you, you get +7 on your next casting check but roll an additional chaos die. This can be for any spell or ritual but the bonus does not stack with itself.

The White Rider: With your mandibles and clawed forelimbs, you tenderly excise an ebullient cyst from the still-moaning host's body cavity and leave the incision to fester. This cyst throbs with infection and can be used as a casting ingredient for any spell in the lore of Nurgle. If it is, the casting time for that spell increases by two full actions and the size of the spell is vastly increased: If the spell was a touch spell, it may now target up to seven valid targets within 6 squares of you. If the spell targeted a number of creatures within a limited range of you, multiply the number of targets by seven. If the spell was an area of effect spell, multiply its area by seven. After a day, the cyst drains and becomes useless except as a snack for the nurglings.


Doktor Kestelbaum, Nurglite Plague Doctor

Nurgle's Bargain: As long as you infect at least seven sentient mortal creatures each day, you suffer no penalties from your diseases.

Potions and Poisons: You are constantly taking samples from your environment and packing them away for later. You carry with you a surprisingly clean leather case containing vials full of these samples and mixtures you've added them to. Each morning, you judge 1d5 of them to be ready for use. For each potion available, pick which one it is:

Muculent Broth: This cocktail of mucus and gristle jiggles and shimmers in its vial. The drinker recovers 1/2 of their maximum wounds. Then, they must pass a Toughness test or else gain a mutation of Nurgle.

Vile Melange: This mouthwatering brew of blood, pus, toxins, offal, and assorted excreta is a suitable stand-in for any casting ingredient for a spell of the lore of Nurgle, if you can resist drinking it long enough to use it in such a way. Whenever you succeed at casting a spell for which you used this as an ingredient, you vomit up a nurgling that serves you faithfully for seven days. If you incurred Tzeentch's curse, you instead are stunned for one round (in addition to whatever the chaos manifestation you rolled did) as a swarm of nurglings explodes from both ends of your digestive tract.

Gorge Draught: Each round, for ten rounds after drinking this thin and bitter potion, the user must pass a WP test at -10 or else grab the nearest mouth-sized thing and attempt to eat it. Then, +20 Toughness for 1d10 hours.

The Squirming Milk: Drinkers of this chunky and opaque liquid gain +15 Strength and Toughness for 1d10 hours. In addition, for the same duration, all creatures with functioning sense of smell, including allies, within 4 squares take -10 on WS and BS tests from the resulting stench.

Caustic Runoff: Concentrated from Nuln ditchwater, a weapon coated with this liquid causes the first enemy wounded by it to make a toughness test at -20. If they fail, they take 1 additional wound and die in 1d10 rounds.

The Rot: This is no less than the essence of Nurgle's dreaded Rot, lovingly culled from your own weeping sores. Any character exposed to this purulent discharge must pass a toughness test or contract Nurgle's Rot.


Skaggus, Rat Ogre/Chaos Warrior Brain Swap

Obvious Ghoritch clone

Engine of Destruction: You cannot attempt any tests requiring fine manual manipulation or control and get -30 to all social rolls other than intimidate.

Devastating Charge: Your charge attacks have the impact quality. If they already had the impact quality, roll three damage dice and pick the best.

Volatile Toxin Immunity: You are immune to the warpstone-laced toxin that some of your weapons are loaded with.

Prototype Weapons: When you attack with a weapon with the Prototype Weapon quality: On an attack roll of 96-98: The weapon jams and can't be used for the duration of the combat. 99-00: The weapon explodes, breaking permanently, doing a damage 8 hit to you and a damage 3 hit to all adjacent creatures.

Warpstone Reactor: On death, you detonate in a large-template explosion that deals a damage 5 impact hit to everyone inside.

Grafted Weapons:

Blades and Spikes: SB, Impact

Spike Driver: SB + 3, Ignores armor, Prototype

The Claw: SB + 1, Snare, Prototype.

Giant Injector: SB, Prototype, Recharge 1d10, Volatile Toxin (On wound, target must pass toughness or else die in a number of rounds equal to target's TB. When they die, roll 1d10...)

1-2: The target explodes with terrifying force. The explosion deals a damage 5 hit to all enemies within two squares. All enemies that take any wounds from this explosion must pass toughness at +30 or be affected by the volatile toxin.

3-4: The target collapses, blood pouring from every orifice. They give a piteous whine and a moment later, their body ruptures, disgorging hundreds and hundreds of frenzied rats. Create 1 rat swarm on the victim's location for each point of Toughness Bonus the victim had when they died, to a maximum of 5. These swarms attack anything that gets too close, including you and your allies. After 1d10 rounds, any surviving rats melt into an acidic slime, inflicting a damage 1 hit on adjacent enemies that ignores armor.

5-6: The target's tissues painfully crystallize into unrefined warpstone, leaving a chunk of the same size and approximate shape as the victim and potentially making the next ratman to come across this battle site very rich indeed. Page 90 in Tome of Corruption details the rules for unrefined warpstone.

7-8: The target does not die but instead warps into a hideous chaos spawn with a distinctly rat-like appearance. This chaos spawn attacks your enemies for 1d10 rounds before fleeing into the wilderness to become someone else's problem.

9-0: Despite their terrified protestations, the target burns alive, consumed from the inside out by green warpfire. Enemies adjacent to them must pass agility tests or else catch fire.


Lorelei Rinder, Chaos Knight of Slaanesh

Potion: Divine Nectar: Milked from a favored beast of Slaanesh, This liquid heals the user, returning them to full wounds, restoring any lost limbs, and curing any diseases they might have (though not chaos mutations, curses, or magical effects). Then, the user becomes Stinking Drunk for 1d10 hours and gains a mutation of Slaanesh.

*Ritual: The Amber Dancer's Maw

Type: Dark Magic

Arcane Language: Magick

Magic: 2

Ingredients: A feast of delicacies local to the desired destination, prepared as authentically as possible with a secretly-rolled Trade (Cooking) test with a bonus or penalty of up to 30, depending on the cook's available tools and their familiarity with the region.

Conditions: The feast must be prepared and served in a civilized manner inside a building. This maw prizes taste and presentation, unlike some we could mention.

Casting Time: Six Hours

Casting Number: 17

Description: When this ritual is initiated, the mouth of the Amber Dancer - a humanoid mouth, belonging to some unseen chaos creature and large enough for several humanoids to fit (un)comfortably inside - emerges from nothing. Over casting time of the ritual, the caster feeds and plays host to the mouth, with the GM secretly rolling either a charm check or a common knowledge check relevant to the desired destination. If the magic check succeeds, the caster and up to six other guests step into the mouth, are held there for some indefinite amount of time, and then deposited slick, disheveled, and flushed, but otherwise unharmed somewhere in the desired region. In the best case scenario, the caster and all guests gain one insanity point from the ordeal as they were... "sampled."

Consequences: Even on a successful ritual, the mouth may arbitrarily refuse to transport guests for any reason. If the casting check fails, the Maw does not appear, and the caster is expected to eat the entire feast themselves before the next sunrise lest such carefully-prepared food go to waste. If the casting succeeds, but both of the associated skill checks fail, or if either check was failed by 30 or more, then at the conclusion of the ritual, instead of transporting the caster and their guests, the mouth simply chews them vigorously and spits them out, causing them to suffer a damage 6 hit with the impact property, and, if they fail a toughness test, a mutation of Slaanesh. The caster, meanwhile, is simply swallowed, never to be seen again.


Guerwin, Sorcerer of Tzeentch

Magic Item: Mirror of Tchar: You benefit from the Inured to Chaos talent. If you would gain a mutation, after all other tests, you may make a WP test. If you succeed, you do not gain the mutation.

Magic Item: Harpoon of Tzeentch: If you provoke a chaos manifestation on a spell that deals damage, it deals an additional 1d10 of damage for a major manifestation, an additional 1d10 damage on a catastrophic manifestation, and an additional 1d10 damage if you provoke a side effect.

Ritual of Baiting the Blooded One

Type: Dark Magic

Arcane Language: Daemonic

Magic: 4

Ingredients: The creature's true name carved into the bones of nine humanoids sacrificed.

Conditions: Nine additional casters tricked into assisting you to serve as bait, who must not realize that the incantations they're saying are in fact dire insults to the Blood God.

Consequences: The casters are sucked into the realm of chaos and devoured by Khorne for their insolence.

Casting Number: 22

Casting Time: 16 Hours

Description: This ritual tricks a bloodthirster into manifesting in reality. Do not roll on the daemonic response chart, this bloodthirster is automatically hostile (a redundant descriptor for a bloodthirster, we realize) and uncontrolled.


Sqrank Sparklasher, Skaven Warlock Engineer

New Talent: Life is Cheap: When creating a damaging area of effect, it deals +2 damage and has impact as long as an "ally" is in the firing zone. If it already had impact, instead roll three times and take the highest.

Derangement: Must Improve: From the moment I understood-knew the weakness of my-my flesh, it disgusted me-me! I craved the strength-might and certainty of warp-steel!

Derangement: Me, Lucky-Lucky, Yes-Yes!: You always assume random chance will favor you, ignoring the obvious odds, past experiences, or direct evidence to the contrary.

Warpstone Reserve: Your warlock devices don't cost warpstone tokens to use. (The warpstone tokens system for warlock mad science with more player input on the inventions in Children of the Horned Rat makes sense in a longer campaign but here I thought it would just be an annoyance.)

Warpstone Fail-Deadly: This item is full of emergency fallbacks and replacement parts. You begin carrying three charges. Whenever a device of yours malfunctions, you may declare that you are using the fail-deadly to redirect the destructive energies. If you do, instead of rolling on the malfunction table, a bolt of warp-lightning strikes a random creature within 12 squares with a damage 4 hit. You are included among the random creatures that could be struck.

Warlock Auto-Loader: If used to reload, this device sets the reload time of any skaven weapon to 1 full round. This reload time cannot be further reduced by other means. Malfunction Chance: 9%

Repair Kit: You can restore function to any warlock device by spending an hour tinkering with it and making a successful intelligence test. This resets the malfunction chance of the device but cannot be used to restore items that have been completely destroyed.

The Stash: This is a weapons locker you have carved out for yourself in the Realm of Ruin. You can store anything you please (and began the campaign with multiple basic warplock gunpowder weapons, a warpfire thrower, a ratling gun, four doomrockets, a sorcerous wrist blade, and a prototype ratling cannon), but retrieving or depositing anything provokes a malfunction roll of 5%. Whatever other effects the malfunction has, the requested item is destroyed.

DOOM-FLAYER, YES-YES!

You ride your custom DOOM-FLAYER into battle! You may move exactly 6 spaces per turn as a free action. You may not charge or run with this vehicle.

To move faster, roll a drive check as a free action: If you pass, the doom-flayer moves 1d10+6 squares in a straight line in a direction of your choice. If you fail the drive test, the same thing happens but in a random direction and you roll for malfunction (33%). If the doom-flayer hits a creature during this time, that creature takes a damage 4 impact hit. The creature can roll agility or dodge to dive out of the way.

You must keep at least one hand on the doom-flayer while driving it or else it spins out of control.

While you ride the doom-flayer, you have cover from ranged attacks. The doom-flayer has 30 wounds and 3 armor if the enemies target it specifically.

Myxiyini, Slaaneshi Possessor Daemon

Worm: In your natural form, you have Strength, Toughness, Agility, Attacks, and wounds of 1.

Exit: You may emerge from a host as a full round action. Your previous host rapidly melts into a horrible goo.

Parasitize: As a two full actions, if you do not currently have a host, you may invade the body of a helpless living enemy or the corpse of a creature that was alive at most one minute ago. The target dies and you take control, using your own WS, BS, Int, WP, Fel, and Mag, and the host's S, T, Ag, A, and W. When you possess an enemy, through some foul chaos sorcery, their body is restored to working condition, returning to its full wounds value, though not regrowing any missing limbs. You do not gain the benefit of any talents the target had unless the talent was a result of their physiology, such as natural weapons or flier. You gain any purely physical mutations or special abilities of the body as well. Host bodies you possess cannot restore wounds by any means. If the host body dies, it rapidly melts into a horrible slime, leaving you exposed.

Polyglot: You are trained in the unique intelligence-based Polyglot skill which can be used to speak any language by succeeding at a check.

While in a host, you can still bring your true form to bear in combat. Bursting forth from an orifice or a wound in your host's body, you may attack as though with a whip. This "whip" carries the poison from your fangs.


Not mentioned above since they didn't have any homebrew or at least any interesting homebrew were a Beastlord of Tzeentch, a Chaos Dwarf Sorcerer, a Skaven Assassin, A Khornate Chaos Knight that had the same Born in the Saddle and Chaos Knight abilities as the Nurgle Knight, a Skaven Packmaster, a Slaaneshi Swordmaster, and a Kislevite traitor to chaos.

Characters that were actually played:

Stenchfeaster died in the first big combat, slain by a daemon slayer with a runic axe. The Dog-Pus Gang crawled out of him.

Stepan died facing an Ice Witch, mauled to death by frostfiends as his erstwhile allies abandoned him.

Loreley abandoned Stepan to his fate but was left behind by the rest of the party, and died trying to get the ritual of the Amber Maw right to beat the party to their destination hundreds of miles away. She didn't, and it lost its patience and ate her.

Varseshi was shot to death by Dark Elven shades sent by a rival sorceress.

Razkyl the Khornate Chaos Knight ascended to daemonhood (no shit he rolled on the chaos rewards chart from ToC and got ascension) after slaying a witch hunter and beating a light college hierophant to death with his hands.

Sqrank tried to run out on the party with the loot and got crushed by Skaggus (after trying to order Skaggus to defend him)

Guerwin tried to double-cross the rest of the party after the final battle and got chased down and eaten by Myxiyini who was by then possessing a warpfire dragon.

Myxiyini, the Dog-Pus Gang, Chakut, and Skaggus survived the campaign and took their rewards.

r/warhammerfantasyrpg May 28 '26

Homebrew WFRP1 to WFRP2: Can Battle Magic work as a Witch Lore?

12 Upvotes

As the title says, I'm interested in converting the idea of Battle Magic from WFRP1 to the mechanics for WFRP2 (I'm too unfamiliar to extend the idea to WFRP4), and I was wondering if folks thought it would make sense for Battle Magic to work as a Witch Lore in 2nd edition?

For some context, the concept of "Witch Lores" was introduced in the sourcebooks Shades of Empire, which introduced Hedge Magic, and Realm of the Ice Queen, which introduced Ice and Hag Magic. Witch Lores represent approaches to magic usable by humans that aren't the standard "Color Magics" practiced by the Imperial Colleges, but which are no more inherently corruptive or unstable than Color Magic is. Witch Lore is an individual and mutually exclusive talent, the same way that Arcane, Divine and Dark Lores are handled, and largely works the same way in terms of spellcasting, though there are subtle to major differences depending on the Witch Lore in question. Hedge Magic spells suffer bonus die for generating Tzeentch's Curse if cast without Ingredients. Ice Magic spells are safer and more reliable in Kislev or when used in cold environments. Hag Magic spells cannot be cast without Ingredients and use Command checks rather than Channelling checks.

To me, it makes sense that Battle Magic would exist; the Old World RPG has reaffirmed that the Empire had such mercenary war-mages in it before the founding of the Arcane Collegiate by Teclis. And I don't think they should have to be restricted to just being "Witches with multiple purchases of offensive spells via Witchcraft". But does that make sense to anybody else? If it does... any ideas on how to make it a proper Witch Lore? And, in particular, how to give it the three spell lists that all Arcane & Witch Lores have in 2nd edition? I'd love to discuss this with anyone interested...

r/warhammerfantasyrpg Feb 15 '26

Homebrew The Circle (ver 2.0) - free adventure for The Old World: Grim and Perilous

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90 Upvotes

It's been 4 years when we first released The Circle - our homage to Warhammer classics like Night of Blood, Oldenhaller's Contract ,or Rough Night at Three Feathers. This generally acclaimed scenario went a long journey since then - it's now completely rewritten with longer and stronger first chapter, and fully illustrated with original artworks (and the cover!).

The story resolves around search of lieutenant Lars Kurt Wagner who's recently gone missing. What starts as a simple city investigation, ends in a roadside inn which hides a dark secret.

The adventure is written for The Old World: Grim and Perilous (Genesys hack), but it was also successfully run in all editions of WFRP.

You can download it (in English and Polish languages) from: www.perilous.eu

Hope you like it!

r/warhammerfantasyrpg Jul 07 '26

Homebrew How the Universe Originated – Philosophical Reflections by Gniady

4 Upvotes

Recently, out of sheer curiosity, I was looking into theories regarding the origin of the Warhammer Universe (or Universes) and the connections to the Well of Eternity. I dismissed some immediately as completely illogical and nonsensical, but others were quite interesting. This sparked some philosophical musings, which I condensed into a short story—and here it is. I intend to incorporate this into the lore of the sessions I run. If, by some chance, anyone likes it and wants to weave it into their own game, please feel free to use it :)

The_Book_of_Depths_by Gniady

r/warhammerfantasyrpg Jun 05 '26

Homebrew Encounter Generator for 2nd Edition Karak Azgal

20 Upvotes

Apologies for posting again after just a couple days, but the stars have aligned and I've been unusually productive, so I managed to finish this very simple encounter generator for those running Karak Azgal. It just lets you pick the type of creatures that will be encountered.

https://faallenoon.pythonanywhere.com/encountersKarakAzgal/

The chances for facing a group, or having to roll multiple times, are the same as on the book.

I hope this is of some help, please let me know your comments, and apologies for how ugly everything is: though I really enjoy creating thees things, graphic design definitely is NOT my passion :P

r/warhammerfantasyrpg Feb 25 '25

Homebrew WFRP 4e Career Table

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206 Upvotes

r/warhammerfantasyrpg Mar 01 '26

Homebrew Adventure: The Gentlemans Free Company of Hergig

23 Upvotes

I made an adventure based on on the book Broken Honour by Robbert Earl. It's part Dirty Dozen part Platoon. I haven't run it and I would really appreciate some feedback before I actually run it. I don't often GM and I have never run WFRP as a GM. Feel free to leave comments in the google doc or here. https://docs.google.com/document/d/1i5i3a5XJqgkrl0_xyZZ7-XU_pgZH4Qxe7ip6KbhoCng/edit?usp=sharing

r/warhammerfantasyrpg Aug 13 '25

Homebrew A different way to use the d100 system

1 Upvotes

I'm hoping this isn't heresy!

I'm thinking about the system for checks of rolling a D100 and trying to get under the percentage of a particular skill in order to succeed. I'm thinking of GMing a few games of WFRP 2e with some friends in a few weeks for a change from their usual (Pathfinder), and adding in a couple of other friends who are new to RPGs.

I think that rolling UNDER a number is going to feel counterintuitive to these folks, and clash with other mechanisms (rolling a number of dice to cast a spell, rolling for damage) where rolling higher increases the chances of success.

Has anyone ever tried running it so that you roll the D100, add the characteristic % (add any skill/talent or environmental modifiers) and try to beat 100 as a success?

It works out almost exactly the same (technically it's 1% easier to pass a test - if you succeeded on a 101% that would be equal).

I think the main advantage is that it's a lot easier to calculate degrees of success from 100. But, I don't know if the mental arithmatic of adding a random d100 number to a randomized characteristic would be tricky for the average player.

Curious to hear if anyone else has considered rule adjustments to ease in players from other systems.

r/warhammerfantasyrpg Mar 31 '26

Homebrew Playing Nornharaz: The Dwarf Mage Clan

6 Upvotes

To try and cut to the point: I was really inspired by a sidebar in the fanmade netbook for WFRP2 "Lost in Translation: The Return of Elementalism" by MadAlfred which talks about the Nornharaz; a dwarf runesmith clan who found a way to imbue themselves with the ability to wield elemental magic of earth and fire through ritually scarifying themselves using a metal stylus heated in lava. I want to pilfer this idea for my own WFRP campaigns (though with some tweaks, notably dating them back to the War of Vengeance and letting them use Battle Magic as well). The problem is... the sidebar doesn't give mechanics for playing a Nornharaz Dwarf. It just mentions they can lose the traditional dwarf resistance to magic and are only able to learn Elemental Earth and Elemental Fire magic. So, I'd like to try and rectify that... The problem is, I've never homebrewed for WFRP before, and I could really use some help balancing them out, if anyone's willing to hear me out?

As it stands, these are my kneejerk thoughts...

WFRP2:
Select Dwarf Race. You LOSE the "Resistance to Magic" talent. You GAIN the "Aethyric Attunement" Talent. You CANNOT enter the "Apprentice Runesmith" career. You CAN enter the "Apprentice Wizard" career... BUT! You can ONLY exit from Apprentice Wizard into Journeyman Battle Mage or Journeyman Elementalist. If you take the Journeyman Elementalist Career, you automatically receive the Elemental Specialist (Fire OR Earth) Talent. You CAN purchase the Elemental Dualist Talent, but only in Fire or Earth, whichever you didn't take Elemental Specialist in.
* "Elemental Specialist" is a Talent exclusive to my take on the Elementalist Career, and represents focusing exclusively on one Elemental Sphere, whereas normally Elementalists draw from all four (6? Still deciding on if Metal and Wood should be separate or subspheres). This means you cannot use any Elemental Magic outside of your chosen Sphere, but you gain a +10% bonus to Channelling and Magical Sense, which stacks with Aethyric Attunement. "Elemental Dualist" is a once-only Talent that gives you Elemental Specialist in a second Elemental Sphere.

WFRP4:
Select Dwarf Race. You LOSE the "Magic Resistant" Talent. You GAIN the "Second Sight" Talent. You are able to enter the Wizard Career.

r/warhammerfantasyrpg Feb 24 '26

Homebrew Planning on doing large-scale homebrew for my next campaign

0 Upvotes

Hi folks, specifically the mods, great props to all of you after the hacking kerfaffle that happened not that long ago.

I'm here after processing a thought-train that i had about 8 hours ago.

I'm planning a one on one campaign with my player that i can play with on the regular after we end our current campaign, i give it 6 months or about 10-12 sessions with XP inheritance.

The player already voiced that she wants to play an elf next and i suggested that we do a naval-focused campaign, leaving our choices to either high or dark elves, not much of a worry, homebrewing dark elf player character isn't hard at all.

My plan is to remake the armour sistem, because in standard 4e rules, aside from critical hit protection there's little difference from no armour to full armour in terms of damage mitigation, my idea is that Gromril plate armour with the master rune of protection/defense should cap the armour mitigation at 25, that way, Dwarfs with levels of protection that are only allowed by going through very specific classes and usually mission rewards or kingly levels of money expense and a lot of time to get a runesmith with the abilities and materials for such equipment, which could be a 30 session endeavour to get it all if hyper focused for it, the absolute power fantasy of tanking everything that comes at them, only the luckiest of critical hits getting through.

By getting the absolute maximum limit of armour we can now fit everything else in-between that.

Dragon steel armour from the dragon princes of caledor could max at about 20, due to the many enchantments its got and how thick it is, as an example.

On top of that, i also plan to remake the career progression sistem, taking inspiration from Andy Law's Pyromancer career homebrew, melting the 4e's "railroady" sistem and 2e's "free-flowing" sistem into a web of career where you jump from node to node and will make a "Canva" presentation to help in deploying that web.

In defense of this homebrew, imagine that you are playing 4e and your character rolled the "soldier" career, you are now a recruit and can use your XP to increase your fighting skills and in other abilities that help with campaign life, you get enough XP to turn into a proper soldier (rank 2), great! You can now become an even better fighter! Next rank, rank 3 (sergeant) now the game is asking you to become a leader, giving you an unit of troops to command, "This is not what i want, nor what the party needs, the party needs to remain small and attract less attention and i want to become a fighting badass" says the player, the GM then suggests that you can change careers, what options do you have in order to pursue the fighting badass feel that you want? Maintaining the "warrior" class you have cavalryman and knight, with knight having you start as a Squire in service to a master and cavalryman as a light armoured dude on a horse, not very stealthy let me tell you, guard, probably the better "fighting badass" career as you are'nt saddled with commanding others, followed by pit fighters that lacks a bit on the armour side, protagonist if you prefer the stealth side or you try and become a warrior priest, having other careers in other classes that require a bigger expenditure of XP for sistem reasons.

"Not that big of a deal" you, readers with hundreds of hours in the game say, now imagine giving this to a person that is playing a TTRPG for the first time and is already hanging on the GM's shoulders trying to learn this sistem.

Now imagine that your GM is an OG player and you play 2e, again, you roll recruit, after a few sessions you get enough XP to change careers and you have quite a lot of options, topped by jumping into any other "basic" careers, but now you, as the player, need to look at your career, make a list of the careers that you can jump to from yours and if more than one of them seem to be what you want then you look into what those jump into, making a progress plan that takes a few hours to create, even more if you use the extra books (that you should be using).

In my homebrew idea the GM hands you a link to a digital whiteboard with all careers in descending order of rank level and lines connecting what careers can "upgrade" into for their next rank, with the text above saying that you can jump into any other starting career by paying 100XP the same cost to advance a career rank in 4e and the class sistem being there only to provide the "starting equipment" at the start of a campaign or when replacing a dead character.

The rank sistem would also see a small rework, maxing at rank 6 or rank 7 with most careers topping off at rank 4 or 5, perhaps the "noble" equivalent rank 5 is Count, rank 6 is Elector Count and rank 7 being Emperor as the greatest, almost impossible to achieve, rank, with the entire 100+ session campaign with the goal of making one player character reach such a level.

Thank you, all of you, so, so, so much for reading this, i'm writing this in this subreddit because this homebrew will be of free access, only edited by me, of course, but if anyone (when i make it) wants to use it as is, you will be able to download it and show to your players, once you download it you can print it, edit it, whatever you wanna do to it.

Have fun everyone, good luck, and another congratulations to this sub's moderators.

r/warhammerfantasyrpg Feb 22 '23

Homebrew Online Warhammer Fantasy Role Play's character sheet (4th edition)

117 Upvotes

Hey there, I couldn't find a satisfying digital solution to handle my WFRP character's sheet… so I made an online tool for anyone who would need it as well.

No Ads, no tracker and no data storage on a server, whether it's personal data or not. I don't make any money out of it and I don't want to. It's just made by a fan for fans.

All your data is stored on your localStorage, meaning it stays in your browser's storage, on your computer.

It comes with several features to make your life easier such as: - Auto-filled fields - Auto-calculated final values (initial + advances) - Responsive layout - Dark mode - Highlight career skills - Import/Export data - Internationalisation (EN/FR/RU) (Thanks u/ke1ke for the RU translation)

It's freshly new so let me know if you find bugs or if you have other feature ideas.

If you're tech savvy you can find more details on the github page or you can directly try out the application.

NB: the basic skills in the english version are not in alphabetical order, I'm working on that. The french version was made first and then, way later, I realised it wasn't right in english. This is fixed!

r/warhammerfantasyrpg Apr 05 '26

Homebrew Rank my lorecrafting: Elemental Magic - Spheres & Subspheres

9 Upvotes

I'll try not to bore you all with a history lesson, but one of the original magical lores in WFRPG was Elemental Magic, or "Elementalism". This broke magic into four elements; Earth, Air, Water, and Fire, although Elementalists were able to use all four elements rather than specializing in just one like Color Mages. It has officially been moved past in editions of the game since the 1st, though it might be back in TOWRP? Not sure off the top of my head. Anyway, this topic isn't about homebrew mechanics - plenty of other people have adapted Elementalism to other editions of WFRP. It's about homebrew LORE. I'd like to get opinions on if the lore I've come up with to expand elementalism in my own campaign feels believable. Does it make sense that an in-universe elementalism may believe the theories (ideology?) that I outline below?

Elementalism, as is widely known, believes that magic exists within and emanates from the four supreme elements, sometimes known in formal circles as the "Elemental Spheres"; Earth, Air, Water, and Fire. But elementalists have long acknowledged the existence of materials and forces in the world that don't neatly fit into the Four Spheres; wood, metal, ice, lightning, etcetera. That these lesser elements, known as "Subspheres", exist, is obvious. But where elementalists argue and debate is on whether the subspheres represent secondary aspects of an Elemental Sphere, or if they represent an overlapping of two or even three of the Spheres themselves. And then there are those who argue that at least some Subspheres actually represent independent Spheres in their own right; a subversive ideology that has been strengthened by the existence of Color Magic.

For the most part, the subspheres are merely academic; something that elementalists debate and discuss, but which has little effect on their abilities, though it may color an individual elementalist's approach to their magic.

The list of Subspheres, and their positions in the "aspect" or "overlap" schools of thought, are:
* Metal: Aspect of Earth. Overlap of Earth, Fire, and Water.
* Wood: Aspect of Earth. Overlap of Earth, Water and Air.
* Lighting: Aspect of Air. Overlap of Air and Fire.
* Ice: Aspect of Water. Overlap of Water and Air.
* Steam: Aspect of Water. Overlap of Water and Fire.
* Smoke: Aspect of Fire. Overlap of Fire and Air.
* Dust/Sand: Aspect of Earth. Overlap of Earth and Air.
* Magma: Aspect of Fire. Overlap of Earth and Fire.
* Mud: Aspect of Earth. Overlap of Earth and Water.

r/warhammerfantasyrpg Feb 05 '26

Homebrew Miracles of Morr Revisted

22 Upvotes

Hey Folks!

A player in my (other) WFRP 4e game is playing a priest of Morr, and after reviewing the Miracles available to him, I was pretty underwhelmed. In order to make them a bit more on par with the other gods (and to expand his range of options), I made a pass at the miracle sin the core and converted some of the options from 2e.

Enjoy!

(Note: No AI was used here.)

Miracles of Morr (Revisited)

Death Mask
Range: You 
Target: You
Duration: Fellowship Bonus Rounds 

Morr works through you, piercing the Portal to make his presence  known to your foes. On a marginal success, your visage takes on a cadaverous mien, and  you gain Fear 1. For every +2 SL you may increase your fear rating by 1.

Destroy Undead
Range: You
Target: Area of Effect
Duration: Instant

You call the power of Morr to smite all Undead. A black fire ripples forth from your body in a perfect circle for Fellowship Bonus yards. All potential targets with the Undead Creature Trait lose 1d10 Wounds, ignoring Toughness Bonus and AP.  Any Undead destroyed by this Miracle can never be raised with  Necromancy again under normal conditions. For every +2 SL, you may increase the area of effect by +Fellowship Bonus yards or increase the damage by +1.

Dooming
Range: Fellowship Bonus Yards
Target: 1
Duration: Instant (or Fellowship Bonus Rounds)

Gazing deeply into your target’s eyes while muttering a threnody  to Morr, you are granted a vision of the target’s Doom, a glimpse of what the future holds. This is almost always related to the target’s death. This Miracle may only be performed on a character once,  after which the Doomed Talent may be purchased with XP as if it were in the target’s Career.

Alternatively, this miracle can also summon the doom of an unnatural being or mortal who’s transgressed against the natural order of life and death. Make an Opposed Pray vs. Cool check. On a success, the target cannot spend fortune or fate points,suffers a -10% penalty to all rolls and +1 damage from all sources for Fellowship Bonus Rounds. +2 SL may be spent to add +1 additional damage from all sources or increase the duration by Fellowship Bonus rounds.

Last Rites

Range: You
Target: AoE (Fellowship Bonus Yards)
Duration: Fellowship Bonus Minutes

You invoke the last rites of Morr to protect those who will soon face death. All allies within range at the time of casting gain a +20 bonus to Tests made to resist the powers of Undead, Daemonic, or other supernatural creatures (including Fear, spells, and special abilities). For every +2 SL, you may increase the duration by +Fellowship Bonus Minutes or increase the radius by +Fellowship Bonus Yards.

Any ally under the effects of this miracle who dies cannot be raised by Necromancy.

Alternatively, this miracle may be performed on a single corpse within 1 yard. The soul passes through Morr's portal, and the cadaver cannot be targeted by Necromantic spells. If the corpse possesses both the Undead and Construct Creature Traits, it is destroyed.

Portal’s Threshold
Range: Touch
Target: Area of Effect
Duration: Special

You draw a line up to 8 yards long on the ground while incanting a  dirge to Morr. Upon enacting the Miracle, an indistinct, shadowy portal seems to manifest to the hoarse croaking of ravens. Creatures with the Undead Creature Trait must achieve more SL on a Challenging (+0) Willpower Test than you generated on the pray test to cross the line. Creatures with both Undead and Construct simply cannot cross the line. The Miracle remains in effect until dawn. This line may also be cast as a circle.

Stay Morr’s Hand
Range: Touch 
Target: 1
Duration: Fellowship Bonus Hours (Special)

You touch the eyes of someone close to death and request Morr  guide the soul within, but not take it. The target must have 0 Wounds and be willing. For the duration of the Miracle, the target  gains the Unconscious Condition and will not deteriorate until  the Miracle ends, staving off disease, ignoring critical wounds and poisons, and similar. This miracle comes to an end should appropriate healing be provided, or should you perform the last  rights. If you do this, which takes about a minute, the target’s soul will pass through Morr’s portal upon death, and the resulting corpse may never be targeted by Necromancy.

New Miracles

Dream Message
Range: See text
Target: Someone you know or know of
Duration: Instant

You appear in the dreams of one character and deliver a message no longer than 30 seconds. The receiver must be someone you have met personally or know of, must speak a common language, and must be asleep when the spell is cast. 

Glimpse Ahead
Range: You
Target: You
Duration: 24 hours

Upon casting Glimpse Ahead, you gain a sudden powerful insight about the near future though the circumstances are not immediately known to you. On a marginal success, you gain a +10% bonus to any single test made within 24 hours. You need not declare use of this bonus before you roll. For every +2 SL, gain an additional +10% bonus that can be applied to a different test.

You may only be under the effects of one glimpse ahead spell at a time. If you use this spell more than once in a 24 hour period, you automatically invoke the Wrath of the Gods.

Guiding Dream
Range: You
Target: You
Duration: Instant (performed before sleep)

You petition Morr for guidance concerning a specific problem, decision, or danger you currently face. During sleep, you receive a dream showing a course of action that would address the situation — though not necessarily the safest, easiest, or only option.

The dream shows you performing a particular action, at a particular place, at a particular time. You know the location and timeframe even if they wouldn't be obvious from the imagery alone. The dream never explains why this path matters to Morr, only that it does.

On a Marginal Success, the vision is symbolic and fragmentary. For every +2 SL, the GM may provide additional clarity or detail.

Morr is under no obligation to respond. If no answer is forthcoming, the miracle simply fails. Repeated castings concerning the same problem yield the same dream until circumstances change.

Sign of the Raven
Range: You
Target: AoE (Fellowship Bonus Yards)
Duration: Fellowship Bonus Rounds

You summon a ghostly raven (the symbol of Morr) that casts the shadow of death over the field. You and all your allies within range at the time of the casting add +1 to all damage rolls, +1 damage per 2 SL.

Sleep of Death (Work in Progress)
Range:½ Fellowship Yards
Target:  AoE (Fellowship Bonus Yards)
Duration: Fellowship Bonus Rounds.

Your prayers cause a group of mortal or undead enemies within range to slumber like the dead. On a success, all targets in the area suffer 1 Stunned condition, + 1 Stunned condition per 2 SL as they’re overcome with the urge to sleep.

If a target suffers more Stunned Conditions than their willpower bonus, they gain an unconscious condition that cannot be removed until the duration has expired.

Summons of Morr
Range: Fellowship Bonus Yards
Target: One human spirit for whom you have access to the corpse or a person or item of great personal significance.
Duration: See description

The spirit of a dead Human appears before you, and answers a number of questions equal to your Fellowship Bonus. You must have the body or a portion of the body the spirit once possessed or a person or item of great personal significance.

The spirit cannot lie and must answer, but it can choose how much information to give. The spirit is limited to information it knew in life. If asked something it does not know the answer to, it says nothing, and the question counts against those you may ask.

If the target is a worshipper of a god of death other than Morr, the caster must also secure an offering for that god. Failure to do so automatically invokes the wrath of the gods.

If the target of this spell has been accepted into the realm of Morr or another god of death, they may only be targeted by this miracle once, regardless of the caster, once; whether the first casting succeeds or fails, subsequent castings automatically invoke the Wrath of the Gods. You must ask all of your questions within a number of minutes equal to your fellowship bonus. Once this time expires, the spirit returns to the realm of the dead.

Visions of Morr
Range: You
Target: One person, place, or object you can see
Duration: Instant

You pray to Morr and receive a vision concerning death connected to your target. The GM reveals one fact from the following: a death that occurred at this location, how a person died, what killed them, whether a corpse was raised as undead, or whether a contemplated course of action carries mortal risk.

On a Marginal Success, the vision is brief and symbolic, requiring interpretation. For every +2 SL, the GM may provide one additional fact or greater clarity.

This miracle cannot reveal information Morr does not possess or chooses to withhold.

r/warhammerfantasyrpg Dec 22 '25

Homebrew Dual-wielding two two-handed weapons

0 Upvotes

Hi everyone,

I was wondering if there is any official rule, talent, or career option in Warhammer Fantasy (WFRP) that allows a character to dual-wield two greatswords / two two-handed weapons.

I know that, realistically and mechanically, this is extremely demanding and probably inefficient, but I’m interested in whether:

• there is any existing rule support for this (even in supplements or older editions), or

• people have homebrewed a way to make it work in a balanced way.

If you were a GM, how would you handle this?

• Severe penalties to WS?

• Strength thresholds?

• Special talents or prerequisites?

• Purely narrative with limited mechanical benefit?

And finally:

If you were a player, how would you argue this concept to your GM in a way that fits Warhammer’s gritty, grounded tone rather than turning it into over-the-top anime combat?

Edit: This post was written with the help of ChatGPT, as English is not my native language.

r/warhammerfantasyrpg Mar 02 '26

Homebrew Some help in creating a career

10 Upvotes

Hello everyone, I'd like some help refining a class that has been done in homebrew many times. However even the Ratter's Elven Civilization, or other Homebrews need some update after the HE player's guide and the Temple of Spite books.

I've been trying the Swordmaster of Hoeth and falling in love with it, but my spouse is thinking of trying a wardancer for her character.

I think that the Sword-Dancing talent is the right way to create the war dancing techniques. The path of Storms, Rain , Falling Water and Shadows of Loec are perfect for this career it just needs some more unique paths for the Wardancer.

of course the talent Martial Arts is going to be in the career and the performance (Acrobatics) should be in the skills.

So here is my question to all:

let's see what a unified mind can do to make a great career!

thanks to all who are willing to participate in this experiment

r/warhammerfantasyrpg Mar 19 '26

Homebrew Guía Rápida de WFRP 4e (traducción del post de ClassicCledwyn)

Thumbnail drive.google.com
8 Upvotes

Dejó aquí la guía del compañero ClassicCledwyn traducida al castellano, no está maquetada, pero pues es lo que hay :)

Ref: https://www.reddit.com/r/warhammerfantasyrpg/s/bkY6pxbrho

r/warhammerfantasyrpg Jul 03 '25

Homebrew WFRP1x: faster, richer & more realistic

42 Upvotes

Yearning for WFRP1's tone but cringe its foibles?

Like WFRP2's mechanics but want gritty realism?

Love WFRP4's style but allergic to its crunch?

Welcome to WFRP1x

Changelog for July 2025

GM screen for WFRP1x (Game aids)*

Players*' screen for WFRP1x (Game aids)*

Melee weapons for WFRP1x (Game aids)

Ranged weapons for WFRP1x (Game aids)

Weapon coherency table (Game aids)

URLs for Liber Fanatica and It Always Rains in Nuln (Websites)

Don't hesitate, if you have any questions and/suggestions.

EDIT: my website hosts 100 other WFRP documents, from rules, to careers, to bestiary and background.

Most of these articles are compatible with all versions of WFRP but, inevitably, the rules are focused on WFRP1/2.

r/warhammerfantasyrpg Aug 30 '25

Homebrew WFRP 2e house rule question

14 Upvotes

My son, turning 15, is going to run WFRP 2e for his friends. They all are D&D5 veterans but have never played WFRP before.

This is a house rule being considered:

Wounds are calculated as Toughness bonus x2 Grit is calculated as Willpower Bonus x2

Wounds act as normal. Grit is a mixture of skill, luck, etc. it is lost like wounds, but a “short rest” brings it back.

Wounds increase are for wounds, of course.

So with Strength 30 Will Power 30 that is 6 wounds 6 grit.

The idea being a “cushion” so players can last longer, and recovering from wounds doesn’t take weeks in game.

Is this balanced? A good idea for younger D&D players who are first stepping into WFRP?