Homebrew Rules

ATTACK ECONOMY

During your turn, AS LONG AS YOU HAVEN’T MOVED you can spend your reaction to make a melee attack at disadvantage.

MELEE / RANGED

During your turn, when you make an attack (that is an attack action) you may choose to make it a critical strike. You must state this before making the attack and whether or not the attack hits, you suffer one level of exhaustion, these do stack with any current level of exhaustion you currently have.

SPELL CASTING

During your turn, when you cast a spell (that is an attack action) you may choose to make it a critical strike. You must state this before making the attack and whether or not the attack hits, you suffer two levels of exhaustion, these do stack with any current level of exhaustion you currently have.

These types of attacks do not cost anything special other than its normal cost. You can than attack a specific area on a creature in order to possibly cause other types of conditions.

MOVEMENT ECONOMY

A player can spend 15ft of movement on certain tasks during combat rather than a bonus action, reaction, or action. This does not include making other attacks of any kind.

TURN ECONOMY

A player can choose to “hold” their turn until after a certain player/monster instead of using their initiative turn during that round. Once the round is over the player returns to his/hers original initiative spot in the order.

Players can choose to make their moves “together” in the same turn, this allows for combo type moves.

INTER-ACTION ECONOMY

During a player’s turn, they can use the inter-action to perform one skill check for “free”. This promotes player interaction with the environment during combat, without the fear of potentially wasting a turn. This could possibly cost either a Free Action, Bonus Action, or Action based what is being done, but if the player fails the check it costs nothing and the player can continue using their turn as normal. WHETHER IT’S A FREE ACTION, BONUS ACTION, OR ACTION IS SOLELY DECIDED BY THE DM.

ARMOR CLASS

These attacks happen when the player/monster hits the AC exactly. If this happens the damage is reduced by half.

Example: The players AC is 18 and the monster rolls an 18 and then rolls 10 for its damage, that is a hit but it barely hits him causing the player to be able to glance the blow a bit resulting in half damage, so the player only receives 5 points of damage instead of 10.

These attacks happen when you roll at least 10 or higher than the targets current armor class. In result you are able to add an extra damage roll to the damage.

Example: The monster has an AC of 12, but the player rolls a 22. They then roll their damage of 1d8, but since its 10 more than the targets armor class they can instead roll 2d8.

CHANGING SUBCLASSES

Changing subclasses will be done during downtime.

Changing subclasses will result in you unlearning all previous abilities from the prior subclass ( spells learned over the levels are not forgotten, but spells learned specifically from the subclass are. )

DURATION:

It will take time to study and learn a new subclass, it’ll take time to learn the ins and outs of the new subclass you’re changing to.

The time frame will be: 2 Months ( 8 weeks ) + ( Your current player level X 2 ) = Total weeks it will take to change subclasses

EXAMPLE:

A 10th level character’s time frame would be: 8 + ( 10 X 2 ) = 28 total weeks ( 7 months ) to change to that particular subclass.

WHAT NEEDS TO BE DONE:

( Note that these parts aren’t in any particular order. They can be done in any order that is given to you, the player. )

PART 1: FINDING THE MEANS TO TRAIN

First and foremost you will need someone or something to train you. Whether you find a master to teach you or read it in books or other types of materials that would give you the information needed.

PART 2: SHOWING YOU’RE WORTHY OF TRAINING

You will do something important within the timeframe of the training. It will be some type of solo quest that requires you to “do something pertaining to the new subclass” There may be more than one.

EXAMPLE:

RANGER

If the subclass is based on bettering themselves against a favored enemy, than the quest might be something along the lines of going out, hunting, stalking, observing this beast, and studying it and learning of new ways to take it down. Now this quest might take a few times before you go out and actually kill the thing. What I mean is maybe you go out and spend an hour learning where it lives, than studying the surrounding natural habitat. The next day or so might be observing its natural behavior. It might take a month before you’ve learned enough to take it down.

SORCERER

You might have to go out and perform certain rituals to “transform” your natural talent to something else, but this may take multiple times in order to do it. One day you might have to gather the resource material in order to fully understand how to do it. The next day might be reading and learning the material in order to perform it correctly. And when you finally get to actually performing the ritual the first “attempt” might only convert a certain percentage of you abilities but its a painful or deadly process and you can only do so much at a time.

WARLOCK

You might have to denounce your current patron in order to serve another, but you might have to perform rituals or sacrifices in order to get the new patrons attention. The fun thing about this one is your denounced patron might not like what you did and come after you later. You get the idea, each of these events would require rolls in order to do them. They will not be pass / fail but more better rolls will affect the time frame slightly. The rolls will be based on what the action is you are performing and the DC will be set by me.

PART 3: TRAIN YOUR ASS OFF

Simply train in the new subclass. You will have to devote at least 8 hours a day for 5 total days and that would be the minimum you have to put in……kind of like a job. There will be rolls here as well, depending on the role you can lessen the time it takes to complete the whole process. The 8 hours a day takes up a significant amount of time but not enough to dampen other things in your day, like working on your profession or other downtime things you want to do.

COMBAT MANEUVERS

You can make a bull rush as a attack action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm.

Initiating a bull rush provokes an attack of opportunity from the target of your maneuver. If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent’s roll you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you can immediately make a roll to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures based on the lower roll.

For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another roll against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).

 

You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The DM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. Attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:

blinded, dazzled, deafened, entangled, shaken, or sickened.

This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s roll, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action.

You can attempt to drag a foe as a standard action. You can only drag an opponent who is no more than one size category larger than you. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm. Initiating a drag provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, both you and your target are moved 5 feet back, with your opponent occupying your original space and you in the space behind that in a straight line. For every 5 by which your attack exceeds your opponent’s roll, you can drag the target back an additional 5 feet. You must be able to move with the target to perform this maneuver. If you do not have enough movement, the drag goes to the maximum amount of movement available to you and ends.

You cannot move a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your movement, the drag ends adjacent to that creature.

As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. Initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.

When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a roll as normal. If your maneuver is successful, you move through the target’s space. If your attack exceeds your opponent’s roll by 5 or more, you move through the target’s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC for each additional leg it has.

You can attempt to reposition a foe to a different location as a standard action. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm. Attempting to reposition a foe provokes an attack of opportunity from the target of your maneuver. You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire. If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent’s roll, you can move the target an additional 5 feet. The target must remain within your reach at all times during this movement, except for the final 5 feet of movement, which can be to a space adjacent to your reach.

You cannot move a creature into a square that is occupied by a solid object or obstacle.

You can attempt to take an item from a foe as a standard action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack. You must have at least one hand free (holding nothing) to attempt this maneuver. You must select the item to be taken before the check is made. Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and give the opponent a +5 bonus (or greater) to his roll. Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver. Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver—you must use the disarm combat maneuver instead. The DM is the final arbiter of what items can be taken.

Attempting to steal an object provokes an attack of opportunity from the target of your maneuver.

Although this maneuver can only be performed if the target is within your reach, you can use a whip to steal an object from a target within range with a –4 penalty on the attack roll.

If your attack is successful, you may take one item from your opponent. You must be able to reach the item to be taken (subject to GM discretion). Your enemy is immediately aware of this theft.

You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack in place of a melee attack. Attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, you deal damage to the item normally. Damage that exceeds the object’s Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition

Hardness will be decided by the item, normal types will have a base hardness and magical items will have a little bit increased hardness. Certain items can have a high hardness depending on the item.

COMBAT RULES

Drinking a potion is a bonus action.

Pouring a potion down someone’s throat is an action.

Changing weapons READILY ACCESSIBLE is a bonus action.

CONDITIONS

A monster becomes bloodies when their hit points are reduced to half or lower. When a creature is bloodied it will be announced to the PC’s. Once a creature becomes bloodied, they remain bloodied even after gaining healing that heal them above their bloodied threshold.

When a creature becomes bloodied, a variety of different things can happen based on the creature. Not all creatures may become bloodied or have abilities when they become bloodied.

Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task.

  • Weapon: Any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.

  • Armor or a shield: The bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills. Tools: any skill check made with the item takes a –2 penalty.

  • Wand or staff: It uses up twice as many charges when used. If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value.

If the item is magical, it can only be repaired by a professional in the category (Weaponsmith, Armorsmith, etc). Items lose the broken condition if the item gets at least half its original hit points or higher. Using a profession to fix the item requires a DC to be met, the DC is equal to 15 + Item Level + plus certain other circumstances (How the item was broken and such i.e acid damage, broken pieces etc) and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item’s total cost to repair such damage (more if the item is badly damaged or ruined).

Feinting is a standard action. To feint, make a Deception skill check. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Insight, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.

When feinting against a non-humanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it’s impossible. Feinting in combat does not provoke attacks of opportunity.

If you are flanking an opponent you receive a +2 to every person flanking the opponent. This does not apply to the person who is face to face with the target.

Standing from prone costs a flat 15ft, and always provokes opportunity attacks.

For each consecutive time, after the initial time, a player goes unconscious they gain the Wounded Condition, Wounded 1, Wounded 2, and Wounded 3. Each Wounded Condition represents the amount of failed death saving throws the player starts off with, once the player goes unconscious with the Wounded 3 Condition the player dies.

Example: The player falls unconscious, and then gets healed back up and than falls unconscious they gain the Wounded 1 Condition which starts them with 1 failed death save and can only fail 2 more death saved before the player dies.

CRITICAL HITS & FUMBLES
CRITICAL HITS

Melee critical hits will consist of one maxed damage roll plus 1 extra damage roll.

Example: Greataxe hits a monster with a critical hit, the damage is 12+STR Mod+1d12+STR Mod.

Spell critical hits will consist of half the dice to be maxed, and one rerolled die.

Example: Fireball hits for 8d6, 4d6 will be maxed resulting in 24 damage minimum, and then you roll the other 4d6 and get a 1, 3, 4, and 5. You than choose to reroll the 1 and get a 4, so the total damage done will be 40 points of damage. (24 maxed roll + 3 + 4 + 5 + 4, the rerolled die)

CRITICAL FUMBLES

I will have a table that we use for critical fumbles, it’s a list of bad things that we roll a % die to determine.

DEATH SAVING THROWS

All death saving throws will be done in the beginning of the players turn to allow , if applicable, to stand up and continue their turn.

There will be a threshold of damage a player can receive that results in an automatic death saving throw fail.

DAMAGE

DEATH SAVING THROW FAILURES

1-25

1

26-50

2

51+

3

A player can use their Help Action to render aid to an unconscious player and give them advantage on their death saving throw rolls, multiple players can aid giving them the stacking advantage rule to their rolls as well.

DOWNTIME

Downtime will be ran both at the table and in discord. Certain interactions will need to be done in person. Downtime is where the party as a whole or solo can work on certain objectives/goals. You as a character will need to let me know what exactly you want to do and we can decide on what needs to be done in order to get things accomplished.

I HAVE THE ULTIMATE FINAL DECISION ON WHAT IS TO BE DONE IN ORDER TO COMPLETE THE TASK.

DRINKING ALCOHOL

Each drink consumed in a drinking contest prompts a constitution save. The DC for this save begins at DC 5 and increases by 1 for each drink consumed (The DM may wish to increase the DC by more than 1 for particularly strong drinks).

There are 5 stages of drunkenness. Failing a Constitution save advances the player to the next stage.

For the purposes of racial saves, alcohol is considered a poison.



 

STAGE

STAGE

PENALTIES

1

SOBER

NONE

2

TIPSY

NONE

3

DRUNK

Disadvantage on any Int or Wis-based skills/checks/saves

4

QUEASY

Disadvantage on Constitution-based skills/checks/saves Puke/Pass Out – Disadvantage on all checks. If a save is missed by 5 or more, the competitor passes out.

Competitors may surrender the contest whenever they wish, though most will surrender if they are Queasy and they believe the other isn’t. Deception and/or Intimidate checks can help influence the way a match plays out.

DRUGS / NARCOTICS

Each time a narcotic is consumed the player has to make a constitution saving throw. The DC for this save is different for each narcotic and increases by 1 each time a narcotic is consumed.

There are 4 stages of narcotic dependence. Players begin at stage 1. Failing a constitution save advances the player to the next stage.

For the purposes of racial saves, narcotics are considered a poison.

STAGEPENALTIES
1NONE
2Disadvantage on Constitution-based skills/checks/saves until next short rest
3Disadvantage on Constitution-based skills/checks/saves until next long rest.
4Dependance: Disadvantage on Constitution-based skills/checks/saves while not under the influence of narcotics. Some narcotics carry additional penalties at this stage as indicated in the table below.

To undo the effects of dependence, a player must complete a Full Rest and make a constitution save. The DC is equal to the narcotic’s base DC, +1 for each narcotic consumed, -1 for each full day the player has gone since last consuming any narcotics.

Anytime a player takes a drug he/she must make a saving throw, noted in the drug’s description, to resist becoming addicted. If a player makes the save, he/she is not addicted and the effects of the drug persist as normal. If he/she fails the save, he/she contracts the noted form of addiction (see below). Should a player take multiple doses of the same drug in a short period of time addiction becomes more difficult to resist. The DC of a drug’s saving throw increases by +2 every time a player takes a another dose of that drug while still suffering from ability damage caused by a previous dose. Keep track of how high this DC rises, even for characters already addicted to a drug, as it determines the DC necessary to overcome the disease.

Addiction manifests in three different degrees of severity: minor, moderate, and severe. Each drug notes what type of addiction failing a save against it results in. Each addiction causes a persistent penalty to ability scores, lasting for as long as the character has the disease. In the case of moderate and severe addictions, the character also cannot naturally heal ability damage dealt by the drug that caused the addiction. Each form of addiction encourages sufferers to continue making use of the drug they are addicted to. While a player is benefiting from the effects of the drug he is addicted to, he/she does not suffer the penalties of his addiction disease. While he/she still receives the benefits of the drug and takes ability damage as normal, the disease’s effects are mitigated. As soon as the drug’s benefits expire, the disease’s effects return.

MINOR ADDICTION

  • Type disease, variable; Save variable Onset 1 day; Frequency 1/day Effect –2 penalty to Con; Cure 2 consecutive saves.

MODERATE ADDICTION

  • Type disease, variable; Save variable Onset 1 day; Frequency 1/day Effect –2 penalty to Con and Str, target cannot naturally heal ability damage caused by the drug that caused this addiction; Cure 3 consecutive saves.

SEVERE ADDICTION

  • Type disease, variable; Save variable Onset 1 day; Frequency 1/day Effect –2 penalty to Dex, Con, Str, and Wis; target cannot naturally heal ability damage caused by the drug that caused this addiction; Cure 3 consecutive saves.

As addictions are diseases, they can be cured as such, through the use of spells like remove disease or by succeeding at Constitution saves over time. Unlike with other diseases, an addicted character can only make a Constitution save to overcome his/her addiction after a day of not taking the drug he is addicted to. The DC of this Constitution save is equal to the highest addiction DC his drug use has reached (not necessarily the DC that addicted him if he has continued to make use of the drug while addicted). This DC decreases by –2 for everyday the character does not make use of the drug, to a minimum of the drug’s base addiction DC. Depending on the severity of the player’s addiction, it might take two or three consecutive successful Constitution saves to overcome the disease. Should a player take a dose of the drug he’s addicted to, he/she immediately relapses, causing the addiction DC to instantly return to its highest DC and negating any successful past saves.

IDENTIFYING ITEMS

We will be using a more specific type of identification process. In order to properly and efficiently identify items the player will have to be skilled in that type of crafting.

 

We will be using Knowledge checks based on what type of powers the items have. I’m not going to tell you which to use, using different checks might result in a different explanation of the ability.

Items

There will be different ways to identify items, but just like the potion method the longer time you have to sit and work with it the better chance you have of identifying the items. First off, spells and/or abilities attached to an item will be called complexities.

Complexities can consist of anything from +1 modifier to a sentient being living within the item. Each complexity will have a different DC tier based on the power of the complexity.

RarityDC Base
CommonNone
Uncommon5+
Rare10+
Very Rare15+
Legendary20+
Artifact25+
If a player doesn’t find all the complexities on an item before they decide to use it, there’s a chance it could activate the ability at random and even on a party member.

Methods of Identifying Weapons / Armor

Knowledge Checks
Arcana will most likely be the main check to identify magical items, but based on the weapon maybe Nature, Religion, and History can help identify it as well.
If the player ISN’T proficient in either weaponsmithing or armorsmithing the roll is done at DISADVANTAGE. If the player IS proficient in either of those trades than they can add thier proficiency bonus to the roll. Even though you may roll high the check MIGHT NOT give you all the information on the item.
Example of Non-Proficient: You find a weapon after killing a monster and you start to look at it, the player would roll a D20 + Knowledge Modifier at DISADVANTAGE.
Example of Proficient: You find a weapon after killing a monster and you start to look at it, the player would roll a D20 + Knowledge Modifier + Proficiency Modifier.
Spells
SpellWhat it Does
Detect MagicUsing detect magic on an item will give you the school of magic most closely associated with the item but won’t tell you anything more.
IdentifyCasting this spell can give you the number of complexities of the items.
CommuneAllows you to ask your deity with yes / no questions.
Contact Other PlaneAllows you to ask a demigod, a spirit of a dead sage, or a mysterious entity from another plane. Depending on the item the only answers it can give are yes, no, maybe, never, irrelevant, or unclear
LegendaryThis spell can bring to your mind a brief summary of lore about things.
Example of Non-Proficient player in Weaponsmithing: After the boss drops to the ground the giant hammer he wielded through the battle falls to the floor. The player goes to the hammer picks it up, casts detect magic on it. A feint aura glows from the hammer, and it’s showing you that it has a distinct property associated with the school of evocation. The player rolls a knowledge arcana check (D20 + the roll + disadvantage) and gets a 12. With that roll the player knows that this hammer has a +1 modifier, and deals lightening damage when it hits a creature.
Now as the DM I know that there are more complexities to this item, I know that this item also has an ability to cast the spell Call Lightning.
Example of Non-Proficient player in Armorsmithing: As the party opens the chest, they notice its filled with an abundance of treasures. As they dig through the gold and jewels, they notice this shiny ornate breastplate. The wizard casts Detect Magic to see that the armor is associated with the evocation school of magic. As the party rests to prepare to move farther into the dungeon the wizard begins to try and identify the armor, he casts Identify on the object and knows that there are 4 complexities within it. He then begins to try and inspect it closer and rolls his Knowledge Arcana checks, since he is specialized in crafting armor he rolls an 15. He was able to identify 3 of the 4 complexities within the armor, knowing it grants the user the ability to cast Light as a spell off the armor, it has a +2 to AC from arrows, and grants the user wings to fly for 1 round a day. Now he isn’t sure about the other complexity and will hopefully look at it again the following day.

Found Potions

 

These potions were created by an unknown person or creature. You can not be certain it was by a being that knew exactly what they were doing in the alchemical process. So these potions might have an added POSITIVE or NEGATIVE side effect that goes along with the base potion ability/spell.

The DC for any potion identification process will be = 15 + Level of spell/ability + Any modifier that I add.

The process of identifying potions may vary depending on the potion. Certain requirements such as taste testing may be required. And doing so may activate the spell/ability in the process.

Example of Non-Proficient: You find a potion after killing a monster and you start to look at it, the player would roll a D20 + Knowledge Modifier at DISADVANTAGE.

 

This will leave the player with choices of:

EITHER Taking a chance with it and hope that IF there is a negative effect that it will be manageable.

OR Take that time to get it figured out, maybe goto a alchemist to help identify, or an alchemist in the group could spend the time to break it down and figure out exactly what it does, maybe they can figure out what exactly the ingredients are and what they do.

Example of Proficient: You find a potion after killing a monster and you start to look at it, the player would roll a D20 + Knowledge Modifier + Proficiency Modifier,.

 

This will leave the player with choices of:

EITHER taking a chance with it and hope that based on what you figured out would be correct and there aren’t any other side effects

OR when you have time, take that time to break it down (without destroying it), and possibly based on rolls figure out how to make your own version of the potion with the ingredients from that potion

 

Purchased Potions

 

These potions were made by someone or something that is HOPEFULLY specialized in alchemy, so these potions should do what they are supposed to do. Based on the location of the establishment or person you purchased it from and the price may change the effects of the potion.

Again these side effects are temporary and only last either the length of the spell/ability in the potion (Within reason)

INSPIRATION POINTS

ULTIMATELY IT’S MY DECISION HOW MANY YOU NEED TO SPEND PER ACTION.

We will use Inspiration Points instead of the Inspiration system, a Inspiration Point will be awarded to PC’s that do something that I deem amazing or awesome. You can’t have more than 3 at a time, they can be traded in for the following:

  • Saving Throw Reroll (Not skill checks).

  • Attack Rolls can add 1d6 to roll.

  • Damage Rolls can add 1d6 to roll (Does not multiply with damage on criticals).

If you come up with something else to use them, I can decide at the table whether you can use it.

LEVELING PERKS

Players as they level can learn certain perks other than those given to them from leveling the class you are playing. These are given out by the DM when he sees fit, they may not happen every level.

The player can work with the DM to develop a perk as well.

There may be certain tasks to finish before you can acquire the perk.

The party itself can level as it gains renown for doing certain things throughout the campaign just like the characters can and the party can learn certain perks that the group can perform as a whole. These are given out by the DM when he sees fit, they may not happen every level.

PROFESSIONS

A PC can take up to three total professions at one time.  They can choose to specialize into 2 of the base professions.

Once they reach the required level they can than choose to specialize into a combination profession which takes both specialized professions even further.

These will be unlocked during the campaign.  Each one unlocked will be listed here.

RESTING

These rests are 10 minutes long and allow the character to spend their HD to heal.

These rests are 6 hours long, AND DO NOT FULLY HEAL YOU. These rests are split into two three hour sections. The player can choose whether to get HD back or spells back in either section, but must be stated before hand. After the section a player chooses to get HD back they get half their HD back, and the section the player chooses to get their spells back they get their spell slots back.

These rests can last as long as you want, but has to be a minimum of a day and you have to sleep in a comfy area that you aren’t to concerned of danger. When players use Full Rests they also roll 1 HD to add temporary HP to their current total.

After a certain amount of time (depending on the location and situation of the party) the players may suffer from levels of exhaustion. After that certain amount of time the players must make Constitution Saving throws in order to prevent this. There needs to be at least ONE LONG REST per day or the players who do not suffer one level of exhaustion. Full Rests will reset any levels of exhaustion the players may have suffered.

RESURRECTION

There will be a resurrection challenge that happens before a resurrection can occur. The DC will be 10 +2 per death of that character.

Example: A character has died twice now, the DC is 14 instead of 10.

The party can use skills as per a skill challenge to lower the DC by 2. A character can use whatever they wish (as long as it makes sense) to lower the DC of the check. If a character fails a save to aid the DC nothing happens and it doesn’t change the DC.

Example: A cleric can pray to its god for help in the matter, Religion Check.

Example: A player gets down on its knees and begs the spirit to come back to the body, Persuasion Check.

Example: Sorcerer casts lightening into the body like an arcane defibrillator, Spell Check.

After the Contribution Rolls have been made, than the character actually resurrection the character has to make a roll, using their spell check modifier.

Casting a resurrection spell, should be difficult as well as hard to find and on top of that not a guaranteed thing. Each spell has a time limit per spell, meaning if the character has been dead for longer than that time period, that spell cannot be used.

Spell

Time

Revivify

1 Minute

Raise Dead

1 Days

Reincarnate

1 Days

Resurrection

10 Days

True Resurrection

10 Years

While attempting to resurrect a character, if the time limit has been passed than the DC increases by 1 for each increment is passed. Also the different spells that are cast also effect the DC of the Resurrection Challenge, as well as have body requirements. The price noted is also a minimum plus the spell materials, there may be extra “payment” added through some means.

Spell

DC INCREASE

BODY NEEDED

COST

Revivify

+4

YES

500G

Raise Dead

+2

YES

1000G

Reincarnate

+2

YES

1000G

Resurrection

0

YES (51%)

2000G

True Resurrection

  • 2

NO

100,000G

ROLLING FOR HIT DIE

You can’t have a 1, HP is dire in this game so you get to reroll any 1’s.

2+ rolls can be kept or if you choose to reroll you drop down one hit die size, 1 Destiny Point can be used to reroll at your current HD.

Example: Barbarian has a d12 and doesn’t like the roll they can drop down to a d10 and roll.

 

SKILL CHALLENGES

Skill challenges will be added to certain scenarios which allow the players to “CREATIVELY” use skills, attack rolls, flat ability checks, saving throws, and initiative rolls to complete the challenge. Each challenge will consist of pass and fail rolls. For every challenge only 3 rolls under the DC will be needed to fail the challenge, but this will not end the scenario, any failed rolls after the 3 will only result in a worse outcome. However many rounds the challenge takes, no player can use any roll type used in the previous round.

Example: The druid want to spot something useful the party can use, rolls a Perception Check. After that round is completed, on the druids next turn he cannot use a Perception Check until the following round.

The amount of pass rolls will be determined by me secretly, but I may decide to share the outcome of failed rolls. Also there is no initiative order to start, it will be whoever speaks first goes first, when all players have gone than the round ends.

TRAVELING
TRAVELING ROLES

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

The party will first need to decide on a marching order before any types of travel, they will than need to decide on roles for each long travel sequence, they can change each time, and you don’t need to select all roles.

This person is in charge of navigating the party to the destination. This person will be first to make survival type checks.

This person is in charge of scouting for things such as danger, points of interest, and landmarks. This person will be first to make perception type checks.

This person is the protector of the group, they will stay with the group and be the first to make attack and spell type checks.

This person is the person in charge of special task, such as foraging or hunting, as well as any special type of task related to the situation.

UNLOCKED MATERIAL

To keep the wanting to explore and learn more rewarding, players can unlock material that isn’t available from the beginning of the campaign. Players can unlock a wide range of material from other races, classes, spells, etc. Once that material has been unlocked it is forever unlocked in the FiberVERSE to be used at later times during a campaign.

There are many ways to unlock material from exploring areas unknown, developing specific material (DM Approved of course), experimentation , etc.