# Marmadas House Rules
##### Reflective of Marmadas Guidebook Version 2.2.0
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##### Table Of Contents - **[Homebrew Rules and Changes
3
](#p3)** - [Aim
3
](#p3) - [Death Saving Throws
3
](#p3) - [Equipment
3
](#p3) - [Exhaustion
4
](#p4) - [Help
4
](#p4) - [Inspiration Points
4
](#p4) - [Minor Rules Changes
4
](#p4) - [Overwhelm
5
](#p5) - [Languages
5
](#p5) - [Light
5
](#p5) - [Ranger Changes
5
](#p5) - [Initiative
6
](#p6) - [Class Feature Variants Changelog
7
](#p7)
Marmadas World Guidebook
\page # Homebrew Rules and Changes ## Aim A more extensive [writeup](https://homebrewery.naturalcrit.com/share/S170GCpcG7) has been done on the topic. The aim action can be used by any creature in combat and is the following: >  The **Aim** action can be used to impart a condition, impairment, or effect on hit. Make a weapon attack on a creature within range with disadvantage. You cannot gain the benefits of advantage on this attack unless you use inspiration, in which case the effects both cancel. >*The result of this attack is determined by the DM on a situational basis.* ##### Situational Awareness Chart
| Bonus | Example Valid Body Targets | Example Results | |:-----:|:--------------------------:|:---------------:| | Disadvantage | Torso, Arms, or Legs | Prone, Deafened, or Bleeding | | Normal | Feet, Head, or Joints | Restrained, Stunned, or Minor Wound | | Advantage | Eyes, Throat, Hands, or Critical Organs | Blinded, Muted, Major Wound, Disarmed, or Paralyzed |
##### Using Aim Incorrectly By choosing an invalid option based on the situation, the character will reap the consequences of their choice. By choosing a critical area like the eyes or throat while you wouldn't normally have advantage on the attack you instead reap the benefits of a valid location one **bonus type** lower than your current bonus type. If you take the Aim action and use it incorrectly while you would have neither advantage nor disadvantage, you reap only the benefits of Aim while you would have disadvantage. If you would have disadvantage and use it incorrectly, your attack misses. ``` ``` ## Death Saving Throws A more extensive [writeup](https://homebrewery.naturalcrit.com/share/Hya31FoeT7) has been done on the topic, but in place of the normal death saving throw system the following rule is in place: >##### Death Saving Throws >Gain a resource called *Death Points*, where the amount of death points you have is equal to your Proficiency bonus + CON modifier. If you would fail a death saving throw while you have any amount of death points remaining you lose 1 death point, become stable, and gain 1 point of **exhaustion** upon regaining conciousness. If you would critically succeed on a death saving throw you become stable. Upon fumbling a death saving throw you lose 2 death points instead. > >While **unconcious**, a stable creature does not lose stabilization from taking damage. Taking damage while concious does remove stabilization. Upon reaching 0 death points, the character reverts to the SRD rules for death saving throws.

Equipment

##### Shields The following feats are also changed in association with the new shields that are available. For each armor feat, the text: *gain proficiency in X Shield*, is appended where X can be light, medium or heavy in accordance with the armor profiency associated with that feat. | Name | AC Bonus | Requirements | Don/Doff |  Weight | |:----:|:--------:|:------------:|:--------:|:------------:| | Light Shield | +1 |
Can be used while wielding a non-heavy melee weapon in the same hand, cannot be used to shove a creature prone
| Bonus | 3lb. | | Medium Shield | +2 | As in Players Handbook | Action | 6lb. | | Heavy Shield | +3 |
Speed reduced by 5ft, STR 13 to Wield, STR 15 or else speed reduced by an additional 5ft, disadvantage on Dexterity (Stealth) checks, and you can use an action to gain the benefits of 3/4 cover
| Action + Bonus | 18lb. |
\page ##### Starting Equipment A retainer has a starting gold amount of 22(4d10) * 10 gp and may spend that gold on any relevant items or equipment found in this section, the PHB, or XGtE. Retainers may include a *Common* magic item in their starting equipment.

Exhaustion

For more information see [this](https://homebrewery.naturalcrit.com/share/BJ70eEUI7) page regarding exhaustion examples and other methods to recover exhaustion. For a more elaborate explanation see [this](https://homebrewery.naturalcrit.com/share/Hya31FoeT7) page ##### Exhaustion Chart | Level | Effect | |:--:|:----------| | 0 | No effect | | 1+ | Cannot benefit from advantage on any attacks, checks or saving throws. | | 2+ | Disadvantage on all attacks and cannot maintain concentration on spells. Casting a spell requires a DC 10 Constitution check. (Cannot use Aim) | | 3+ | Disadvantage on all checks and saving throws. | | 4+ | Speed and Maximum hit points are reduced to half. | | 5+ | Cannot attack or cast spells. In addition, you gain a Death Point.| | 6 | Drop to 1 hit point, cannot regain hit points and have a speed of 5 feet. | | 7 | Death. | ##### Exhaustion Notes - Monsters can also undergo exhaustion, the same table applies with the exception that levels 3-5 are removed. Once they receive 4 levels of exhaustion the monster dies - NPCs follow the same table as Players do for the purposes of Exhaustion - DCs for continued exhaustion do not go up, but rather happen more often at higher levels of Exhaustion. ## Help Outside of combat, help can be given when one or more party members can be aided in a given task, but the task was wholly given to them. The helping character rolls the same skill check associated with the skill being tested by the helped character **first**. On a result of 10 or above the check succeeds. A successful check gives a +2 to the result of the helped character's check. The maximum amount of characters helping on a given check is determined by the DM.

Inspiration Points

Similar to Action Points in 4e. Every 3 combat encounters you complete you gain an inspiration point. A long rest resets this progress. - A completed combat encounter is living to the end of the encounter **without** losing a death point. - You can have any number of inspiration points and they can be gained through both encounters and 'good' roleplaying. You cannot lose an inspiration point once you obtain it without spending it. - If you would spend an inspiration point, you must do so at the start of your turn. You gain advantage on all rolls for the remainder of the round. All attacks and contests made against you by enemies are made with disadvantage. - Any ally attack against you has disadvantage.

Minor Rules Changes

- Any ranged attack roll made within 5ft has disadvantage, and also provokes an Opportunity Attack if the enemy has a reaction and the attack is not targeting them. - A creature can only hold its breath for a number of rounds equal to 1 + CON in combat. Suffocation rules remain. - Creatures regain consciousness after a short rest if stable, but do not gain the benefits of a short rest. - *Lesser Restoration* can be cast at 3rd level to restore 1 level of exhaustion. - On a successful cast of the *Polymorph* spell, the caster may only choose a monster with the creature type *beast, monstrosity, or elemental* and must be familiar with the creature in order to successfully polymorph the target. - Spending a short rest to attune to a magic item does not identify the item, however, you may use the item and its abilities. - Radiant and Necrotic damage overcome elemental immunities related to multi-type damage. - The [Survival](https://homebrewery.naturalcrit.com/share/Hkw3rJej8N) rules as relevant. - A Short Rest is 30 Minutes, - An Extended Long Rest is 4 hours in addition to a normal Long Rest. - A 20 on a Die Roll is an automatic success on any attack roll. No other type of roll. - A reaction takes place after the inciting incident, not before. - Non-magical healing (Ranger Poultics and herbs, etc) do not cure unconciousness. Only magical healing can bring characters to conciousness. - Players may use the Point Buy or Standard Array system for the purposes of character creation. - The amount of items a character can attune to is equal to their spellcasting modifier, minimum of 1. If a character doesn't have a spellcasting modifier they use their Charisma modifier instead. - If a creature would have more than one instance of resistance to a particular type of non-physical damage, they gain immunity to that damage type.
Marmadas World Guidebook
\page ## Overwhelm While an ally travelling through another ally's quare in combat would normally provoke an opportunity attack, overwhelm is the sole exception. >##### Overwhelm > > A creature would provoke an opportunity attack if the ally they were attempting to travel through the space of would have 1/3 or more of their available adjacent squares comprised of enemy combatants. All adjacent enemies may use their reaction to make an opportunity attack. A creature that provokes opportunity attacks this way may still move through their allies' square afterwards. ## Languages Languages have 3 levels of classification. Basic, Read/Write, and Native. A character may use one of their language options to either gain a basic understanding of a *natural* language of their choice, gain a basic understanding in an *exotic* language that their native language shares the same script with, or upgrade their proficiency in another language they already know. If a character would have a basic understanding in Common they can choose to gain Read/Write proficiency with that language. Each race has a native language that gives them advantage on knowledge checks related to that language's script, but may choose their native language to be Common. [This is the language classification chart.](https://cdn.discordapp.com/attachments/501820841076719619/610899937248411668/languages.PNG) ## Light All races have dim light in place of darkvision. All races with superior darkvision (120 ft.) have darkvision (60 ft.) >##### Dim light >Light provided by a candle or another dim light source, moonlight, indirect illumination (such as in a cave interior whose entrance is nearby or in a subterranean passageway that has narrow shafts extending to the surface), and the light cast by things such as phosphorescent fungi. > >Characters who have normal vision can’t see well in dim light: Creatures in the area can take the hide action. Characters who have low-light vision or darkvision see normally in dim light. ``` ``` ## Ranger Changes Amidst the fantastic CORE system that Dungeons and Dragons Fifth edition offers, therein hides flaws under the hood. It is to this degree with the Ranger, and Wizards of the Coast does agree that the Ranger is in fact, flawed. With this hot mess of a class we have found a completely different option that pays homage to some other abilities found in the Rangers' past. ##### The Ranger Handbook https://drive.google.com/open?id=1e5rwqCKf1-NEEF__v_Z2LeFi8rNBeXUx ### Changes ##### Natural Explorer: - Gain a favored terrain. - While in your favored terrain, you gain advantage + double your proficiency bonus while tracking and double your proficiency with ranger skills you are proficient in while in your favored terrain. - While in your favored terrain for more than an hour, difficult terrain doesn't slow the travel of your group given you are not separated, and foraging provides you with twice as much food. - At 6th level, your attacks count as magical while in your favored terrain, and at 10th level, you learn a new favored terrain. ##### Favored Enemy - Note: You can take the Humanoid option multiple times, selecting two new species of Humanoid each time. You gain no new languages when selecting the Humanoid option after the first.
Marmadas World Guidebook
For Future Page of Rules: https://media-waterdeep.cursecdn.com/avatars/thumbnails/266/189/1000/1000/636596601983395457.png
\page ## Initiative Initiative values are known as count, and are considered better the lower the count is. The bonus to initiative is determined by either one's Intelligence or Dexterity modifier, whichever is higher, and at the beginning of the encounter each creature rolls 1d20 and subtracts their initiative bonus from the result. Each player tracks that result and calls out that result on their representative initiative count. ### Flow and Order The round starts at initiative count 0, and at the beginning of the round any creature whose result is below 0 is considered to have surprise, then tracked as 0. The round plays out counting upwards until 19 is reached, and then a new round begins starting at 0. If two creatures would have the same initiative, they make a contest using their initiative bonus to see who acts first, this result lasts for the remainder of the encounter. ### Delay ##### Weapon Properties If a creature would make an attack using a weapon with the *Heavy* property, their attack(s) are delayed by 2 initiative count per weapon attack. If a creature would make an attack using a weapon with the *Thrown* property, their attack(s) are delayed by 2 initiative count per weapon attack. The following weapons now have the *Great* weapon property. If a creature would make an attack using a weapon with the *Great* property, their attacks are delayed by 3 initiative count per weapon attack. | Weapon Name | Damage Die | | :---------: | :--------: | | Greataxe | 1d12 | | Greatsword | 2d6 | | Maul | 2d6 | | Greatbow | 1d12 | | Improvised(Heavy) | - | ##### Spell Delay Spells cast are delayed by a count equal to their spell slot level. | Spell Level | Count Delay | |:----:|:------| | Cantrip | 0 | | 1st | 1 | | 2nd | 2 | | 3rd | 3 | | 4th | 4 | | 5th | 5 | | 6th | 6 | | 7th | 7 | | 8th | 8 | | 9th | 9 | | **10th** | **10** | ### Saving Throws Saving throws for any affect are rolled after your last action resolves in the round. Death saving throws are rolled on initiative count 20. While unconcious your initiative count is 20 and when gaining conciousness your new initiative count is 20 subtracting your initiative bonus. ### Reactions Anything done with a reaction is always occurs after the inciting trigger, regardless as to the weapon type or spell level cast. You may use your reaction to change the target for an attack or spell target if the creature would otherwise become invalid. You may also change targets if you change your mind on who to attack. If you declared different targets for multiple attacks you may use your reaction to redirect any number of attacks to one target regardless of who the previous targets were and how many there were. You may use your reaction to stop casting a spell you would have otherwise cast on that count, retaining the spell slot spent. If the spell cast is an area of effect, the target position for that spell cannot change once declared. While casting a spell if you would spend an action in any way you cease casting the spell. With exception to retargetting a spell already being cast. ### Changing Initiative Count Your overall initiative count can be changed, if you do not spend your action, your initiative count is increased or reduced by your initiative modifier until 0. ### Surprise In the event of a surprise round, a round is placed before the encounter would normally start where characters that are surprised cannot take actions or reactions during that round. All characters who got 0 or below take their turns in the surprise round on the count of 20 - *Initiative Bonus*. \page # Class Feature Variants Changelog ### Barbarian Proficiency Versatility - Yes
Survival Instincts - Yes
Instinctive Pounch - Yes ### Bard Spell List - no contact other plane
Magical Inspiration - Yes
Spell Versatility - No ### Cleric Spell List - Yes
Cantrip Versatility - No
Channel Divinity: Harness Divine Power - Yes
Blessed Strikes - Yes, Increases to 2d8 at 14th level. ### Druid Spell List - Yes
Cantrip Versatility - No
Wild Companion - Yes ### Fighter Maneuver Versatility - Yes
**Fighting Style Options** - Superior Technique - Yes - Blind Fighting - Yes - Interception - Yes, must be wielding a shield - Thrown Weapon Fighting - Yes - Unarmed Fighting - Not fighting style, replaces Tavern Brawler Feat
**Maneuver Options** - Ambush - No - Bait and Switch - Yes - Brace - Yes - Restraining Strike - Yes - Silver Tongue - No - Snipe - Yes, Spends both move and bonus actions - Studios Eye - No ### Monk Monk Weapons - No
Ki-Fuelded Strike - No
**Ki Features** - Distant Eye - Yes - Quickened Healing - Yes ### Paladin Spell List - Yes
Fighting Style Options Blessed Warrior - Yes
Channel Divinity: Harness Divine Power - No ``` ``` ### Rogue Cunning Action: Aim - Add to Assassin Archetype at Level 3 ### Sorcerer Spell List - Yes
Spell Versatility - No
**Font of Magic Options** - Empowering Reserves - Yes - Imbuing Touch - Yes - Sorcerous Fortitude - Yes
**Metamagic Options** - Elemental Spell - Yes, replace thunder with poison - Seeking Spell - Yes - Uneering Spell - Yes ### Warlock Spell List - Yes
Spell Versatility - No
**Eldritch Invocation Options** - Bond of the Talisman - Yes - Chain Master's Fury - Yes - Eldritch Armor - No - Eldritch Mind - Yes - Far Scribe - Yes - Gift of the Protectors - Yes - Investment of the Chain Master - Yes - Protection of the Talisman - Yes - Rebuke of the Talisman - Yes
**Pact Boon Option** - Pact of the Talisman - Yes ### Wizard Spell List - Yes
Cantrip Versatility - No