House Rules 9

Table Of Contents


10 Armor and Shields

The Rules

Play Standards

1. No religious talk.
2. No political talk.
3. No awkward sex scenes or torture scenes. (if needed DM will fade to black).
4. Don't over talk each other. There is many of us so take turns talking.
5. No one is to play other players characters. So in other words don't tell others what to do. Giving advice is fine, suggesting is OK But not OK to tell them what they need to do.
6. No role play shaming. You don't have to role play in special voices but if you do awesome.
7. If you need to leave the game I can take over your character until next game. No lose to exp. If you cant play I will work you out of the game session and will not gain exp. Your free to listen in via your phone but this doesn't count as actually playing.
8. No player vs. player killing.
9. If a ruling is not to your liking I would ask you to except it in game and take it to the Facebook page after the game. I am far from perfect and will do the right thing moving forward once the rules have been reviewed. In game if enough players have a problem with a ruling I will except mob rule until I can debate it on Facebook.
10. No eating, singing, watching TV, playing music, having your fan on next to your mic! No drivng with windows down while talking in game. Try and pay attention to what is going on.

Safe Word : BeetleJuice

Just in case you want a scene to stop for personal reasons. The safe word is BeetleJuice. Just dont say it three times!!!


Character Creation

1. Start by picking your RACE on that screen, complete any drop downs including: alignment, any skill or languages and any subrace. Hit Next...
2. Next choose CLASS and complete any drop downs on this page. Hit Next…
3. Next choose ABILITY SCORES using Standard Array. Hit Next…
4. Next choose BACKGROUND and all drop downs on the page including: Languages, any special ability and Personality Traits. Hit Next...
5. Next choose EQUIPMENT using class equipment and complete all dropdowns on the page. Hit Next…
6. Next choose SPELLS, choose cantrips and level 1 spells if class allows. Hit Next…
7. Next choose FEATS only variant Humans get a feat at this level. Hit Next…
8. Next Fillout BIO PAGE. Including name, age, ht, wt, eyes, hair and skin. Hit Next...
9. Next view the REVIEW. Anything in red needs to be fixed. Then apply changes
10. Next you need to do THIS IS MY LIFE https://5e.tools/lifegen.html​ fill out a few items and generate your history. Copy / Paste it to your sheet on the bio page in the “Additional Features and Traits” block.
11. Next you need to pick EXPERTISE skills from page 4 Record them in the Tool Profiecencies & Custom Skills block.
12. Next choose a GOD to believe in or worship. https://forgottenrealms.fandom.com/wiki/Portal:Deities This link has a good list of the gods from Toril.
13. Next record all the CONTACTS from This is your life and create more if you dont have at least 10. http://www.npcgenerator.com/ this link can help you do this. (only need name, race, class and short description.) After all contacts are on your list in “Allies and Organizations” they need to be ranked -5 to 5.
14. Next Create an ADVERSARY or if this is your life created one add them to “Allies and Organizations”.
15. If you are part of any ORGANIZATION add it to your sheet as well to “Allies and Organizations” section.
16. Next you can now write a BIO on the bio & info page tab including all the above information.
17. Next Choose a PICTURE to have as a token and main picture.
18. Finally play through a ZERO level game. (gamemaster will need to copy characters to make the adjustments to zero.)

3 Vote Rule

No new rule will be added with out 3 vote from the players.

Rookie Characters

Level Zero

Sometimes I want to begin a campaign with the players as commoners or other similarly weak individuals, either for narrative reasons or to further simplify gameplay to better teach the core mechanics. Players at 0th-level have the following features:

  • You begin play with -100 XP
  • Do not choose a class: you begin play with only your racial and background features.
  • Your proficiency bonus is +1
  • You begin only with the equipment granted by your background gives you.
  • You have only one saving throw proficency. This could change once you reach 1st level .
  • When you reach 0 XP, you gain 1st level in a class. That class' Hit Dice replaces your existing Hit Dice, and the classes "Hit Points at 1st Level" replaces your maximum hit points.
Rookie Details
Background Hit Dice Armor Weapon
Acolyte 1d4 - Simple
Charlatan 1d6 Light Simple
Criminal 1d6 Light, Medium Simple
Entertainer 1d6 Light Simple
Folk Hero 1d6 Light Simple, Martial
Guild Artisan 1d6 Light Simple
Hermit 1d4 - Simple
Noble 1d6 Light, Medium Simple, Martial
Outlander 1d6 Light Simple, Martial
Sage 1d4 - Simple
Sailor 1d8 Light, Medium Simple
Soldier 1d10 All Armor, Shields Simple, Martial
Urchin 1d4 - Simple

Cantrips

Some backgrounds lead to spell casting so it is reasonable to start even at 0 level with a cantrip. Acolyte start with a clerical cantrip, Entertainers start with 1 Bard Cantrip, Hermit start with one Arcane or Druidic cantrip. Sage start with one Arcane cantripand Urchins start with any 1 cantrip from any lists. Arcane cantrips come from Warlock, Sorcerer or wizard lists.


Leveling Up

When your rookie levels up and reaches 1st-level, replace your core details (hit points, hit die, saving throws, and proficiencies) with those of your class as per normal. Adjust stats as needed. You dont gain new equipment just for leveling you will need to gain them through normal means. Spells on the other hand simple become learned. The moment a character becomes a class should be an awakening. They are no longer normal citizens but heroes. Destined for greatness!

Destiny Points

Rookies are not completely helpless—they have a reserve of grit and determination to dig into, unlocking a burst of power and ability—these are called destiny points. You start with 3 destiny points, regaining spent points after completing a long rest. You can spend a destiny point during your turn to do something improvised and extraordinary—use these as an opportunity to discover what class your rookie might grow into. You can only use one destiny point per turn.

Destiny Abilities
  • Rage +2 to Hit
  • Bolster Defense +2 AC
  • Inspire Someone 1d4
  • Cast a cantrip you have seen
  • Healing 1d4
  • Martial Arts move 1d4
  • Detect Presence of evil
  • Gain advantage on favorite Enemy
  • Gain advantage in favorite terrain
  • Sneak Attack 1d4

Expertise Skills

Expertise

An Expertise is a narrow domain of knowledge and mastery that further refines the Dungeons and Dragons 5th Edition basic skill system. It allows you to customize your character in a meaningful, way related to their background and training.

Starting Expertise

When starting a new character, you may choose a number of expertises from this section equal to your proficiency. These expertises should be based around your background or class. Additional expertise must be earned through training or studying.You may propose unique expertise not present in this section that fits your character background and story. They must be narrow enough and not useful for adventuring.

Advancement

As you level your Prociency Bonus increases, each time you have an increase you may select a new apropriate Expertise. These new skills should reflect things you have been focusing on in the last few levels. These new skills must be approved by the DM so that it fits the character.

Training New Expertise

If you really want to advance in an expertise that might not make sence. You can train to learn it once you have a slot to gain a new expertise. This training will depend on what the skill you are trying to learn is and how much exerience you have doing it. This will be determined by the DM.

Using your Expertise

When ever you preform a task of the skill type of your expertise you can add your proficiency bonus to the roll a second time. For example you have +3 proficency bonus and +3 from Dex giving you +6 Acrobatics and have Balance so when preforming balance skill checks you have +9 (adding the proficiency bonus a second time). Having expertise helps you focus in on who your character is. It gives him more specific skills he is good at. Helping you to flush out who he or she is.

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Strength

Athletics

Athletics is broken down into four expertises: Climbing, Jumping, Mining and Swimming.

Climbing

Scaling cliffsides or reaching rooftops, few heroes have careers without the use of climbing.

Jumping

Jumping allows heroes to leap in great bounds horizontally, or try to attain great heights vertically.

Mining

Extracting minerals and metals from the ground is a staple in worlds where iron and steel see kingdoms rise and fall. This is a new use of the Athletics skill. DMs should set DCs based on how long or difficult it would take to extract valuables. Failure results in lower yields.

Swimming

Crossing rapid streams, delving into the lair of a black dragon, or communing with mermaids, few are the heroes who stay dry forever.

Dexterity

Acrobatics

Acrobatics is broken down into five expertises: Balance, Diving, Escapology, Aerobatics and Tumbling.

Balance

Crossing narrow bridges, riding choppy seas, or running across ice, most heroes actively avoid trying to fall prone.

Diving

Sometimes a belly flop is fine, but most heroes want to avoid taking damage when falling into water. Slipping unnoticed into water to evade a dock guard might come in handy for port rogues.

Escapology

Between spider webs and bounty hunter manacles, a quick Escape is sometimes the better part of valor.

Aerobatics

Tumbling and swimming are great for heroes darting around foes on the ground and underwater, but Aerobatics helps airborne heroes do the same. DMs should set DCs similar to those skills for flying heroes.

Tumbling

Avoiding damage from a big fall or sliding through an opponents legs, mobile heroes can often find a need to tumble.


Sleight of Hand

Sleight of Hand is broken down into three expertises: Concealment, Juggling and Pickpocketing.

Concealment

While pickpocketing is great for liberating things from less observant targets, Concealment is great for making sure perceptive individuals aren't going to notice objects you've hidden. The DM should set the DC based on the size of the object and how difficult it would be to hide.

Juggling

Whether catching something to prevent it from falling or entertaining a crowd, it's not an uncommon skill for those with quick reflexes to pick up.

Pickpocketing

Planting evidence or filling your pockets with the possessions of others, Pickpocketing is a staple in every major city.

Stealth

Stealth is broken down into two expertises: Camouflage and Tailing. While both are used for hiding in different situations (staying still vs moving) the usual rules for stealth still apply as per page 177 in the Player's Handbook.

Camouflage

Hiding in place like a great cat stalking prey, Camouflage is a great tool for staking out targets or keeping your party hidden while resting.

Tailing

Wanting to move and not be noticed isn't just for Rogues. Keepers of Law or Bounty Hunters can find it useful for tracking targets. Either way, if you plan to move and be hidden Tailing is a useful skill to know.

Constitution

New Skill: Endurance

Endurance is a completely new main skill based on Constitution. It is optional and can only be picked by characters that choose one or more of its expertises. The Barbarian, Druid, Fighter, Monk, and Paladin classes can add Endurance to the list of skills they can choose from. Endurance checks are made when your character needs to push their bodies beyond normal limits. Holding your breath, marching for days, going without sleep or food, and resisting the effects of alcohol are all times when one would roll an Endurance check.

Endurance can be broken down into three expertises: Environmental Adaptation, Pain Tolerance, and Running.

Environmental Adaptation

Over time, your body and mind have adapted to an environment. When using your Endurance skill to resist the naturally occurring effects of that terrain, you can use adaptation instead. For example, in a desert, you could use it to resist lack of water or overwhelming heat.

When picking this expertise, select one type of terrain or environment. You can take this expertise multiple times, selecting one new environment each time. The terrain available to Rangers via the Natural Explorer trait (p.91, Player's Handbook) are the options you can choose from, each time you take Environmental Adaptation expertise.

  • Arctic
  • Coast
  • Desert
  • Forest
  • Grassland
  • Mountain
  • Nautical
  • Swamp
  • Underdark
  • Nautical
Pain Tolerance

Information is power, and to that end torturers consider information extraction an art. Pain Tolerance allows you to resist their craft. The DM should use Constitution, Endurance, or Pain Tolerance as the DC for Torture.

Distance Running

Sprinting short distances is fine, but sometimes heroes need to cover vast distances without rest. Distance Running allows you to maintain your pace. DMs should use Distance Running to allow players to cover greater distances overland than usual, with failure resulting in exhaustion.

Intelligence

Arcana

Arcana is broken down into five expertises: Abberation Lore, Construct Lore, Elemental Lore, Monstrosity Lore and Arcane Spell Lore.


Aberration Lore

Aberrations are the strange and unusual creatures of the far realms. Experts can spend decades learning about these creatures but often end up going insane from picking up forbidden knowledge.

Construct Lore

Wizards are often considered fragile or frail, their strength in the arcane leads them to have powerful bodyguards made of stone, iron, or flesh. These constructed guardians will fight to the death for their masters.

Elemental Lore

Airy assassins, powerful efreeti, and alien gem-eating mounds of rock, the elemental planes spit out all manner of unusual creature. But their long history and ties to the creation of existence make them a well studied group.

Monstrosity Lore

While natural creatures like wolves and bears are well known to all, there are rarer beings like hydras and centaurs that inhabit the lands. With unusual abilities like turning heroes to stone from a paralyzing gaze or dissolving metals with only a touch, it's the wise hero who knows about these beasts.

Arcane Spell Lore

A wizard pulls out a pinch of sulfur and bat guano. Woe to the hero who doesn't identify a fireball spell before experiencing it firsthand.

Lore

The lore skills defined below allow you to know lots about things in the world. Functionally they are all the same, although the information they provide is quite varied. Below is a guide on how DMs can set their DCs, using dragons as an example.

  • Very Easy (DC 5) - Very common knowledge. Dragons are dangerous.
  • Easy (DC 10) - Common knowledge. Dragons have breath weapons and fly.
  • Moderate (DC 15) - Uncommon knowledge that most people don't know. The color of a dragon determines its breath weapon element, and they are usually resistant to the same element.
  • Hard (DC 20) - Rare knowledge. Sometimes dragons are spellcasters, which is an innate ability they are born with.
  • Very Hard (DC 25) - Very rare knowledge. Elder dragons are creatures of legend, with lairs that can end adventurers as easily as the dragon.

Obviously it's up to the DM to determine how rare information is for their world, but here is a good rule of thumb. Commoners know stuff DC 5-10. Educated individuals know 10-15. Scholars know things 15-20 and Experts (people who focus on that area of expertise) know things DC 20+

History

History is broken down into 10 expertises: Humanoid Lore, Giant Lore, Dragon Lore, Regional Lore, Ancient Lore, Appraising, Bureaucracy, Heraldry, and Law.

Regional Lore

How old is Waterdeep? What are the laws regarding open magic in Sembia? Who is the consulate from Thay in Damara? Only a fool would go into a country without knowing anything about it.

When picking this skill, select a region from the Lore Regions sidebar. You can take this skill multiple times, selecting one new region each time.

Lore Regions

The 'default' setting for Dungeons and Dragons 5th Edition is Faerun. Below are the regions we suggest for the use of History, but you can adapt this to any world. Generally, if your world has only a few regions (such as Ravenloft), each one would get an appropriate skill. If you have a great many regions, try grouping them. For example, in Faerun exists the Bloodstone Lands. That covers Vaasa, Damara, and a little of the surrounding areas.

  • The Sword Coast: Waterdeep down to Amn.
  • The Frozen North: The Ten Towns of Icewind Dale down to Neverwinter and across to Netheril.
  • Netheril: The former desert of Netheril.
  • The Shining South: The Snowflake Mountains across to Chessenta, from the Sea of Fallen Stars down to Halruaa.
  • The Caliphate of Calim: Tethyr, the country of Calim and Velen
  • The Jungles of Chult: Everything on the south side of the Shining Sea, over to Halruaa.
  • Old Empires of the East: Unther, Mulhorand, Murghom and Thay
  • The Bloodstone Lands: Vaasa, Damara and Narfel
  • The Moonsea: The Dalelands, Impiltur, Cormanthor and the region between Vaasa and Netheril.
  • The Sea of Fallen Stars: Turmish, Sembia, Cormyr, Thesk, Aglarond and Chessenta
  • The Sea of Swords: Moonshae Islands, Lantan and all the islands of the Sword Coast.

Humanoid Lore

Humans, Elves, Dwarves and the other races of the world have raised empires, toppled kingdoms, forged alliances, and broken them with each other.

Ancient Lore

Is that statue historically relevant to the people who made the dungeon you're in, or is it something that was added in a later age? Knowing who built things and why can give greater insight into how they can help you now.

Giant Lore

Uncertain which giant sitting in a circle is the leader? Can't tell a Storm and a Cloud giant apart? Perhaps picking up the Giant Lore skill would help your hero avoid these confusions.

Dragon Lore

Everyone thinks they know all about dragons, but the creatures are so prolific and create so many half-breeds that filtering fact from fiction is difficult.

Appraising

Knowing the cut of a gem, the difficulty in casting a bronze statue, or the elegance of a wooden box, allows you to understand exactly how ripped off you're going to get from the merchants in town.

Bureaucracy

A hero gains understanding of the ins and outs of governments, politics, and those who pull the strings behind the scenes. Heroes who train in bureaucracy long for the safety of dungeons.

Heraldry

You see a shield emblazoned Party per pale or and vert, a dragon segreant sable. Does it belong to the evil baron from the next county or the benevolent king in your debt? Knowing means the difference between being celebrated or captured.

Law

Knowledge of the rules and regulations, and the consequences that will happen when your party members break them.

Investigation

Investigation is broken down into three expertise: Cryptography, Information Gathering, and Deduction.

Cryptography

Cryptography is used when someone wants to hide information inside something else. Heroes can pick up the hidden meaning in a story, a password drawn into a painting, or a message left for a member of a hidden society.

Information Gathering

Walking around town, picking up rumors, is a common adventurer past time. Plying locals with booze to get secrets out of them is a great cover for getting drunk in town.

Deduction

The ability to see connections between seemingly random facts, and the process of reaching a decision or answer by evaluating known facts.

Nature

Nature is broken down into 9 expertises: Beast Lore, Fey Lore, Ooze Lore, Plant Lore, Botany, Cartography, Geography, Geology, and Poison.

Beast Lore

Lions, Tigers and Bears. And Giant Rats. And Dinosaurs. Prepared heroes are ready for all of these horrors nature decided to throw at them.

Fey Lore

The Seelie and Unseelie courts are something no rational character will want to delve into, but rarely do you interact with these strange beings of your own volition.

Ooze Lore

One would think that Oozes don't have much lore behind them but the Oozeologists of the worlds disagree. These creatures have a tendency to inhabit exactly the places which heroes need to go.

Plant Lore

While farmers grow wheat and rotting wood grows new mushrooms, there are more mobile threats to the world.

Botany

If it's not walking, talking and thinking but it's still a plant, those trained in botany know all about it. Farmers, cooks, rangers, and scholars tend to fill out their ranks.

Cartography

There's a big difference between being able to read the lay of the land in person, and reading a map. Knowing how to create and read maps is especially important for adventurers wanting to explore new lands.

Geography

Knowing how and why mountains form, what rocks lay under the ocean and which side of trees moss tends to are all skills useful to those who trek through the wilds. You can read the lay of the land faster than any map.

Geology

No dwarf worth their salt would be caught dead not knowing the differences between rock types. If you plan on delving through caves or even the Underdark, it's advised you listen to their knowledge.

Poison

Is a substance safe to touch? To breathe? To apply to your weapon? Not all poisons are created equal and their dangerous nature means understanding them makes you much safer.


Religion

Religion is broken down into seven expertises: Celestial Lore, Fiend Lore, Undead Lore, Ceremony, Divine Spell Lore, Prophecy Lore, and Zeal.

Celestial Lore

Angels are powerful creatures and it's an old hero's adage: don't anger anyone who can vaporize you in a beam of concentrated holy light.

Fiend Lore

Devils? Demons? It's inadvised to trust either, but knowing which one sticks to their word and which doesn't will save your life.

Undead Lore

A skeleton stands before you, a few strands of hair clinging to the dome of its skull. A quick check will tell you if you should rush a disposable guardian or if you're about to be disintegrated by a powerful lich.

Ceremony

Watching a priest perform a ritual in the center of town is something most wouldn't consider unusual. Those keen of eye and armed with the knowledge of the hidden rituals of Tamoachan would know something evil is afoot.

Divine Spell Lore

A priest raises their hands, calling out for a powerful being to lend them power. With your hefty knowledge of divine spells, you'll know if they're summoning a fiendish weasel or casting a magical darkness.

Prophecy Lore

Heroes deal with prophecies regularly, but it usually involves seeking out wise old mountain dwellers for their knowledge. Cut out the middle prophet by learning about them yourself.

Zeal

A priest needs to communicate with the followers of their God. Zeal allows them to pass religious messages along with their sermons, similar to Bards using the Perform skill with an audience.

Wisdom

Animal Handling

Animal Handling is broken down into five expertises: Entomology, Falconry, Horsemanship, Kenneling, and Shepherding.

Entomology

Favoured by the drow, your knowledge of insects and arachnids allows you to identify the small ones and convince the big ones to let you ride them.

Falconry

Working with majestic birds, you can train them to send messages to other cities, find food, or if your sizes allow, ride them.

Horsemanship

Many an adventurer has swung a sword from horseback, but these creatures need to be trained to wade into battle. Understanding your mount will go a long way towards keeping it from flinging you off.

Kenneling

While others know how to deal with animals and even ride them, learning kenneling will allow you to keep and breed them. Many lords will have large kennels of canines with which to hunt.

Shepherding

While not as glamourous as a giant spider, eagle, wolf or horse, the shepherd deals with herding groups of animals. A rider can calm a horse, but a shepherd can calm a whole herd of cows, sheep or goats.

Insight

Insight is broken into two expertises: Empathy and Tactics.

Empathy

A bard might understand how to make others see their point of view with a silvered tongue. Empathy will let you understand how someone else is feeling without having to press them as forcibly. A more subtle art, certainly.

Tactics

Everyone knows to take the high ground, but there are hundreds of battlefield strategies that can keep adventurers alive. Likewise, understanding that your opponent also knows these tricks is an equally useful tool.

Medicine

Medicine is broken down into four expertises: Apothecary, Massage, Forensics, and Veterinary.

Apothecary

Ointments, medicines and unguents are all different ways of solving what ails the common man who can't afford to down a healing potion whenever they get a headache. Being trained in the skill allows you to separate real cures from snake oil.


Massage Therapy

Physical therapy is not only a useful skill medicinally, but many a powerful ruler has had their ear swayed when they were in good moods during a skilled massage.

Forensics

Looking at a battlefield and being able to determine which side won, where the victors went and who might have survived takes as sharp a wit as being able to look at a corpse and determine the cause of death. Such a skill can help keep the same fate from befalling your heroes.

Veterinary

While many medicines apply in a general way between humans and horses, understanding the specific differences between the two can help you apply medicine to animals.

Perception

Perception is broken into three expertises: Eavesdropping, Guarding, and Tasting.

Eavesdropping

Listening through a door, from a distance, or around a corner is not an easy task. Another one of those skills that urban adventurers find useful.

Guarding

You have an ever-watchful eye that can spot movement or any other irregularities around you. You keep a perfect watch, able to tell friend from foe and patiently guard your surroundings.

Tasting

Wow, you can really taste the poison! Every lord, king, or emperor will be glad they have royal tasters specially trained in picking out the dangers lurking within their food.

Survival

Survival is broken down into 10 expertises: Find Water, Fire Mastery, Fishing, Foraging, Regional Navigation, Rope Mastery, Skinning, Tracking, Trapping, and Weather Sense.

Find Water

It's recommended players take time to drink a few times in an adventuring day. In some of the more dangerous regions of the world that can be hard to do. Being trained to find water can help mitigate this risk.

Fire Mastery

Something even children are taught and one of the basics of survival, you know how to start, stop, or enlarge a fire. Also, you can easily determine how long a fire has been burning.

Fishing

Let others eat berries. Find yourself some of that delicious flaky food. A staple in any port location, many adventurers will supplement their dried foods with fish.

Foraging

No water nearby? Can't hunt because the animals in the forest belong to the king and his evil henchmen? If you're going to end up eating berries, it's a good idea to know the difference between the ones that will make you feel better and the ones that will leave you sick.

Region Navigation

Can't see the forest for the trees? Finding the Underdark keeps twisting around in circles? An ocean all around you and no idea where you are? Take some time to learn how to navigate the world and never feel lost again. When picking this skill, select a region from the Regional Lore expertise. You can take this skill multiple times, selecting a new region each time.

Rope Mastery

You might not want to kill your foes, but they certainly can't be allowed to walk around freely. Why not tie them up with a rope? Or tie off a rope as an impromptu ladder for those times you're in the dungeon and a ladder cannot be found.

Skinning

Animals need to be skinned before becoming the leather armor that ends up protecting your more lightly armored friends and warming more northern peoples. It is recommended for DMs to set the DC based on how difficult removal is and to reward failures with lower yields.

Tracking

Not everyone can be so lucky as to track foes through wet mud or snow. Being skilled in spotting the tell-tale signs of your prey through the best and worst of conditions is useful to most adventuring groups.

Trapping

If the whole 'slowly chase animals and shoot them with arrows' thing isn't working for you, try luring them with some bait into a trap! It is advised that the DM sets the DC based on how plentiful creatures are in the area.

Weather Sense

Storm's a brewin' and you can tell! Know what the weather will be like in a few hours or even a few days, if you're really good at it.

Charisma

Deception

Deception is broken into five expertises: Acting, Boasting, Disguise, Fast Talking, and Mimicry.

Acting

From impressing audiences in amphitheaters of large cites to tricking mob bosses in sewer lairs, the skill of Acting can be plied widely across the land.

Boasting

Drunks from taverns across the world, trained or otherwise, flood the ears of passers by with the Boasting skill. Of course, every single boasted tale is absolutely factual as well!


Disguise

This is the ability to apply pigments, makeup, and prosthetics to literally make someone look unlike themselves. The DM should set the DC according to how difficult it would be to make the target look like something else.

Fast-talk

Your lips are just as quick as your wits, and combining both throws people off of the intent of your words and directly where you want them (provided they don't notice your duplicity).

Mimicry

Calling out to a goblin tribe, mimicking their war boss, and having them let prisoners loose is a great test of your Mimicry skill. Of course, sounding like someone isn't enough to convince people you are them but it's a start.

Intimidation

Intimidation is broken into two expertises: Torture and Savagery.

Torture

Extracting information from a source by force. The DM should use a Constitution or an Endurance (Pain Tolerance) roll to set the DC for using this skill.

Savagery

Talking to barbarians, tribal creatures, and other so-called 'uncivilized' societies requires a different set of skills from playing around in a court. The Savagery skill is used in the same way that Etiquette is used in civilized places or Zeal in locations of faith.

Performance

Performance is broken down into seven expertises: Comedy, Dancing, Instrument Mastery, Pantomime, Oratory, Poetry, and Singing.

Instrument Mastery

When picking this skill, select a musical instrument. You can take this skill multiple times, selecting one new instrument each time. A master of an instrument gains advantage on rolls, when using other instruments in the same group.

  • Brass - Trumpets or Horns
  • Keyed - Pianos or Gnomish Steam Organs
  • String - Guitar, Harp, or Violin
  • Woodwind - Bagpipes, Clarinet or Flute
  • Percussion - Drums, Triangle, or Xylophone
Comedy

What's the deal with Orcs subjugating other races? Comedy is a great way to endear yourself to your audience. Of course the wrong joke to the right crowd could end very poorly.

Dancing

Dancing is a universal sign of civilization. From the smallest Halflings to the largest Giants, every race seems to have their own culturally significant way to cut a rug.

antomime

This is the ability to pantomime actions and have others understand what you're conveying, such as communicating with party members without resorting to whispering. The DM should set the DC according to how difficult that action would be to convey without any other items.

Oratory

A booming voice, echoing through a large room, catches the attention of all. The oratory skill lets you say what needs to be said with a significant amount of panache.

Poetry

It's not for everyone but to the right target, Poetry is like the Massage skill for the soul.


Singing

Functionally similar to playing an instrument but requiring an entirely different set of skills, singing is oft said to be one of the most difficult instruments to perfect.

Persuasion

Persuasion is broken down into six expertise: Bargaining, Debate, Etiquette, Leadership, Provocation, and Seduction

Bargaining

Honest merchants prefer a fair bargain versus a cunning tongue. The best deals are the ones which benefit everyone.

Debate

You might be right, and they might be wrong, but if you don't understand the best way to express that then you'll truly have your work cut out for you.

Etiquette

While your usual skills of persuasion will work with the commoners, nobles and gentry will require a much more refined touch. That's when it's time to break out your Etiquette skills to impress.

Leadership

Anyone can send a troupe of soldiers into battle. A leader will be there to inspire them to stay on the battlefield when the going gets tough, or to ignore their exhaustion when they're tired. The DM should set the DC based on how loyal that group is to the leader as well as what the leader is asking of that group.

Seduction

If you've got it, flaunt it. Of course there's no promise that you are what your target is looking for, but nothing ventured, nothing gained.

Provocation

Your cunning words cut deeper than your sword, and it is a fair reason to make anyone react angrily, violently, or emotionally against their best interests.

Background Flavors

Background Flavors are a way of customizing your character's background further. They are traits and experiences that are big enough that they would have an effect on how your character developed and what skills they have, but not so big that they can be a complete background on their own. Often they are prominent skills or personality traits that lead them down a certain path, or major life experiences that shaped them but didn't take up their entire past.

How to Use

Each background flavor has a list of traits associated with it. You can take as many or as few traits from the list as you want. Keep in mind that each trait has a cost—when you take it, you will have to give up something of equal value from your base background.

  • If the trait gives you a skill, it will replace one of the skills you get from your base background.
  • If a trait gives you a language or tool proficiency, it will replace either a language or a tool proficiency from your base background. You can replace a language with a tool proficiency and vice versa.
  • If the trait gives you a background feature, it will replace the background feature you get from your base background.

Animal Lover

You adore animals, and possibly care more about them than you do about other people. Your wealth of experience dealing with beasts combined with your enthusiasm for them lets you connect with them on a level the average person wouldn't understand.

Examples: a folk hero who grew up on the farm and became close to the livestock, a hermit who's only companion was their pet, a sage specializing in zoology.

Background Traits

Choose as many of the following features as you want.

  • Beast Handler. You have extensive experience with animals. Replace one skill with Animal Handling.
  • Nature Admirer. You've studied the animal kingdom and other parts of nature as well. Replace one skill with Nature.
  • Horse Rider. You know how to handle horses and other mounts or beasts of burden. Replace one language or tool proficiency with a proficiency in Vehicles (Land).
  • Pet Keeping. Replace your background feature with the Petkeeping feature.
    
    

Feature: Petkeeping

You are very familiar with how to take care of commonly domesticated animals, such as dogs, cats, cows, horses, and so on. You will know what is appropriate to feed them, how and how often to clean them, and everything else you might need to know to take care of them. You may be able to do the same for more exotic animals if your backstory suggests you should, at the DM's discretion.

You will be able to teach basic tricks to common tamed animals without any issue, assuming the animal can learn tricks and is not rowdy, aggressive, frightened, or otherwise unreceptive. For example, you can teach a dog to sit, stay or heel, or teach a horse to handle a rider and perform different gaits on command.

Beautiful

You have been blessed by your genetics with exceptionally attractive features. You have the luxury of being able to get by in life by your looks, though the amount you've taken advantage of this is up to you. You're used to turning heads and getting an odd amount of attention from strangers.

Examples: A charlatan who uses their looks to put their victims at ease, an entertainer who woos their fans with their musical talents and charming smile, an acolyte chosen to be the public face of their temple and use their beauty to draw in converts.

Background Traits

Choose as many of the following features as you want.

  • Charming Smile. Your beauty makes it easier to get what you want. Replace one skill with Persuasion.
  • Aura of Grace. Your appearance makes people like to watch you more. Replace one skill with Performance.
  • Makeup Artist. You have a lot of experience with clothing and makeup. Replace one language or tool proficiency with a proficiency in disguise kits.
  • Enchanting Appearance. Replace your background feature with the Enchanting Appearance feature.

Feature: Enchanting Appearance

Your appearance means that people who aren't already aggressive or hostile towards you may treat you differently. They will be more willing to interact with you or give you special treatment, especially if they are inclined to be attracted to your gender.

However, your interactions are more likely to be misinterpreted as flirtatious. Those who are helping you may attempt to make romantic moves on you, and will be upset if you reject them. They may even become angry if they believe you were leading them on intentionally. Those who see your beauty as a threat, such as someone who likes or is married to a person you are "flirting" with, may treat you with hostility.

Blessed

You have procured a minor blessing from a powerful being, such as a fey, a celestial, a powerful wizard, or even a god. They gave you no tangible power, but you are marked by them in some subtle way that lets others know that you are favored. Most people with blessings are kind and caring, which is how they earned it in the first place, but others subvert that reputation.

Examples: An acolyte who received a blessing from their god for exceptional service, a noble blessed from birth to be a great and kind ruler, an urchin who's wish for some small material comfort was granted by a sympathetic being.

Background Traits

Choose as many of the following features as you want.

  • Animal Friends. For some reason, your blessing makes animals like you more. Replace one skill with Animal Handling.
  • Esoteric Research. Your blessing has prompted you to learn more about the being that gave it to you. Replace one skill with either Religion or Arcana, depending on the nature of your blessing.
  • Blessing of Speech. You were granted the language of the being who blessed you so that they could communicate with you. Replace one tool proficiency with an exotic language of your choice.
  • Minor Blessing. Replace your background feature with the Minor Blessing feature.

Feature: Minor Blessing

The being that blessed you infused you with a small bit of magic so that you can prove you have their favor. Choose one small, harmless effect that could be generated by Prestidigitation, Thaumaturgy, or Druidcraft. You may use this effect at will as an action.


Changeling

You were not raised by parents of the same species as yourself. You could be a dwarf with adopted elf parents, or a tiefling brought up by halflings, or any other strange combination. Nurture has triumphed over nature in a lot of ways, so in many facets of life you act most similar to the ones who raised you. Still, the obvious physical differences between you and your kin set you apart in your community, in good ways and bad.

Examples: An elf guild artisan trained in blacksmithing by his adopted dwarf parents, a gnome hermit who wandered away from civilization after his short-lived human parents died, a human outlander raised by a herd of goliaths.

Background Traits

Choose as many of the following features as you want.

  • Changeling Skills. Replace one skill with any one skill that the race who raised you has as a racial feature.
  • Changeling Education. Replace one language or tool proficiency with any one tool proficiency that the race who raised you learns as a racial feature.
  • Native Language. Replace one language or tool proficiency with any one language that the race who raised knows as a racial feature.
  • Multicultural. Replace your background feature with the Multicultural feature.

Feature: Multicultural

Growing up among a different race, you've had to compensate for your otherness by being very good with first impressions among them. Members of the race you were raised by are more likely to accept and trust you once you demonstrate literacy in their culture. They may be willing to share information, tips, and gossip with you that they would not normally disclose to an outsider. Members of your actual race may give you the same benefits, because they assume that you are already not an outsider by virtue of you physical features.

Hybrid Races

Races with naturally mixed bloodlines, such as half-elves and half-orcs, do not count as changelings if they are raised by humans or whatever race makes up the other half of their bloodline. They are only changelings if raised by a race that has no genetic relation to them at all, such as dwarves or dragonborn.

Conspiracy Theorist

You are utterly convinced of some things that would make the average person roll their eyes. That "orc raid" ten years ago was faked by the government as an excuse to raise taxes, everyone in the royal court is a chromatic dragon in disguise, lich-worshipping cultists are putting poisons in the water that turn all the frogs gay, things like that. Few people believe you, they all call you mad, but you don't care. If being mad is what it takes to uncover the truth, you don't want to be sane.

Examples: An acolyte who quit their temple when they suspected an evil cult of heretics had infiltrated their ranks, a sage who was discredited after spouting his strange theories to impressionable students, a sailor who is sure that aberrant cryptids lurk in the oceans they used to sail.

Background Traits

Choose as many of the following features as you want.

  • Cult Conspiracies. Your obsession with secret cults has taught you a lot about religion. Replace one skill with Religion.
  • Disaster Preparedness. You're positive that the world will end soon, as you've trained yourself to handle it. Replace one skill with Survival.
  • Tongue of Secrets. To seek evidence for your theories, you've learned a language that's often used in old documents you're interested in. Replace one tool proficiency with an exotic language of your choice.
  • Kernel of Truth. Replace your background feature with the Kernel of Truth feature.

Feature: Kernel of Truth

The conspiracies you rant about may sound like nonsense, but you're not completely wrong. A part of one of your pet theories is actually true, and may be the key to uncovering a great mystery or completing a segment of an epic quest. The downside is that this truth is surrounded by so much confusion that you will rarely be able to convince anyone of it.

Discuss with your DM the details of your conspiracy theory and its impact on the campaign. Your DM may choose not to disclose to you which part of the conspiracy theory is correct.

Convict

You were convicted of a crime in the past and spent a significant amount of time imprisoned. Whether you were truly guilty or you were locked up by mistake, you've done your time and are free once again. Maybe your sentence taught you a lesson, but there's always a chance that you'll go back to your old ways.

Examples: A charlatan who got caught in a scheme, a criminal who's luck ran out, a hermit who used their time in solitary confinement to seek enlightenment.

Background Traits

Choose as many of the following features as you want.

  • Bad Reputation. Scaring off other prisoners kept you out of fights. Replace one skill with Intimidation.
  • Contraband. You often had to keep small items smuggled into the prison a secret from the guards. Replace one skill with Sleight of Hand.
  • Passing Time. You and other inmates played a lot of simple games to keep from going insane with boredom. Replace one language or tool proficiency with a proficiency in dice sets.
  • Prison Connections. Replace your background feature with the Prison Connections feature.

Feature: Prison Connections

While in prison, you made an alliance with a prison gang or other criminal organization. You have been given instructions on how to contact them on the outside in case you need their services. They will be able to get you information, help you avoid the authorities, supply you with contraband, and provide other illegal services of that nature.

Your actions in prison have earned you one free reasonable favor. After that is spent, taking advantage of your contact will either cost money or require you to do a favor for them in return.

Drunk

You've had a lot to drink if your life, and you know how to handle your liquor. For you, alcohol goes beyond a thing you do to unwind with friends, and has become a real passion and obsession—or, if not that, an overused mechanism for drowning your problems. You spend a worrying amount of your time inebriated, but you wouldn't have it any other way.

Examples: A brewer guild artisan who likes to sample their own creations, a foul-mouthed drunken sailor, a soldier who drinks to forget the horrors of war.

Background Traits

Choose as many of the following features as you want.

  • Discerning Tongue. Your senses are finely tuned to pick out the quality and attributes of drinks. Replace one skill with Perception.
  • Drunken Rage. Drinking so much has given you no reservations about letting your anger show through. Replace one skill with Intimidation.
  • Passion for Brewing. You've dabbled in brewing alcohol yourself. Replace one language or tool proficiency with a proficiency in brewer's supplies.
  • Alcohol Resistance. Replace your background feature with the Alcohol Resistance feature.

Feature: Alcohol Resistance

You can stomach a lot of alcohol before feeling its effects. It takes twice as much alcohol to get you drunk as it would normally take for someone of your size and race. Even when you do get drunk you rarely black out. You will remember most of what you did and witnessed while you were drunk.

Your ability to stomach so much alcohol can earn you respect in the right circles. While at a tavern, regulars who see you drink excessive amounts of alcohol and not pass out will gain respect for you, and might try to befriend you.

Feral

You were abandoned by society when you were a baby, and spent a significant portion of your early life being raised by unintelligent beasts. You ran with them, hunted with them, learned how to survive in the wild from them. You separated from them once you grew old enough to understand how different you were. Most of your life from adolescence onward has been spent reconnecting with beings on your own level of intelligence and finding your place in this new world. Still, you have not forgotten your animal instincts.

Examples: An outlander who remained among nature after being raised by a bear, a noble left to the wolves as a child who is now back to reclaim their title, a feral urchin who tried to join civilized society but ended up alone on the streets.

Background Traits

Choose as many of the following features as you want.

  • One With the Pack. Animals are your kin, and you know how to relate to them. Replace one skill with Animal Handing.
  • Raised by Nature. Your upbringing lets you survive in the wild like a wild beast. Replace one skill with Survival.
  • Natural Remedies. Without doctors, you kept yourself alive with medicinal plants. Replace one language or tool proficiency with a proficiency in herbalism kits.
  • Beast Reading. Replace your background feature with the Beast Reading feature.

Feature: Beast Reading

The body language of the type of animal that raised you is as easy for you to read as a person's body language. If you are interacting with an animal that is either the same species as the ones who raised you or a closely related species (such as any feline if you were raised by lions), you will be able to immediately understand their mood based on physical and auditory cues. You will also be able to communicate your own mood to them using body language and animalistic noises, as effectively as your body will allow.

Foreigner

You originate from a land very far from where you are currently living and adventuring. Perhaps you've been around for long enough to get by in the local culture, but you are by no means completely assimilated. Your outsider's viewpoint combined with your different cultural upbringing allow you to bring a unique perspective to your adventuring party.

Examples: A foreign merchant trading exotic goods that recently joined the local merchant's guild, a sailor who got lost at sea and ended up in a strange place, a soldier who defected from a foreign army and fled to another country.

Background Traits

Choose as many of the following features as you want.

  • Assimilation Efforts. You've studied this new land quite a bit to blend in better. Replace one skill with History.
  • Unfamiliar Territory. Moving to a strange land with unfamiliar customs kept you on your toes. Replace one skill with Perception.
  • Multilingual. Replace one tool proficiency with a language of your choice.
  • Foreign Tongue. Replace your background feature with the Foreign Tongue feature.

Feature: Foreign Tongue

You speak a rare language that is a linguistic relative to another more familiar language you know, such as Common, Elvish or Dwarvish. Only people from your faraway homeland speak it. It is very unlikely that anyone outside of your home region will understand it or even recognize it, unless they have ties to that region, such as being a merchant that trades there or a diplomat who does business with them.

Because this language is little known, you are able to keep private notes to yourself in it, as well as speak it in public without a high chance that someone will overhear and understand you.

Jokester

You're an expert at making people laugh. You are life's comic relief, bringing levity wherever you to with clever quips, bad puns, funny faces, and a slew of other tools in your comedic arsenal. You could be a professional comedian, a witty person with a love for joking around, or even someone who carries themselves in a funny way without meaning to.

Examples: A court jester entertainer, a village idiot folk hero who unexpectedly stumbled onto the path to greatness, a soldier who joked around with his fellow warriors to keep spirits high during wartime.

Background Traits

Choose as many of the following features as you want.

  • Comedic Routine. When put in the spotlight, you can put on quite a funny show. Replace one skill with Performance.
  • Slapstick. You're as good with physical comedy as you are with the verbal kind. Replace one skill with Acrobatics.
  • Cross-Language Wordplay. You've upped your pun game by learning another language. Replace one tool proficiency with a language of your choice.
  • Hilarious Failure. Replace your background feature with the Hilarious Failure feature.

Feature: Hilarious Failure

When you mess up, you have a way of looking so ridiculous that onlookers often can't help but laugh. If while out of combat you fail to perform some physical activity, such as picking up an object or jumping over something, you can choose to fail in a hilarious slapstick manner. Anyone around you who is not focused on something else will be temporarily distracted by this amusing display. If slapstick fits with someone's sense of humor, they will be distracted for even longer, and will grow more fond of you and your antics.

Martyr

You faced an insurmountable enemy in the name of your religion, political beliefs, or other ideology, then sacrificed something valuable to make a statement. You lost wealth, status, friends, family—maybe you even lost you life, and are only alive now thanks to a merciful cleric. The consequences of your sacrifice are lasting, and it is up to you whether you accept them with pride or scramble to regain what you lost.

Examples: A soldier stripped of his rank when he refused an order to do something horrific, an acolyte sentenced to death for questioning the temple's policies, a noble cast out of their family after trying to start a political revolution.

Background Traits

Choose as many of the following features as you want.

  • Stand Your Ground. Your stubborn confidence is good for convincing people you're right. Replace one skill with Persuasion.
  • Self Care. Rejected by society, you can't rely on doctors to patch you up, so you have to do it yourself. Replace one skill with Medicine.
  • Manifesto. You have written finely crafted declarations of what you stand for. Replace one language or tool proficiency with a proficiency in calligrapher's supplies.
  • Champion of the Cause. Replace your background feature with the Champion of the Cause feature.

Feature: Champion of the Cause

There is a small group of believers in your cause who consider you to be a symbol of hope and look up to you as a hero for your sacrifices. They often do not have extensive resources, but they will support you at a modest lifestyle and will supply you with whatever help they reasonably can. They may even be receptive to doing things that will put themselves in mild danger, such as hiding you from the authorities and assisting you with illegal tasks.

This group will only help you if they continue to see you as a champion to their cause. If you do or say something that convinces them otherwise, you will lose their support.


Mutant

Whether by experiments by a mad wizard, a dark occult ritual, or unusual genetic luck, you have acquired some physical feature that is not at all normal for your race. The trait you have is not particularly useful, but it is plainly visible. Some mutants take advantage of their mutation for entertainment and profit, but for others it's nothing but a curse.

Roll a d6 or select from the table below to determine what that trait is. You may also come up with a different mutation that is approximately equal in degree to these examples.

Mutation
d6 Mutation
1 A vestigial, non-prehensile tail
2 An unnatural skin color and/or texture
3 Mutant eyes (unnatural color, strange pupil, etc.)
4 Extra fingers on one hand
5 Strange growths coming out of your face
6 Hair in places it normally wouldn't be

Examples: An acolyte cultist who gained the mutation in a ritual to bring them closer to their god, a circus freak entertainer, a street urchin abandoned by their parents due to their odd deformity.

Background Traits

Choose as many of the following features as you want.

  • Strange Visage. Your mutation puts people on edge. Replace one skill with Intimidation.
  • Sideshow. You know how to use your mutation to make yourself an entertaining attraction. Replace one skill with Performance.
  • Passing for Normal. You often have to disguise yourself to go unnoticed in public. Replace one language or tool proficiency with a proficiency in disguise kits.
  • Freakish Display. Replace your background feature with the Freakish Display feature.

Feature: Freakish Display

Your mutation is strange enough on its own, but you have the ability to make it look even more unusual on command. For example, you may be able to make your skin or eyes glow, or bend your limbs in disgusting ways. When you choose to do this, you appear monstrous, and those around you may assume that you are more powerful than you first appeared.

Those who do not know you well and are easily frightened will be scared of you when you do this, and will comply with reasonable requests to make you go away. If you do this in front of someone who is confident in their ability to fight, they may decide you are a monster and attack you.

Parent

You have brought a child into this world and have spent many years as their primary caretaker, doing whatever you can to raise and protect them. They may still be a young child that you are guiding through life, or they may be grown and now carving their own path through the world. Consider why you chose to leave your family to go on an adventure, after all you've sacrificed for them.

Examples: A hermit who rejoined society so their child could have the support of a community, a criminal who only steals to provide for their family, a noble who is raising their future heir.

Background Traits

Choose as many of the following features as you want.

  • Parental Sense. You are always on the lookout to make sure your child stays out of trouble. Replace one skill with Perception.
  • First Aid. Patching up boo-boos and treating colds is a part of childrearing. Replace one skill with Medicine.
  • Cooking for the Family. Having to cook for more than just yourself has made you much better at it. Replace one language or tool proficiency with a proficiency in cook's utensils.
  • Housekeeping. Replace your background feature with the Housekeeping feature.

Feature: Housekeeping

After spending years cleaning up after a slobbish, uncoordinated toddler, cleaning up after yourself and your party is a piece of cake. Whenever you leave a campsite or room you were staying in for a night, you leave it looking even nicer than you left it without a trace of anyone having stayed there, assuming you did no major damage to the space that you couldn't reasonably clean up. You can clean up any mess in half the time it would take anyone else, as long as you have proper supplies.

Persecuted

You are a part of an oppressed population, and have been dealing with discrimination and senseless hatred for your whole life. It may be based on race, ethnicity, sexual orientation, religion, class, or anything else that could incite hatred. Besides being among your own kind, you have never found a place where you are truly accepted for who and what you are, and you are often treated with open hostility.

Examples: An acolyte worshipping a god falsely painted as evil, a disenfranchised member of a disliked ethnic group who becomes a criminal to survive, an outlander who fled from civilization to get away from its judgmental nature.

Background Traits

Choose as many of the following features as you want.

  • Distrust. You know how to spot when someone harbors hatred towards you. Replace one skill with Insight.
  • Going Unnoticed. You try not to attract attention to yourself in public. Replace one skill with Stealth.
  • Multilingual. Your people use another language to keep unfriendly outsiders from listening in on their conversations. Replace tool proficiency with one language of your choice.
  • Community of Outsiders. Replace your background feature with the Community of Outsiders feature.

Feature: Community of Outsiders

Everyone seems to have an opinion on your people. Those who hate your group will treat you with hostility, and may deny you service or forbid your entry into certain areas.

You may not be accepted into society at large, but those who share your predicament and various sympathizers will accept you instead. Members of your persecuted group will be willing to support you (but not the rest of your party) at a modest lifestyle. If they own a business, they may also be willing to give you reasonable discounts on products and services. Others who passionately believe that the way your people are treated is wrong may give you the same benefits.

Prodigy

You are far too young to be as skilled as you are. Your uncommon genius in some field has allowed you to compete with adult professionals at a young age. Roll a d6 or choose from the table below to decide what talent you have naturally.

d6 Talent
1 Combat. I am physically accomplished and became a skilled fighter at a young age. (Athletics, Vehicles (Land))
2 Arcane. My magical abilities made themselves known early. (Arcana, alchemist’s supplies)
3 Art. I possess unmatched raw talent at a particular craft. (Perception, artisan's tool of your choice)
4 Music. I have an ear for music, and instruments come naturally to me. (Performance, musical instrument of your choice)
5 Academia. I absorb information much faster than most my age. (History, additional language)
6 Medicine. Anatomy and the natural world make sense to me, and I am an expert at finding cures. (Medicine, herbalism kit)

Examples: A child genius sage, a guild artisan who went from apprentice to master in record time, a young folk hero who rose to greatness when their exceptional talents were discovered.

Background Traits

Choose as many of the following features as you want.

  • Natural Skill. You have an amazing amount of raw talent for a certain skill. Replace one skill with the skill listed with your talent on the talent table.
  • Feigned Innocence. You act differently than most people your age, making it easy to fool others. Replace one skill with Deception.
  • Natural Proficiency. You quickly picked up the tools used in the field you are talented in. Replace one language or tool proficiency with the language or tool proficiency listed with your talent on the talent table.
  • Wise Beyond Your Years. Replace your background feature with the Wise Beyond Your Years feature.

Feature: Wise Beyond Your Years

While you are a capable adventurer, you are still a child. Pick an age that is less than the beginning of adulthood for your character's race.

Your young age makes your talents more impressive than they normally would be. Institutions related to the skill you are talented in will not take you seriously until you prove your skill, but after that they will be amazed by you and excited to have you around. Having a prodigy in their institution would help their prestige, so they would be willing to grant you admission and offer you benefits of membership more easily than they would with ordinary people.

Seducer

You've played with too many hearts to count in your life and broken just as many. There's something about your suave confidence that draws enraptured men and women to you like moths to a flame. While you can make yourself seem like the perfect partner in the early stages—romantic, caring, and just a little dangerous—you abandon your flings quickly to move onto the next pretty thing that catches your eye.

Examples: A pickup artist charlatan, a noble who has had an affair with everyone in court, an entertainer that always fools around with his adoring fans before leaving for the next town.

Background Traits

Choose as many of the following features as you want.

  • Seduction. You have an easy time convincing people to sleep with you, or do other things. Replace one skill with Persuasion.
  • Bodybuilding. You train hard to maintain an attractive physique. Replace one skill with Athletics.
  • Shows of Affection. You win over your romantic targets with either handmade gifts or songs you wrote just for them. Replace one language or tool proficiency with any artisan's tool or musical instrument of your choice.
  • Army of Broken Hearts. Replace your background feature with the Army of Broken Hearts feature.

Feature: Army of Broken Hearts

You have a handful of former partners who are desperate to get back with you. If you reestablish contact with one, they will be willing to do a significant but still reasonable favor for you in an attempt to win you over. They will not put themselves in danger or spend an excessive amount of money on the favor.

Using this former contacts comes with a risk. If one is given reason to believe that you have no intention of getting together with them despite what you have been asking them, or if they find out you have been flirting with other people or worse, they will become extremely angry with you. They will refuse to help you further, and may set out to get revenge on you if they have the resources.

Socialite

There's nothing you like more than a good conversation. Everywhere you go you pick up new friends, almost effortlessly. You love everything social, from meeting new people at a rambunctious party to having deep, one-on-one conversations with old friends. Your extraverted nature makes you great at scoping out social scenes and forming new contacts.

Examples: An acolyte who befriends everyone who stops by their temple, a guild artisan who loves networking, a criminal who hides behind a mask of sociability to deflect suspicion.

Background Traits

Choose as many of the following features as you want.

  • Social Graces. You know how to hold a good conversation. Replace one skill with Persuasion.
  • Empathy. So much conversing has made you fluent in reading people. Replace one skill with Insight.
  • Multilingual. You taught yourself a new language to help you make friends with even more people. Replace one tool proficiency with a language of your choice.
  • Gossip. Replace your background feature with the Gossip feature.

Feature: Gossip

Your ability to make fast friends makes you great at seeking information. You can spend a day networking, hanging out in taverns and other gathering spaces to make new friends. When you do this, you can find out any gossip floating around related to a topic you are researching. The DM may decide that no one in the social circles you can access have the information you seek, if it is mostly known to powerful people who have successfully kept it secret.

Survivor

You were at ground zero for a catastrophic event, and you barely made it out alive. It wasn't just any disaster that you survived—it was a horror with a reputation that spread far and wide, leaving a permanent scar on history along with your psyche. It could have been a natural disaster, a horrific battle, a massive monster attack, or something else.

Examples: A noble who's entire family was murdered by a rival house, a folk hero who couldn't save their hometown from being burned down by a dragon, a soldier who lived through a massacre that lost a major war.

Background Traits

Choose as many of the following features as you want.

  • Scraping By. You had what it took to barely stay alive in a nearly impossible situation. Replace one skill with Survival.
  • Paranoia. You are constantly on the lookout for danger. Replace one skill with Perception.
  • Protective Training. You have taken up a useful skill to make yourself feel safer. Replace one language or tool proficiency with any tool proficiency that would have helped you better survive the disaster you faced.
  • Eyewitness. Replace your background feature with the Eyewitness feature.

Feature: Eyewitness

Very few people lived to tell the tale of what happened the day of the catastrophe, so you saw things during it that no one else alive did. It could be that you were the only one who saw the face of the person responsible, or that you saw the direction in which the attacking monster fled, or something else important. Whatever information you have, it is crucial to preventing such a tragedy from happening again. Discuss with your DM what you saw and how it will impact the campaign.

Traveler

You've traveled far and wide in your life. You've been to many places all over the world, and if you haven't been somewhere, there's a good chance you'll visit eventually. Your traveling may be a part of your job, or it could just be insatiable wanderlust.

Examples: A criminal who hops from city to city to avoid being caught, a sailor who has been all over the world trading, an outlander who has wandered great distances with their nomadic tribe.

Background Traits

Choose as many of the following features as you want.

  • Worldly. In all the places you've been, you've soaked up a bit of the culture and history. Replace one skill with History.
  • Urban Navigation. You know how to find what you need when you're in a new town or city. Replace one skill with Investigation.
  • Vehicle Driver. So much long distance travel taught you how to handle vehicles well. Replace one language or tool proficiency with a proficiency in either Vehicles (Land) or Vehicles (Water).
  • Well Traveled. Replace your background feature with the Well Traveled feature.

Feature: Well Traveled

You've traveled to most towns and cities in the area. If a large town or city is within 50 miles of your hometown and there is nothing stopping you from having visited there before, you will be familiar with the area. You will know where to find shops, inns, taverns, government buildings, and other major establishments. You may be familiar with other farther away cities at the DM's discretion.

You will also have a friendly contact in town that will be willing to share news and gossip about what's going on locally. They can give you recommendations for place to go, as well as advice on what establishments to avoid. You are not extremely close with this local, so they will not be willing to share sensitive information with you.

Ugly

You have a face only a mother could love. While you don't look outright monstrous, you aren't pretty by any stretch of the imagination, and you're painfully aware of it. No one is attracted to your exterior in any sense of the word, making it difficult to start quick friendships and nearly impossible to find romance. There's not much you can do about it, so it's your choice whether you obsess over your looks or move on with more important parts of your life.

Examples: A criminal with horrible facial scarring caused by a torturous punishment, an entertainer who performs with a mask on so their face won't be judged by the audience, a sage who focuses on books because they haven't had much luck with people.

Background Traits

Choose as many of the following features as you want.

  • Twisted Scowl. The warped face you make when you're angry makes people flinch. Replace one skill with Intimidation.
  • Unnoticed. Your plain appearance draws little attention. Replace one skill with Stealth.
  • Hobbies. Without many social prospects, you've turned to solo hobbies to entertain yourself. Replace one language or tool proficiency with one artisan's tool of your choice.
  • Unapproachable. Replace your background feature with the Unapproachable feature.

Feature: Unapproachable

You don't look very welcoming, causing strangers to avoid talking to you. If you are in public while not hiding your appearance and you are not doing anything obviously suspicious, strangers will not pay any attention to you and will avoid watching you closely. You will not be approached by anyone who doesn't have business with you specifically.

When you are with your party, you can choose to make yourself loud and very visible to drive strangers away from your entire group in the same way you would if you were alone.

Contacts

Everyone knows someone. You have family and friends that you grew up or that guy and Bartelbeys bookstore, where you purchase book once a week. Or the guy that your father paid rent to once a month... When you meet someone you have a chance to bond with them. The Bond depends on a few factors. Alignment compatability, what you want from them or they you, If you have helped them or wronged them. either way it comes down to a Charisma check. You can also use Persuasion , Deception or even Intimidation if you are profiecent in one of those.

The Levels of Bonding

Each bond forged starts and uncertianly and advances as you forge deeper and deeper bonds. To forge a bond you roll Charisma or Chrisma Skill you are procficent in.

Bond Ranking
Level Bond DC Time
1 Aquiantance 10 1 hour
2 Casual Friend 11 1 day
3 Close Friend 12 1 week
4 Best Friend 14 1 months
5 Intimate Friend 16 1 years
  • Aquiantance - This is some one you have run into a few times. Have spoken too more than once and have sometime in common.

  • Causual Friend - This level of frienship in formed when you have been around them casually on more than one occasion, have something in common and know each others names and perhaps some of our friends and family.

  • Close Friends - These friends are those you have known a longer time and have your back if it is needed. They are the shop keepers that saves back good stuff to show you because you sold him some amazing treasure letting him make a fortune. This the people you saved when the building caught fire.

  • Best Friend - This is your family and the people who know you for what you truely are. The poeple you come to for help in crisis. The lovers, the brothers and Best friends.

  • Intimate Friend - This level of friendship is formed between lovers and closest family members. Even some friends can know each other completely and form this bond.

  • DC - This is the number you need to role to move down the chart. If you fail the role you remain at the current level until the time passing again.

  • Time - This is the amount of time you need to know someone before you forge that level of bonding. Each step on the chart must be achieved befoer moving on to the next. It is possible to have know someone all your like but never bonded with them, then one day you started talking and you walked away with a close friend you never knew you had.

Adversaries

Like contacts you can also make enemys The same system works form them as well only in reverse.

Bond Ranking
Level Bond DC Time
-1 Opponent 10 1 hour
-2 Rival 11 1 day
-3 Nemesis 12 1 week
-4 Enemy 14 1 months
-5 Arch Enemy 16 1 years
  • Opponent - Someone that is in opposition to you. Usually a casual occurance. They may not even know they are doing it.
  • Rival - Someone that is now working against you to get something you have. Not your friend.
  • Nemesis - Someone that is now seeking to see you fail. So that they can get ahead of you and Gloat. They don't like you.
  • Enemy - Someone that is more that willing to kill you. They hate you.
  • Arch Enemy - Someone willing to kill everyone you know to see you in anguish before killing you.

Renown and Piety

You can have both Renown and Piety. These stats both explain your value to Faction, Militia, Army, Organization, Guild or Religious Organization.

Renown

Renown is the measurement of Rank in a Faction, Militia, Army, Organization, or Guild. You gain renown when you enter or have some form of interaction with these groups. You can also not join more guilds, Militia, Army, organizations, or factions than you have levels or CHR Modifier which ever is lowest. You can have up to 50 maximum in any one group. To gain renown you must do things of value for the group. The things of value you do are worth 1 renown point. Each group also has ranks, the table below shows the advancement. Higher levels have other requirements. Each rank comes with benefit of its own, and each is differant. Its also important to note that the upper ranks have only a few postions and can only be filled if the postion opens up. Rank 4 is the inner circle members and has less than 10 members. Rank 5 has only one rank 5 in the world.

Renown Advancement
Rank Renown Other Requirements Bonus
1 Aprentice 1 - +1
2 Agent 3 - +2
3 Stalwart 10 5th Level +3
4 Mentor 25 11th Level +4
5 Leader 50 17th Level +5

Piety

Piety is a measure of your devotion to the God of your choice. You can only devote your self to one God in this way. This devotion is marked by a score that starts at 1 for any God that you decide to devote yourself to. This score then increases by increments of 1 and can be gained in a couple of different ways. By the completion of a significant goal, a significant sacrifice of your own self-interest or By following the Tenets of your God with out fail. These are determined by the DM. Each time you have accomplished this, you gain a single point to your Piety score. Though be careful, as Piety can also decrease with acts that are not favorable to your God, which is again determined by the DM. Sometimes you can gain 5 points for doing a very important quest for your God. Its also important to note that the upper ranks have only a few postions and can only be filled if the postion opens up. Rank 4 is 7 members and there is only one rank 5 in the world.

Piety Advancement
Rank Piety Other Requirements Bonus
1 Follower 1 - +1
2 Devotee 3 - +2
3 Votary 10 5th Level +3
4 Disciple 25 11th Level +4
5 Champion 50 17th Level +5

Rewards

In both types, Ranks have benefits you can gain them by advancing to high levels. Piety ranks often mean new powers granted by the God. Organizations, Guilds and Armies gain new responsiblity and perks.

Weapons

Simple Weapons

Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
Unarmed Attacks
Gauntlet 2 gp 1d2 1d3 x2 1 lb. Bludgeoning
Unarmed strike 1d2 1d3 x2 Bludgeoning
Light Melee Weapons
Dagger 2 gp 1d3 1d4 19–20/x2 10 ft. 1 lb. Piercing or slashing
Dagger, punching 2 gp 1d3 1d4 x3 1 lb. Piercing
Gauntlet, spiked 5 gp 1d3 1d4 x2 1 lb. Piercing
Mace, light 5 gp 1d4 1d6 x2 4 lb. Bludgeoning
Sickle 6 gp 1d4 1d6 x2 2 lb. Slashing
One-Handed Melee Weapons
Club 1d4 1d6 x2 10 ft. 3 lb. Bludgeoning
Mace, heavy 12 gp 1d6 1d8 x2 8 lb. Bludgeoning
Morningstar 8 gp 1d6 1d8 x2 6 lb. Bludgeoning and piercing
Shortspear 1 gp 1d4 1d6 x2 20 ft. 3 lb. Piercing
Two-Handed Melee Weapons
Longspear 5 gp 1d6 1d8 x3 9 lb. Piercing
Quarterstaff 1d4/1d4 1d6/1d6 x2 4 lb. Bludgeoning
Spear 2 gp 1d6 1d8 x3 20 ft. 6 lb. Piercing
Ranged Weapons
Crossbow, heavy 50 gp 2d6 2d8 19–20/x2 120 ft. 8 lb. Piercing
Bolts, crossbow (10) 1 gp 1 lb.
Crossbow, light 35 gp 1d8 2d6 19–20/x2 80 ft. 4 lb. Piercing
Bolts, crossbow (10) 1 gp 1 lb.
Dart 5 sp 1d3 1d4 x2 20 ft. 1/2 lb. Piercing
Javelin 1 gp 1d4 1d6 x2 30 ft. 2 lb. Piercing
Sling 1d3 1d4 x2 50 ft. 0 lb. Bludgeoning
Bullets, sling (10) 1 sp 5 lb.

Martial Weapons

Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
Light Melee Weapons
Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. Slashing
Hammer, light 1 gp 1d3 1d4 x2 20 ft. 2 lb. Bludgeoning
Handaxe 6 gp 1d4 1d6 x3 3 lb. Slashing
Kukri 8 gp 1d3 1d4 18–20/x2 2 lb. Slashing
Pick, light 4 gp 1d3 1d4 x4 3 lb. Piercing
Sap 1 gp 1d4 1d6 x2 2 lb. Bludgeoning
Shield, light special 1d2 1d3 x2 special Bludgeoning
Spiked armor special 1d4 1d6 x2 special Piercing
Spiked shield, light special 1d3 1d4 x2 special Piercing
Sword, short 10 gp 1d4 1d6 19–20/x2 2 lb. Piercing
One-Handed Melee Weapons
Battleaxe 10 gp 1d6 1d8 x3 6 lb. Slashing
Flail 8 gp 1d6 1d8 x2 5 lb. Bludgeoning
Longsword 15 gp 1d6 1d8 19–20/x2 4 lb. Slashing
Pick, heavy 8 gp 1d4 1d6 x4 6 lb. Piercing
Rapier 20 gp 1d4 1d6 18–20/x2 2 lb. Piercing
Scimitar 15 gp 1d4 1d6 18–20/x2 4 lb. Slashing
Shield, heavy special 1d3 1d4 x2 special Bludgeoning
Spiked shield, heavy special 1d4 1d6 x2 special Piercing
Trident 15 gp 1d6 1d8 x2 10 ft. 4 lb. Piercing
Warhammer 12 gp 1d6 1d8 x3 5 lb. Bludgeoning
Two-Handed Melee Weapons
Falchion 75 gp 1d6 2d4 18–20/x2 8 lb. Slashing
Glaive 8 gp 1d8 1d10 x3 10 lb. Slashing
Greataxe 20 gp 1d10 1d12 x3 12 lb. Slashing
Greatclub 5 gp 1d8 1d10 x2 8 lb. Bludgeoning
Flail, heavy 15 gp 1d8 1d10 19–20/x2 10 lb. Bludgeoning
Greatsword 50 gp 1d10 2d6 19–20/x2 8 lb. Slashing
Guisarme 9 gp 1d6 2d4 x3 12 lb. Slashing
Halberd 10 gp 1d8 1d10 x3 12 lb. Piercing or slashing
Lance 10 gp 1d6 1d8 x3 10 lb. Piercing
Ranseur 10 gp 1d6 2d4 x3 12 lb. Piercing
Scythe 18 gp 1d6 2d4 x4 10 lb. Piercing or slashing
Ranged Weapons
Longbow 75 gp 1d6 1d8 x3 100 ft. 3 lb. Piercing
Arrows (20) 1 gp 3 lb.
Longbow, composite 100 gp 1d6 1d8 x3 110 ft. 3 lb. Piercing
Arrows (20) 1 gp 3 lb.
Shortbow 30 gp 1d4 1d6 x3 60 ft. 2 lb. Piercing
Arrows (20) 1 gp 3 lb.
Shortbow, composite 75 gp 1d4 1d6 x3 70 ft. 2 lb. Piercing
Arrows (20) 1 gp 3 lb.

Exotic Weapons

Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
Light Melee Weapons
Kama 2 gp 1d4 1d6 x2 2 lb. Slashing
Nunchaku 2 gp 1d4 1d6 x2 2 lb. Bludgeoning
Sai 1 gp 1d3 1d4 x2 10 ft. 1 lb. Bludgeoning
Siangham 3 gp 1d4 1d6 x2 1 lb. Piercing
One-Handed Melee Weapons
Sword, bastard 35 gp 1d8 1d10 19–20/x2 6 lb. Slashing
Waraxe, dwarven 30 gp 1d8 1d10 x3 8 lb. Slashing
Whip 1 gp 1d2 1d3 x2 2 lb. Slashing
Two-Handed Melee Weapons
Axe, orc double 60 gp 1d6/1d6 1d8/1d8 x3 15 lb. Slashing
Chain, spiked 25 gp 1d6 2d4 x2 10 lb. Piercing
Flail, dire 90 gp 1d6/1d6 1d8/1d8 x2 10 lb. Bludgeoning
Hammer, gnome hooked 20 gp 1d6/1d4 1d8/1d6 x3/x4 6 lb. Bludgeoning and piercing
Sword, two-bladed 100 gp 1d6/1d6 1d8/1d8 19–20/x2 10 lb. Slashing
Urgrosh, dwarven 50 gp 1d6/1d4 1d8/1d6 x3 12 lb. Slashing or piercing
Ranged Weapons
Bolas 5 gp 1d3 1d4 x2 10 ft. 2 lb. Bludgeoning
Crossbow, hand 100 gp 1d6 1d8 19–20/x2 30 ft. 2 lb. Piercing
Bolts (10) 1 gp 1 lb.
Crossbow, repeating heavy 400 gp 1d8 1d10 19–20/x2 120 ft. 12 lb. Piercing
Bolts (5) 1 gp 1 lb.
Crossbow, repeating light 250 gp 1d6 1d8 19–20/x2 80 ft. 6 lb. Piercing
Bolts (5) 1 gp 1 lb.
Net 20 gp 10 ft. 6 lb.
Shuriken (5) 1 gp 1 1d2 x2 10 ft. 1/2 lb. Piercing

Weapons Quaility

How It Works

There are eight tiers of quality that can be applied to any weapon to provide subtle but significant mechanical differences: Magical (M), Exceptional (E), Fortified (F), Good (G), Standard (S), Imperfect (I), Ruined (R), and Destroyed (D).

Weapon Quality
Quality Cost Adj. Damage Adj. Save DC Properties
Magical Variable Variable 1 Variable
Exceptional x10 Advantage +2 3 Exceptional
Fortified x4 Advantage +1 5 Fortified
Good x2 Advantage 8 Good
Standard x1 x1 10 ---
Imperfect x2 Disadvantage 14 Imperfect
Ruined x3 Disadvantage -2 16 Ruined
Broken x5 Disadvantage -4 20 Broken
Destroyed - Disadvantage -6 None Destroyed

Upgrading Weapon Quality

Weapon quality can be upgraded by characters with proficiency in smith’s tools. The process requires smith’s tools, gold for labor or materials, and a few days’ time. The gold cost is equal to the difference in cost between the desired quality and the current quality of the weapon. The number of days required is equal to the cost divided by ten.

Downgrading Weapon Quality

In combat, a weapon’s quality can be downgraded when a character is subjected to a critical hit. When a character is hit with a Critical Hit the character chooses to either take the critical hit as usual, or to use their reaction to reduce it to a normal hit. The wepon used needs to make a saving throw or be downgraded in quality. The DC depends on the current level of Quality. Weapon quality may also be downgraded by extreme environmental conditions or magical effects including but not limited to fire, lightning, lava, extreme heat and cold, long periods underwater, or very long periods of time. DM will asign saving throws when it is appropriate.


Properties

Quality Properties

Magical (DC 1) - Each Magical Weapon is unique to what it can do. A weapon can be made magical and when it does it gains some resistance to damage so that damaging these weapons is harder. The process to make a weapon magical requires a formula which will explain what is needed to create it. On a Critical hit you can block the hit reducing the damage to normal. This block could damage the weapon save DC 1.
Exceptional (DC 3) - This weapon is made with quality materials not quite magical but the quality is Exceptional. This weapon can block Critical hits on a DC 3 or be downgraded to Fortified. Some of the special materials used to make this weapon have special properties explained later. Damage is rolled with advantage +2. (Cost: x10)
Fortified (DC 5) - This weapon can be used to reduce critical hits to normal hits DC 15 downgrading its quality to good on a fail. Damage rolls with this weapon are made with advantage +1. (Cost: x4)
Good (DC 8) - This weapon can be used to reduce a critical hits to normal hits Saving Throw DC 8 failing reduces the weapon to Standard. (Cost: x2)
Standard (DC 10) - This weapon is the rule books standard weapon. Nothing special about it. If used to reduce a critical hit save DC 10 or reduce the weapon to Imperfect. (cost: x1)
Imperfect (DC 14) - When you make an attack with this weapon and roll a 1 on the d20, you take damage equal to the Ability Score modifier used for this weapon. Damage rolls with this weapon are made with Disadvantage. This weapon can be used to reduce a critical hits to normal hits Saving Throw DC 14 failing reduces the weapon to Ruined.(Cost: x2)
Ruined (DC 16) - Attack rolls with this weapon are made with disadvantage. If you roll 1 or 2 you take the damage from the weapon. This weapon can be used to reduce a critical hits to normal hits Saving Throw DC 16 failing reduces the weapon to Broken. (Cost: x3)
Broken (DC 20) - This weapon is broken and dangerous to use. if you attack and miss you take the damage. Can be repair But cost 5 times as much as buying a new one. This weapon can be used to reduce a critical hits to normal hits Saving Throw DC 16 failing reduces the weapon to Destroyed. (Cost: x5)
Destroyed (DC none) - This weapon is not useable it is destroyed and cant be fixed.

Additional Properties

Cleaving - This weapon uses slashing damage which creates nasty wounds. If you roll a critical hit when attacking with this weapon, The target gains the Bleeding Condition. (Prerequisites: slashing damage)

  • Bleeding Condition - 1d4 damage each round after the first until a successful Medicine check or magical healing is applied.

Crushing - This weapon uses bludgeoning damage to briefly stun an enemy. If you roll a critical hit when attacking with this weapon, the target must succeed on a DC 14 Constitution saving throw or be Stunned until the start of its next turn. (Prerequisites: bludgeoning damage)

  • Stunned Condition - A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. The creature automatically fails Strength and Dexterity Saving Throws. Attack rolls against the creature have advantage.

Impaling - This weapon uses piercing damage to drain a foe’s stamina in battle. If you roll a critical hit when attacking with this weapon, the target must succeed on a DC 14 Constitution saving throw or gain one level of Exhaustion. (Prerequisites: piercing damage)

  • Exhaustion Condition - (see Exhaustion condition)

Puncture - If you have been hit by a piercing weapon for more than 5 damage that weapon has punctured you, you will receive Tearing damage 1d4 upon removal of weapon.

Fine - This slender weapon weighs half as much as its standard counterpart. Dexterity (Stealth) checks to conceal this weapon are made with advantage. Use the maximum damage for the weapon’s damage roll if the target is surprised. (Prerequisites: Light or Finesse property, no Reinforced or Weighted property)

Weighted - This bulky weapon weighs twice as much as its standard counterpart. If you roll maximum damage on an attack with this weapon, the target is shoved 5 feet or knocked prone at your discretion. (Prerequisites: no Fine or Ruined property)

Reload - Crossbows require reloading replacing the loading properity. Reloading takes an attack action or bonus action to reload ammunition to the weapon. In return I adjusted the damage. Since bows have no reloading or loading properities I wanted to have them feel differant. Now if you actually have multi attacks in a round you could possibly fire more than one bolt.


Weapon Actions

Slashing Action

Reverse Slash - Gain +4 to hit on second attack on the same target in a round with the same weapon.

Piercing Action

Anchor Shot - If target is next to a something you can attack with piercing weapon and anchor the target to the surface. To do so your damage must be more that 10 damage.

Bludgeoning Action

Bone Breaker - If you hit and deal more than 15 damage in an attack you can damage bones. roll d6 to see how sever. 1 Bruised bone, 2-5 sprained, 6 broken bone.

Armor and Shields

Armor Cost AC Modifier Max Dex Bonus Arcane Spell Penalty Weight
Light Armor
Padded 5 gp +1 +8 5% 10 lb.
Leather 10 gp +2 +6 10% 15 lb.
Studded leather 25 gp +3 +5 15% 20 lb.
Chain shirt 100 gp +4 +4 20% 25 lb.
Medium Armor
Hide 15 gp +3 +4 20% 25 lb.
Scale mail 50 gp +4 +3 25% 30 lb.
Chainmail 150 gp +5 +2 30% 40 lb.
Breastplate 200 gp +5 +3 25% 30 lb.
Heavy Armor
Splint mail 200 gp +6 +0 40% 45 lb.
Banded mail 250 gp +6 +1 35% 35 lb.
Half-plate 600 gp +7 +0 40% 50 lb.
Full plate 1,500 gp +8 +1 35% 50 lb.
Shields
Buckler 15 gp +1 5% 5 lb.
Shield, light wooden 3 gp +1 5% 5 lb.
Shield, light steel 9 gp +1 5% 6 lb.
Shield, heavy wooden 7 gp +2 15% 10 lb.
Shield, heavy steel 20 gp +2 15% 15 lb.
Shield, tower 30 gp +4 +2 50% 45 lb.
Extras
Armor spikes +50 gp +10 lb.
Gauntlet, locked 8 gp +5 lb.
Shield spikes +10 gp +5 lb.
Donning Armor
Armor Type Don Don Hastily Doff
Shield (any) 1 move action n/a 1 move action
Padded, leather, hide, studded leather, or chain shirt 1 minute 5 rounds 1 minute
Breastplate, scale mail, chainmail, banded mail, or splint mail 4 minutes 1 minute 1 minute
Half-plate or full plate 4 minutes 4 minutes 1d4+1 minutes

Armor Quaility

How It Works

There are eight tiers of quality that can be applied to any Armor to provide subtle but significant mechanical differences: Magical (M), Exceptional (E), Fortified (F), Good (G), Standard (S), Imperfect (I), Ruined (R), and Destroyed (D).

Armor Quality
Quality Cost Adj. AC Adj. Save DC Glancing Blow Properties
Magical Variable Variable 1 +3 Variable
Exceptional x10 +1 3 +2 Exceptional
Fortified x4 0 5 +1 Fortified
Good x2 0 8 0 Good
Standard x1 0 10 0 ---
Imperfect x2 -1 14 0 Imperfect
Ruined x3 -2 16 None Ruined
Broken x5 -4 20 None Broken
Destroyed - -10 None None Destroyed

Upgrading Armor Quality

Armor quality can be upgraded by characters with proficiency in smith’s tools. The process requires smith’s tools, gold for labor or materials, and a few days’ time. The gold cost is equal to the difference in cost between the desired quality and the current quality of the Armor. The number of days required is equal to the cost divided by ten.

Downgrading Armor Quality

In combat, a Armors quality can be downgraded when a character is subjected to Massive Damage (+10 damage) when a character is hit with more than 10 points of damage in a single hit the armor needs to make a saving throw or be downgraded in quality. The DC depends on the current level of Quality. Armor quality may also be downgraded by extreme environmental conditions or magical effects including but not limited to fire, lightning, lava, extreme heat and cold, long periods underwater, or very long periods of time. DM will asign saving throws when it is appropriate.

Glancing Blow

Any hit that hits the actual number of your AC deals only half damage.


Some armor due to quality has a greater Glancing blow range. Example your AC is 13 and your armor is Fortified you have a glancing blow range of 13-14.

Properties

Quality Properties

Magical (DC 1) - Each Magical Armor is unique to what it can do. Armor can be made magical and when it does it gains some resistance to damage so that damaging this Armor is harder. The process to make a armor magical requires a formula which will explain what is needed to create it. If subjected to massive damage (+10) it needs to roll a save or downgrade save DC 1.
Exceptional (DC 3) - This armor is made with quality materials not quite magical but the quality is Exceptional. This armor If subjected to massive damage (+10) it needs to roll a save DC 3 or be downgraded to Fortified. Some of the special materials used to make this armor have special properties explained later. (Cost: x10)
Fortified (DC 5) - This Armor If subjected to massive damage (+10) it needs to roll a save DC 15 downgrading its quality to good on a fail. (Cost: x4)
Good (DC 8) - This armor If subjected to massive damage (+10) it needs to roll a save DC 8 failing reduces the armor to Standard. (Cost: x2)
Standard (DC 10) - This armor is the rule books standard armor. Nothing special about it. If If subjected to massive damage (+10) it needs to roll a save DC 10 or reduce the armor to Imperfect. (cost: x1)
Imperfect (DC 14) - This armor If subjected to massive damage (+10) it needs to roll a save DC 14 failing reduces the weapon to Ruined.(Cost: x2)
Ruined (DC 16) - If hit your armor adds 2 damge to the damge roll. This armor If subjected to massive damage (+10) it needs to roll a save DC 16 failing reduces the armor to Broken. (Cost: x3)
Broken (DC 20) - This armor is broken and dangerous to use. if you are attacked you take 1d6 damge from the armor. Can be repair But cost 5 times as much as buying a new one. This armor If subjected to massive damage (+10) it needs to roll a save DC 16 failing reduces the weapon to Destroyed. (Cost: x5)
Destroyed (DC none) - This armor is not useable it is destroyed and cant be fixed.

Special Materials

Adamantine

Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit. Reducing Save DC by 2 when preventing Critical Damage. Armor made with this material Gives +1 to Glancing Blow.

Alchemical Silver

Costs 1.5 times the cost of a regular steel weapon and has an AC of 17 compared to a steel weapon’s AC of 19. However, it counts as a magical weapon for the purposes of overcoming the damage resistances of Devils, Lycanthropes, and Vampires. If such a devil, lycanthrope, or vampire does not have such resistances, it deals a bonus 1d4 damage to those creatures. Armor made with this material forces devil, lycanthrope, or vampire to made Wisdom Saving throw DC 12 before they can attack you.

Cold Iron

Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a standard quarterstaff could not. Cold iron weapons lose all Light and Finesse properties. A cold iron weapon grants a +2 bonus to hit against fey creatures. If the creature wielding it has a strength score of 15 or higher, and the weapon does bludgeoning damage, a +1 bonus is added to damage rolls. Armor made with this material weights double and gives you +2 to Glacing blows and +1 to AC.

Mithral

An item made from mithral weighs half as much as the same item made from other metals. Mithral is too light to be used for Heavy weapons. If the weapon isn’t Heavy, it becomes Light. If it is already listed as Light it gains the Finesse property. If the weapon is Two-Handed it is now instead Versatile. Mithral ammunition it too light to be effective. Armor is sought out for its light weight of half.

Emerral Wood

This wood is white and strong as steel. Weapons gain the light property if made with this wood. Elven wepons are made from this wood. Armor is not made from this althought shields are. They are half weight.

Starmetal

Star metal was the leftover material from the impact of an object fallen from space. It was extremely rare and in high demand because it could be forged with common metals to make durable weapons of great strength. Reducing Save DC by 2 when preventing Critical Damage. Armor made with this metal gains +1 to AC and +1 to glancing Blows.

Infernal Iron

These weapons are created by Devils or Demon. Any one slain with a weapon made with Infernal Iron losses there soul to the creator Mother. The faint light from the weapon illuminated the surrounding area in a 5 ft (1.5 m) radius. Armor made of this metal has a +2 to AC and +1 to glacing Blows but wearing this armor slowly turns your to evil and if worn for extended lenghts of time into a tiefling.


Blue Ice

Blue ice can be forged, shaped, and utilized as if it were iron. Blue ice is much lighter than iron, and when forged into a slashing weapon it keeps its edge much longer and is much sharper than an equally forged iron weapon. Slashing weapons made of blue ice have a +1 enhancement bonus on damage. Bludgeoning or piercing weapons can be made of blue ice, but they gain no bonuses to damage. All weapons made of blue ice weigh half as much as normal. This material is to hard to form into armor and would require cold immunity to wear. But if it were made it would give +1 to AC and +2 to glancing blows.

Toxinium

This is metal forged with Black Lotus powder added into the forging. If this metal is used in Slashing or Piercing weapons it deals an additional 1d6 per round it is in the wound and gives the posion condition to the wounded. Not used in armor.

Deep Crystal

Deep crystal is crystal of above-average quality found at the hearts of large veins or deposits of mundane crystal. Deep crystal is renowned for its strength and its psionically resonant nature. Mundane crystal is used for many items of psionic manufacture, such as dorjes, power stones, and psicrystals. Deep crystal is a better grade. While a weapon made of deep crystal is no different from a mundane crystal weapon for a nonpsionic character, a psionic wielder of a deep crystal weapon can focus psionic power through it, increasing the damage that weapon deals. As a free action that does not provoke attacks of opportunity, the wielder can channel psionic power into a melee weapon or ranged weapon made of deep crystal. For 2 power points, the deep crystal weapon deals an extra 2d6 points of damage. The weapon will stay charged for 1 minute or until it scores its next hit. Bows, crossbows, and slings bestow this power on their ammunition. All missile weapons lose this effect if they miss. However, they may be recovered and charged again. Any weapon made of deep crystal costs 1,000 gp more than its noncrystal counterpart. Not made into Armor.

Dragon Hide

This material can be used to create armor that is resistant to Element that the dragons breath creates. Red dragon hide would be fire resistant.

Marlite

Marlite shines like blue-tinted iron and can be processed into a metal as hard and resilient as steel. It is far more valuable than steel, however, due to its secondary property: marlite is a magic-dead material. It has no natural magic within it, and it cannot be affected by spells, magic items, or magical abilities. In effect, it is completely immune to magic. A sword made of marlite couldn’t be affected by a spell designed to make it too hot to hold or turn to dust. No one could magically yank such a sword from the wielder’s hand with magical telekinesis. This means, of course, that magic can’t affect it in beneficial ways, either—the sword couldn’t be made magically sharper or more likely to hit. Armor made of marlite gives the wearer no special properties. Spells can still affect the wearer, just not the armor directly. An item made with marlite instead of iron or steel costs ten times the normal price.

Combat

Flanking

If the line passes through opposite borders of the opponent's space (including corners of those borders), then the opponent is flanked. ... Only a creature or character that threatens the defender can help an attacker get a flanking bonus.


Hold Initiative

You can drop down in the initiative order to match up with other players or to let other players go first. (Already do this but it was unwritten).

Advantage Stacking

If you somehow end up with multiple advantages they will add +2 for each additional Advantage you gain.

Two Weapon Fighting

Two weapon fighting will be two attacks for one attack action not taking the bonus action. The weapons must be light and finese. The rest stays as written. If you use weapons that are Finess only and not light you can do so but it will take the bonus action.

Non-Lethal Damage

Non-lethal damage must be announced before damage is rolled, not after. You may change your mind at any time. You may choose non-lethal damage only if you can concentrate while dealing damage.

Weapons without the Nonlethal property deal only 1 plus Strength modifier in non-lethal damage. Critical hits cannot be announced as non-lethal damage and may lead to accidental kills.

Attacks of Opportunity

Threatened Squares

You threaten all squares into which you can make a melee attack, even when it is not your action. Generally, that means everything in all squares adjacent to your space (including diagonally) facing froward. An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you’re unarmed, you don’t normally threaten any squares and thus can’t make attacks of opportunity.

Reach Weapons

Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make melee attacks only against creatures up to 5 feet (1 square) away. However, Small and Medium creatures wielding reach weapons threaten more squares than a typical creature. In addition, most creatures larger than Medium have a natural reach of 10 feet or more.

Provoking an Attack of Opportunity

Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing an action within a threatened square.

Moving

Moving out of a threatened square usually provokes an attack of opportunity from the threatening opponent. There are two common methods of avoiding such an attack—the 5-foot-step and the Withdraw action (see Table: Actions in Combat).

Performing a Distracting Act

Some actions, when performed in a threatened square, provoke attacks of opportunity as you divert your attention from the battle. Table: Actions in Combat notes many of the actions that provoke attacks of opportunity.

Remember that even actions that normally provoke attacks of opportunity may have exceptions to this rule.

Making an Attack of Opportunity

An attack of opportunity is a single attack and can only happen if you have a reaction to use.


Random Encounters

To determine if you have a random encounter. The DM will call for a Random Encounter Roll. Each player will roll the dice the DM calls for. If any rolls match the DM’s roll an encounter ensues. Example Dm calls for an encounter roll D12 everyone rolls and one player’s roll matches the DM’s roll. An encounter happens. The DM’s roll will be hidden and only he will know if an encounter happens. If multiple players hit the DM’s number the encounter is more dangerous. If the chance is higher the DM will call for smaller dice. This same system can be used with watches. Only have the player roll a dice for each hour of the watch to match up with the DM’s roll.

Simple Fixes

Prone Fix

Prone cost 15 ft of movement to get up. Not half, fast characters will not be penalized for falling prone.

Battle Master and Sharpshooter Fix

The penalty and bonus are based on your Proficiency Modifier. Minus your proficiency modifier to hit double your proficiency modifier to damage. Example proficiency +2 would mean -2 to hit and would gain +4 to damage. This fixes the OP feats that grow with the players. If you don’t like the fix don’t take the feat.

Sentinel Fix

In no way should a halfling be able to hit a tarrasque and force stop it. This is broken and I will fix it in this way. A creature can affect a creature one size larger or smaller with this feat. When you hit a creature same size or smaller stop them dead in there tracks. When you hit with the sentinel feat you reduce the target's speed by 20 ft. for one round if they are one size larger. it 2 sizes up no effect. Other effects of the feat remain the same.

Epic Attack and Skill Challenges

Epic Attack

Once per long rest you have the opportunity to attempt to pull off an epic attack action. These actions can be done in battle, during roleplaying. Examples: Legalos slaying the Olaphant in the Battle of Minas Tirith.

How it Works

To execute an epic action round, you will roll skill checks appropriate to the task. One skill check for every Proficiency modifier you have. The chart to the right shows the benefit for the successes. You must make a successful skill check to contunie to the next Skill check or if you fail the action moves on to Phase Two.

Phase one: Each epic action skill check has a DC of 15 up to 25 depending on how hard an action they are attempting. If they succeed in the roll they can continue with the action chain. If they fail an action skill roll the rest of the epic action ends.
Phase Two: After all the skill checks are made or until a failed roll is made you move on to attack rolls. Based on the chart you can now roll your attacks with the modifiers you have accumulated. The double success modifier applies to all damage in an attack not just the dice rolls.

Pre Plan If you Can

If you can work out what you wish to do in skill checks and attacks before your turn, the epic actions round can move smoothly. These rounds can get elaborate and if you spend alot of time trying to decide on you skill check and attacks it could slow the game down. DM can end the Epic Action round based on not being prepared.


The Epic Action Skill Check Reward

For each success you can advance to the next benefit.
You can attempt the amount of skill checks equal to your proficiency Modifier.

Proficiency Benefit
1 +1 to the Attack roles
2 Advantage to the Attack roles
3 +2 to the Attack roles
4 Double Damage
5 +3 to the Attack roles
6 Double Advantage (3 dice) on the rolls

Epic Fails on Legendary

No Epic Attacks will work on a Legendary Creature or Gods if they have legendary resistance to spent to stop the attack.

Skill Challenges

Players must take turns to achieve X successes before Y failures in order to achieve their goal. Both X and Y will be determined by the DM. You as players attempt to solve the challenge with any skill you deem worthy. The Relevance will determine the DC. Often if you fail these challenges you will have to face consequences.

Combat Conditions

The lingering marks of combat and physical pain affect your appearance and actions. People can read the signs of bodily damage and may act caring or aggressive.

Bruised

When you lose 1/4 of your Max HP, you are bruised. Your body or face is covered with visible scratches and bruises, and you have minor lingering pains. Anyone can recognize exposed damage with a DC 10 Perception check. Your token on roll 20 will be green tinted.

Bloodied

When you lose 1/2 of your Max HP, you are bloodied. Your body has open wounds or massive hematomas, and you feel intense pain during physical feats requiring Strength or Dexterity. Even if your wounds are hidden, anyone can recognize the signs of pain with a DC 10 Perception check. Your token on roll 20 will be green tinted with a red dot.

Beaten

When you drop below 3/4 of your Max HP, you are beaten. Your body is a mess of bleeding open wounds, cracked or broken bones, or much worse. You feel severe pain just by simply moving around. You also become Wounded after the combat ends not while in combat. Your token on roll 20 will be Red tinted with a red dot.

Dying

When you drop to 10% or less hit points you start dying, You have taken so much damage that each round you lose 1 hit point until you fall unconscious with 0 hit points . Your token on roll 20 will be deep Red tinted with a red dot.

Unconscious

You gain a level of Exhaustion and are in a Death Challenge. An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings. The creature drops whatever it's holding and falls prone.The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Wounded

If while you are unconscious and you fail any death saves you become wounded when you awaken. Also if you take 3/4 of your hit points in a fight, after the fight you become wounded. While wounded you are Slowed. (like the spell) Once you heal half of your hit points back the wounded condition ends.


Death Challenge

When you take damage that drops you below 0 you are unconscious and need to roll death saves. One roll each round at the beginning of your turn, you will roll a death save. DC 10.

Roll D20 Result
1 2 Failures
2-10 1 Failure
11-19 1 Success
20 Stabilized

When Stabilized

When you reach three successes you are Stabilized Roll d4 to see your state upon reaching 3 success in the Death challenge.

Roll D4 Result
1 you awaken with 1 hp.
2 you are stable and awake in 10 min.
3 you are stable and awake in 30 min.
4 you are stable and awake in 1 hour.

If Attacked

If you are attacked while unconscious you gain automatic Failures on your death saves based on amount of damage.

Damage Taken Failures
1-25 Damage 1 Failure
26-50 Damage 2 Failures
50+ Damage 3 Failures

Scars

All wounds healed result in a scar that will not fully heal. It has no effect on you other that a visual one. These scars can be removed with a Greater Restoration spell still but the spell can only do one scar at a time. Some may keep scars as a reminder of that very close to death event. See Below

d20 Location
1 Head
2 Neck
3 Left shoulder
4 Right shoulder
5 Chest
6 Back
7 Stomach
8 Groin
9 Left arm
10 Right arm

d20 Location
11 Left hand
12 Right hand
13 Left upper leg
14 Right upper leg
15 Buttocks
16 Left foot
17 Right foot
18 Finger - 1d10
19 Toe - 1d10
20 Roll twice

Dying and Death

Medicine Skill Stabilization

If you wish to stabilize a fallen friend on the battlefield before the clerics can get to him. You can use the Medicine skill. You roll medicen DC 10 to remove failed death saves. And once his fails are gone add to his successes until he is stabilized. Only one Medicine check per round to help. Once Stable in 1d4 hours he will awaken with 1 HP.

Healing Kit Stabilization

You can use a Healer's Kit to stabilize a character as an action. Each kit has 10 uses. It takes 1 use per death save healed in this way. To restock the kit is 1 gp and takes an half hour to make bandages, and salves for the kit. Can be done in a short rest. Once stable will awaken in 1d4 hours with 1 HP.

Healing Potion or Healing with Spells

As an action you can administer a healing potion to the dying character. One dose of a healing potion will revive the character to 1 HP. After that your free to heal him normally. Using Healing magic works the same way. First spell will bring the character to 1 hp.

  • Dex become 1 while you are unconscious. No monks with 19 AC while unconscious.

Healing Potions

Potions of Healing can be consumed in full or partially. See chart below. Using a potion is a bonus action. To administer a potion to someone else is an action.

Potion Uses
Potion of... Rarity HP Regained Uses Per Use
Healing Common 2d4+2 2 1d4+1
Greater Uncommon 4d4+4 4 1d4+1
Superior Rare 8d4+8 8 1d4+1
Supreme Very Rare 10d4+10 10 1d4+2

Resurrection

This campaign has no resurrection. You can Revivify up to 5 minutes after death though. After that you will need to seek out a God, Soul stealer, or Soul Dealer.


Stealth Actions

Gag Mouth

Once you successfully Grapple a creature, you can attempt to gag it and prevent it from making sounds.

Use your bonus action and make an additional Grapple check. If you succeed on this grapple, the creature is gagged while the grapple persists. A gagged creature cannot cast spells with verbal components and its speech is muffled and cannot be understood. When the creature is no longer grappled, it is no longer gagged as well.

Choke Hold

Once you successfully Grapple a creature at the neck or other vital spot, you can make an additional Grapple check to attempt choking it unconscious or dead.

Attempt the additional Grapple check at disadvantage. If you succeed on this grapple, your hands move to the creature’s vital point and start cutting the flow of air. On the creature’s next turn, the choker makes a Strength (Athletics) check contested by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If the creature succeeds, the Grapple is broken. If it fails, it is Suffocating.

Silent Takedown

Rogues or anyone suitably trained or equipped with a silent weapon can attempt to incapacitate an unaware creature, through force or with tools such as a garrote. A creature must be Surprised or incapable of taking actions and reactions to be subject to a Silent Takedown. You may attempt a weapon attack using your Dexterity modifier or a choke hold with a Strength (Athletics) check. The check DC is equal to 10 + the creature's Hit Dice.

If you succeed, the target creature is considered Grappled, Gagged, and Suffocating; and suffers disadvantage on their first check to break the Grapple if they were Surprised.

Drag

Once you successfully Grapple a creature, you may spend your action and attempt a DC 10 Strength check to drag a creature of your size, at a rate of up to half your movement speed. The DC increases by 5 for creatures one size category larger and decreases by 5 for creatures one size category smaller. You cannot drag a creature more than two sizes larger than your own. If two or more creatures attempt to perform a Drag action, they gain advantage and only one attempt needs to succeed.

If the creature is not paralyzed, unconscious or restrained, it can attempt a contested Strength check on its turn to free from the grapple.

Coup de Grace

Conditions such as Paralyzed, Unconscious, or Sleeping that grant automatic critical hits against humanoid creatures allow you to deal one final blow that kills the target.

When you make an attack that qualifies as an automatic critical hit, roll a regular Attack roll. If you hit the target's AC minus Dexterity modifier, the creature takes damage equal to its current HP and is dying. If you do not hit, the creature instead takes damage equal to half its current HP.

Magic

Magic is controlled and protected by the Gods and Wizards of the world. They don't let just anyone weilding such dangerous power. So tests are conducted before training is awarded. Warlocks are a result of Evil trying to Undermind the restrictions of Magic. Sorcery is an abomination, To weild magic with out training goes against everything. Warlocks and Sorcerers are both illegally using magic. Artifiers are just specialized Wizards and need to pass tests as well.

Spell Components

The casting of both arcane and divine spells required certain components. Some spells only needed one or two, while others required all three:

  • Verbal component: Many spells required the caster to speak certain words, or, in the case of a bard, create music, to cast a spell. Being prevented from speaking, such as being gagged or magically silenced, made it impossible for a caster to cast such a spell. A deafened caster could fail when casting a spell, by misspeaking, which caused the spell to be lost.

  • Somatic component: Many spells required the caster to make a motion to cast the spell. If the caster was immobilized or otherwise unable to move their hands or body, the spell could not be cast. Wearing armor or using a shield interfered with the somatic components of arcane spells, creating a risk of spell failure. Some casters, like bards, could cast spells in light armor without this risk.

  • Material components: Casting a spell often requires that the caster sacrifice some sort of material component. While often these were virtually worthless, some spells, such as spells to raise the dead, required material components costing thousands of gold pieces. If a caster is unable to access or use the correct spell component, the spell cannot be cast. As the spell was cast, the materials were destroyed and were not reusable in any way.

Copying Spells

Finished scrolls can be copied into spell books with fine ink.


Spell Books

  • Wizards are well know to have the magic. But it can be costly. A spellbook is made from the best materials and can have 100 pages of quaility paper. Each spell requires a lot of paper to research the actual spell when trying to work one out on yoir own Arcana Check (DC10 + spell level). This can range from 1d10 pages per level of the spell. This paper is your work not the final spell. Once a working spell is created. You can write it into the spell book each spell requires 1 page per level to write. The Finest inks and pens should be used to ensure quality work. To Scribe the spell into your book, requires Sleight of hand (DC 10) to scribe it acturately into the book.

Prayer Books

  • Clerics have is far easyier the God is doing all the work for his clerics. But the cleric must still learn the prayers and write them down into there books as well. Prayerbooks are still 100 pages. Each Prayer is 1 page per spell as well. These prayers must be learned from there God or other priest of his order. In the morning a cleric prays for each spell openning the channels to them and can release them once needed.

Other Casters

  • Bards have books with spells in the form of poems, Musical notation, artistic expresion ect... same basic rules apply 100 page book. 1 page per level. Same rules for research and scribing as wizards.
  • Warlocks have grimoire or Book of Shadows is often created in trance. The writings are beyound your ability to comprehend but when you need to memorize a spell you need to focus on the page with the written spell. Your entity does what is required.
  • Druids use books just like clerics but the spells are created from natural observations.
  • Paladins Gain spells from gods but require no book.
  • Rangers Gain there spells from nature requiring no book as well.
  • Sorcerers, Arcane Trickser and Eldritch Knights gain magic from within and learn spells without books.

Resting

Breather

Taking a breather is a short period of rest, at least 5 minutes long, after a strenuous activity. During that time you may rest, quench your thirst and hunger, or check on a single wound and bandage it. During a breather, you may spend One Hit Die for healing. If a Hit Die is spent to heal, you roll the die and add your Constitution modifier to it. You regain hit points equal to the total.

Short Rest

A Short Rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a Short Rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains Hit Points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a Long Rest, as explained below. Warlocks can gain spells back after a short rest.

Long Rest

A Long Rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting Spells, or similar Adventuring activity—the characters must begin the rest again to gain any benefit from it. At the end of a Long Rest, a character regains all lost Hit Points. The character also regains Half spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a Long Rest. You can also restore one level of Exhaustion. A character can’t benefit from more than one Long Rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.


Full Rest

A full rest is a period of downtime, at least 24 hours long, during which you sleep, perform light activity, or non strenuous physical or mental labor for up to 2 hours. A full rest cannot be attempted while in the wilderness, while sleeping on dirt or stone, or while wearing armor. You must be in a safe location where you do not feel the need to keep watch or constantly be on guard. You must also consume at least 3 pints of water and 2 rations. At the end of a full rest, you recover all lost hit points and regain all spent Hit Dice. A full rest also counts towards recovery for any Exhaustion levels. You must have at least 1 hit point at the start of the rest to gain its benefits. Spells can also be refeshed after a Full Rest.

Day of Replenishment

Each time you enter a city with shops and repair smiths. you can take a day of replenishment. On that day you pay your level of lifestyle and you spend the day having your armor and weapons repaired, cleaned and sharpened. You can replenish you ammo and spell components with no cost in the spells. Take a bath get groomed and shaved, have your clothes cleaned and repaired. Have meals and while all this is happening gain a long rest while doing it. You can also:

  • Buy Components with cost in the spells.
  • Buy Basic Equipment from the normal lists in PHB
  • Pay for Room and Board at an inn.
Cost of Living
Lifestyle Price
Wretched -
Squalid 1 GP
Poor 5 GP
Modest 10 GP
Comfortable 25 GP
Wealthy 100 GP
Aristocratic 1000+ GP

Experience

The Three Pillars of Experience

Experience will be granted each week based on the 3 pillars of experience.

  • Combat - Each fight will award equal divided experience for the monsters Beaten (¾ hit points taken). Same creature can award exp more than once if you fight them in a different combat.
  • Exploration - Each challenge you face in a dungeon or while transversing the world. You will also gain Experience for each non magical piece of treasure including coins, gems and art objects. 1 exp per gp value.
  • Socialization - Each challenging interaction with the denizens of the world. negotiations, Purchases, Gaining an ally, or simply role playing.

These three pillars of experience may not happen in every game in equal amounts but combined you can only earn half of your levels experience per game. See below.

Minimum Experience Earned

You will never not get experience. Each week you show up you will get the base experience if you did not reach this amount. The base amount is 50 x your level.

Loaning Experience

Once you come within 100 exp of your level I will loan you the rest so you can level up. You will still need to actually earn that amount before you gain more exp.


Max Experience Per Game

Each game you can earn no more experience that the total amount of experience your level has. Next level - current level = maximum per game. (3rd 900 - 2nd 300 = 600 maximum experince this week.) Level 0 you can gain 100 and level 1 can gain 150.

Bonus Experience

Bonus experience is granted to characters for using the Epic actions successfully. You will gain exp for each skill success and final action role. See below

Bonus Experience
Epic Attack or Skill Challenge
Tier Each Skill Check Each Attack Rolls
1 25 50
2 50 100
3 75 150
4 100 200

20th Level and Beyond

You can contuine to advance you main level to 20 and a secondary class to 10th level. To advnace to each new level you need 30,000 more experience points. Also at level 25 and 30 you will recieve a epic boon given by the DM.

Magic Items

Artifacts

An artifact is a rare and powerful magic item in Dungeons & Dragons. The means to create artifacts are either unavailable to mortal ken, or else long forgotten. Artifacts are often unique or finite in number, and cannot be destroyed except by specific means.

Artifact Attunment

Every player has a special attunement slot that is dedicated to an artifact. You can only have one and it doesn't take away from your other three attunements. This slot is in fact three slots and you must attune to each level separately. This will vary based on the item but is some cases you must repair it in others you need to awaken its abilities. The three levels are Dormant , Awakened and Exalted. The First Attunemet is like any Magic Item but it only opens up the Dormant powers of the Artifact. To Awaken an Artifact takes a week of working with this item. And Exalted can take up to a month.

Artifacts are Sentient

Every Artifact has and Intelligence, Wisdom and Charisma. They also have a combine stat Ego. Ego is the stat you use to see who has dominance in this relationship. Artifacts also have Alignment and often work with only those close to there alignment.


Attuning

Attuning to a magic weapon will only take as long as the weapon choses. The weapon is attuning to you. Not you attuning to it. Could take a round. Could take twenty minutes.

Treasure Generators

I use Donjon treasure generator for all treasure, Magic shop inventory and other generators in the game. I have found that this creates a nice random selection of items. The right amount of reward for the situation.

Gems

In my game I don't record every gem type in the world that you find instead I break them down into value. They come in 50 GP, 100GP, 250GP, 500GP, 1000GP and 5000GP values. Some spell components require certain types of gems. If you are a caster gems for casting spells are not required to be a certain type only the value matters.

Buying Magic Items

If you seek a certain magic item you can try and find it. Your search will take a number of days. To determine how long roll Investigation Check. The DC is determined by a few variables. Location, Item Rarity and How much it will change game dynamics. If you succeed in the roll you roll a dice assigned by your DM to determine how long in days it will take. The larger the city the smaller the dice, The rarer the item the larger the dice and if it will break the game the dice grows in size. Ultimately the DM will deside how large a dice you will throw to find the item. If you fail the investigation check you simply can not find the item here. Try a differant location. You can always try the same location in a week if you like but the DC will increase this time.

Crafting Magic Items

In Dungeons and Dragons the art of building and creating magic items has always been a difficult process. I wanted this process to be simpified. So that it is something the players would even consider using. I didnt want it to be so simple everyone would be able to use it but that it would be available as a viable option.

The Process

I. Finding the Formulas - With each magic item the process to make the item has a formula. It can be found or taught by someone who knows the formula. Or you can try and create a formula with trial and error. The results can vary when using this option.

Trial and Error Crafting
D6 Result
1 Failure, Materials destroyed, 2d10 damage to forger
2 Failure, Materials destroyed
3 Failure
4 Success but item works only once per day
5 Success but item has a side effect Per DM
6 Item created and proforms perfectly

II. Materials - Each Item has a list of materials required to build the item. This might include a base item like a sword or wand. The base item must be superior quality. The list might have a few variables to get to the same affect. But in the end The materials must be found before the item can be forged. The cost of materials is 25% of the cost of the final Item value.

Residuum - Residuum is quite literally magic dust; pure arcana crystallized into a physical form. It is most often traded as a sparkling, silvery powder. Residuum can be found naturally in some locations such as the Astral Plane, or it can be created by disenchanting (destroying) existing magical items. The gold cost of a magic item specifically describes the amount of residuum needed to craft it, rather than the cost of various other materials as described for mundane items. Disenchanting a magic item produces 20% of its crafting cost in residuum, and the process of disenchanting may require specific tools (such as a magical furnace) or a special ritual to complete. Almost all itmes require at least a sprinkle of Residuum to bring the magic to life.

III. Location - With every forging the materials must be put together at a forge or crafting loction. These locations have to be powerful enough to handle the crafting of such item. The rarity of the item determines how powerful the location must be. Example a common item could be forged on a regular forge but a rare item would require a powerful dwarven forge. Very Rare Items would require a very specific location to forge the item. Example the the standing stone in the middle of Unicorn grove on a full moon.

IV. Artificer - Each Item requires someone with enough knowledge to craft the item. It might be an Artificer, Blacksmith, Ancient dwarven Forge Master to Wizard Enchanter or other creator. This is part of the Formula that you will have to find and work out payment with. The Rarity of the item will determine the cost they will ask for and the amount of time they will take. Not to mention what level the crafter must be. If the item functions by casting spells a spell caster must also be required to cast the spells at the item when the crafter tells them to. The art of capturing the spell into the item is not an easy process and may require many casting of the spell.

Artificer Capability
Level Rarity Cost Time
1 common 50GP 3-6 hrs
5 Uncommon 100-1000GP 1-3 Days
10 Rare 1000-10,000 GP 3-10 Days
15 Very Rare 10,000-100,000GP 10-30 Days
20 Legendary Unique* Unique*

*These Items require special payments and can only be created by one unique individual which will finish it when it is done. Legenday items are very rarly craftable items as the Skill is forgotten or the one guy who made it is now dead. Also Artifacts are one of a kind and are not craftable by normal means.

Magic Item Price List

Name Price Page Rarity
+1 Armor 1500 152 Rare
+1 Shield 1500 200 Uncommon
+1 Weapon 1000 213 Uncommon
+2 Armor 6000 152 Very Rare
+2 Shield 6000 200 Rare
+2 Weapon 4000 213 Rare
+3 Armor 24000 152 Legendary
+3 Shield 24000 200 Very Rare
+3 Weapon 16000 213 Very Rare
Adamantine Armor 500 150 Uncommon
Alchemy Jug 6000 150 Uncommon
Ammunition +1 (each) 25 150 Uncommon
Ammunition +2( ea) 100 150 Rare
Ammunition +3 (ea) 400 150 Very Rare
Amulet of Health 8000 150 Rare
Amulet of Proof Against Detection and Location 20000 150 Uncommon
Amulet of the Planes 160000 150 Very Rare
Animated Shield 6000 151 Very Rare
Apparatus of Kwalish 10000 151 Legendary
Armor of Invulnerability 18000 152 Legendary
Armor of Resistance 6000 152 Rare
Arrow of Slaying (ea) 600 152 Very Rare
Arrow-Catching Shield 6000 152 Rare
Bag of Holding 4000 153 Uncommon
Bead of Force 960 154 Rare
Belt of Dwarvenkind 6000 155 Rare
Boots of Elvenkind 2500 155 Uncommon
Boots of Levitation 4000 155 Rare
Boots of Speed 4000 155 Rare
Boots of Striding and
Springing 5000 156 Uncommon
Boots of the Winterlands 10000 156 Uncommon
Bowl of Commanding Water Elementals 8000 156 Rare
Bracers of Archery 1500 156 Uncommon
Bracers of Defense 6000 156 Rare
Brass Horn of Valhalla 8400 175 Rare
Brazier of Commanding Fire Elementals 8000 156 Rare
Bronze Griffon 8000 169 Rare
Bronze Horn ofValhalla 11200 175 Very Rare
Name Price Page Rarity
Brooch of Shielding 7500 156 Uncommon
Broom of Flying 8000 156 Uncommon
Cap of Water Breathing 1000 157 Uncommon
Cape of the Mounte-bank 8000 157 Rare
Carpet of Flying 12000 157 Very Rare
Censer of Controlling Air Elementals 8000 158 Rare
Chime of Opening 1500 158 Rare
Circlet of Blasting 1500 158 Uncommon
Cloak of Arachnida 5000 158 Very Rare
Cloak of Displacement 60000 158 Rare
Cloak of Elvenkind 5000 158 Uncommon
Cloak of Invisibility 80000 158 Legendary
Cloak of Protection 3500 159 Uncommon
Cloak of the Bat 6000 159 Rare
Cloak of the Manta Ray 6000 159 Uncommon
Crystal Ball 50000 159 Very Rare
Cube of Force 16000 159 Rare
Cubic Gate 40000 160 Legendary
Daern's Instant Fortress 75000 160 Rare
Dagger of Venom 2500 160 Rare
Dancing Sword 2000 160 Very Rare
Decanter of Endless Water 135000 160 Uncommon
Deck of Illusions 6120 161 Uncommon
Defender 24000 164 Legendary
Dimensional Shackles 3000 165 Rare
Dragon Scale Mail 4000 165 Very Rare
Dragon Slayer 8000 166 Rare
Driftglobe 750 166 Uncommon
Dust of Disappearance 300 166 Uncommon
Dust of Dryness(1 pellet) 120 166 Uncommon
Dust of Sneezing and Choking 480 166 Uncommon
Dwarven Plate 9000 167 Very Rare
Dwarven Thrower 18000 167 Very Rare
Ebony Fly 6000 169 Rare
Efreeti Chain 20000 167 Legendary
Elemental Gem 960 167 Uncommon
Elixir of Health 120 168 Rare
Elven Chain 4000 168 Rare
Eversmoking Bottle 1000 168 Uncommon
Eyes of Charming 3000 168 Uncommon
Name Price Page Rarity
Eyes of Minute Seeing 2500 168 Uncommon
Eyes of the Eagle 2500 168 Uncommon
Flame Tongue 5000 170 Rare
Folding Boat 10000 170 Rare
Frost Brand 2200 171 Very Rare
Gauntlets of Ogre Power 8000 171 Uncommon
Gem of Brightness 5000 171 Uncommon
Gem of Seeing 32000 172 Rare
Giant Slayer 7000 172 Rare
Glamoured Studded Leather 2000 172 Rare
Gloves of Missile Snaring 3000 172 Uncommon
Gloves Swimming & Climbing 2000 172 Uncommon
Gloves of Thievery 5000 172 Uncommon
Goggles of Night 1500 172 Uncommon
Golden Lion (ea) 600 169 Rare
Hammer of Thunderbolts 16000 173 Legendary
Hat of Disguise 5000 173 Uncommon
Headband of Intellect 8000 173 Uncommon
Helm of Comprehend Languages 500 173 Uncommon
Helm of Telepathy 12000 174 Uncommon
Helm of Teleportation 64000 174 Rare
Heward's Handy Haversack 2000 174 Rare
Holy Avenger 165000 174 Legendary
Horn of Blasting 450 174 Rare
Horseshoes of Speed 5000 175 Rare
Horseshoes of the Zephyr 1500 175 Very Rare
Immovable Rod 5000 175 Uncommon
Instrument of the Bards - Anstruth Harp 109000 176 Very Rare
Instrument of the Bards - Canaith Mandolin 30000 176 Rare
Instrument of the Bards - Cli Lyre 35000 176 Rare
Instrument of the Bards - Doss Lute 28500 176 Uncommon
Instrument of the Bards - Fochulan Bandlore 26500 176 Uncommon
Instrument of the Bards - Mac-Fuirmidh Cittern 27000 176 Uncommon
Instrument of the Bards - Ollamh Harp 125000 176 Legendary
Ioun StoneAbsorption 2400 177 Very Rare
Ioun Stone Agility 3000 177 Very Rare
Ioun Stone Awareness 12000 177 Rare
Ioun Stone Fortitude 3000 177 Very Rare
Ioun Stone Greater Absorption 31000 177 Legendary
Name Price Page Rarity
Ioun Stone Insight 3000 177 Very Rare
Ioun Stone Intellect 3000 177 Very Rare
Ioun Stone Leadership 3000 177 Very Rare
Ioun Stone Mastery 15000 177 Legendary
Ioun Stone Protection 1200 177 Rare
Ioun StoneRegeneration 4000 177 Legendary
Ioun Stone Reserve 6000 177 Rare
Ioun Stone Strength 3000 177 Very Rare
Ioun StoneSustenance 1000 177 Rare
Iron Bands of Bilarro 4000 177 Rare
Iron Horn of Valhalla 14000 175 Legendary
Ivory Goat(Terror) 20000 169 Rare
Ivory Goat(Travail) 400 169 Rare
Ivory Goat(Traveling) 1000 169 Rare
Javelin of Lightning 1500 178 Uncommon
Keoghtom's Ointment (dose) 120 179 Uncommon
Lantern of Revealing 5000 179 Uncommon
Luckstone 4200 205 Uncommon
Mace of Disruption 8000 179 Rare
Mace of Smiting 7000 179 Rare
Mace of Terror 8000 180 Rare
Mantle of Spell Resistance 30000 180 Rare
Marble Elephant 6000 170 Rare
Mariner's Armor 1500 181 Uncommon
Medallion of Thoughts 3000 181 Uncommon
Mirror of LifeTrapping 18000 181 Very Rare
Mithral Armor 800 182 Uncommon
Necklace of Adaption 1500 182 Uncommon
Necklace of Fireballs (One bead) 300 182 Rare
Necklace of Fireballs (Two beads) 480 182 Rare
Necklace of Fireballs (Three beads) 960 182 Rare
Necklace of Fireballs (Four beads) 1600 182 Rare
Necklace of Fireballs (Five beads) 3840 182 Rare
Necklace of Fireballs (Six beads) 7680 182 Rare
Necklace of Fireballs (Five beads) 3840 182 Rare
Nine Lives Stealer (fully Charged) 8000 183 Very Rare
Nolzur's Marvelous Pigments 200 183 Very Rare
Oathbow 3500 183 Very Rare
Obsidian Steed 128000 170 Very Rare
Name Price Page Rarity
Oil of Etherealness 1920 183 Rare
Oil of Sharpness 3200 184 Very Rare
Oil of Slipperiness 480 184 Uncommon
Onyx Dog 3000 170 Rare
Pearl of Power 6000 184 Uncommon
Periapt of Health 5000 184 Uncommon
Periapt of Proof Against Poison 5000 184 Rare
Periapt of Wound Closure 5000 184 Uncommon
Philter of Love 90 184 Uncommon
Pipes of Haunting 6000 185 Uncommon
Pipes of the Sewers 2000 185 Uncommon
Plate Armor of Etherealness 48000 185 Legendary
Portable Hole 8000 185 Rare
Potion of Animal Friendship 200 187 Uncommon
Potion of Clairvoyance 960 187 Rare
Potion of Climbing 180 187 Common
Potion of Diminution 270 187 Rare
Potion of Fire Breath 150 187 Uncommon
Potion of Flying 500 187 Very Rare
Potion of Gaseous Form 300 187 Rare
Potion of Greater Healing 150 187 Uncommon
Potion of Growth 270 187 Uncommon
Potion of Healing 50 187 Common
Potion of Heroism 180 188 Rare
Potion of Invisibility 180 188 Very Rare
Potion of Invulnerability 3840 188 Rare
Potion of Longevity 9000 188 Very Rare
Potion of Mind Reading 180 188 Rare
Potion of Poison 100 188 Uncommon
Potion of Resistance 300 188 Uncommon
Potion of Speed 400 188 Very Rare
Potion of Superior Healing 450 187 Very Rare
Potion of Supreme Healing 1350 187 Very Rare
Potion of Vitality 960 188 Very Rare
Potion of Water Breathing 180 188 Uncommon
Prayer Bead - Bless 2000 182 Rare
Prayer Bead - Curing 4000 182 Rare
Prayer Bead - Favor 32000 182 Rare
Prayer Bead - Smiting 1500 182 Rare
Prayer Bead - Summons 128000 182 Rare
Prayer Bead - Wind Walking 96000 182 Rare
Quaal's Feather Token Anchor 50 188 Rare
Quaal's Feather Token Bird 3000 188 Rare
Quaal's Feather Token Fan 250 188 Rare
Name Price Page Rarity
Quaal's Feather Token Swan Boat 3000 188 Rare
Quaal's Feather Token Whip 250 188 Rare
Quiver of Ehlonna 1000 189 Uncommon
Ring of Air Elemental Command 35000 190 Legendary
Ring of Animal Influence 4000 189 Rare
Ring of Earth Elemental Command 31000 190 Legendary
Ring of Evasion 5000 191 Rare
Ring of Feather Falling 2000 191 Rare
Ring of Fire Elemental Command 17000 190 Legendary
Ring of Free Action 20000 191 Rare
Ring of Invisibility 10000 191 Legendary
Ring of Jumping 2500 191 Uncommon
Ring of Mind Shielding 16000 191 Uncommon
Ring of Protection 3500 191 Rare
Ring of Regeneration 12000 191 Very Rare
Ring of Resistance 6000 192 Rare
Ring of Shooting Stars 14000 192 Very Rare
Ring of Spell Storing 24000 192 Rare
Ring of Spell Turning 30000 193 Legendary
Ring of Swimming 3000 193 Uncommon
Ring of Telekinesis 80000 193 Very Rare
Ring of the Ram 5000 193 Rare
Ring of Warmth 1000 193 Uncommon
Ring of Water Elemental Command 25000 191 Legendary
Ring of Water Walking 1500 193 Uncommon
Ring of X-Ray Vision 6000 193 Rare
Robe of Eyes 30000 193 Rare
Robe of Scintillating Colors 6000 194 Very Rare
Robe of Stars 60000 194 Very Rare
Robe of the Archmagi 34000 194 Legendary
Robe of Useful Items Items 5 195 Uncommon
Rod of Absorption 50000 195 Very Rare
Rod of Alertness 25000 195 Very Rare
Rod of Lordly Might 28000 195 Legendary
Rod of Rulership 16000 197 Rare
Rod of Security 90000 197 Very Rare
Rod of the Pact Keeper +1 12000 197 Rare
Rod of the Pact Keeper +2 16000 197 Rare
Name Price Page Rarity
Rod of the Pact Keeper +3 28000 197 Very Rare
Rope of Climbing 2000 197 Uncommon
Rope of Entanglement 4000 197 Rare
Saddle of the Cavalier 2000 199 Uncommon
Scarab of Protection 36000 199 Legendary
Scimitar of Speed 6000 199 Very Rare
Scroll of Protection 180 199 Rare
Sending Stones 2000 199 Uncommon
Sentinel Shield 20000 199 Uncommon
Serpentine Owl 8000 170 Rare
Shield of Missile Attraction 6000 200 Rare
Silver Horn of Valhalla 5600 175 Rare
Silver Raven 5000 170 Uncommon
Slippers of Spider Climbing 5000 200 Uncommon
Sovereign Glue 400 200 Legendary
Spell Scroll Level 0 10 200 Common
Spell Scroll Level 1 60 200 Common
Spell Scroll Level 2 120 200 Uncommon
Spell Scroll Level 3 200 200 Uncommon
Spell Scroll Level 4 320 200 Rare
Spell Scroll Level 5 640 200 Rare
Spell Scroll Level 6 1280 200 Very Rare
Spell Scroll Level 7 2560 200 Very Rare
Spell Scroll Level 8 5120 200 Very Rare
Spell Scroll Level 9 10240 200 Legendary
Spellguard Shield 50000 201 Very Rare
Sphere of Annihilation 15000 201 Legendary
Staff of Charming 12000 201 Rare
Staff of Fire 16000 201 Very Rare
Staff of Frost 26000 201 Very Rare
Staff of Healing 13000 202 Rare
Staff of Power 95500 202 Very Rare
Staff of Striking 21000 203 Very Rare
Staff of Swarming Insects 16000 203 Rare
Staff of the Adder 1800 203 Uncommon
Staff of the Python 2000 204 Uncommon
Name Price Page Rarity
Staff of the Woodlands 44000 204 Rare
Staff of Thunder and Lightning 10000 204 Very Rare
Staff of Withering 3000 205 Rare
Stone of Controlling Earth Elementals 8000 205 Rare
Sunblade 12000 205 Rare
Sword of Answering 36000 206 Legendary
Sword of Life-Stealing 1000 206 Rare
Sword of Sharpness 1700 206 Rare
Sword of Wounding 2000 207 Rare
Talisman of Pure Good 71680 207 Legendary
Talisman of the Sphere 20000 207 Legendary
Talisman of Ultimate Evil 61440 207 Legendary
Tentacle Rod 5000 208 Rare
Trident of Fish Command 800 209 Uncommon
Universal Solvent 300 209 Legendary
Vicious Weapon 350 209 Rare
Vorpal Sword 24000 209 Legendary
Wand of Binding 10000 209 Rare
Wand of Enemy Detection 4000 210 Rare
Wand of Fear 10000 210 Rare
Wand of Fireballs 32000 210 Rare
Wand of Lightning Bolts 32000 211 Rare
Wand of Magic Detection 1500 211 Uncommon
Wand of Magic Missiles 8000 211 Uncommon
Wand of Paralysis 16000 211 Rare
Wand of Polymorph 32000 211 Very Rare
Wand of Secrets 1500 211 Uncommon
Wand of the War Mage +1 1200 212 Uncommon
Wand of the War Mage +2 4800 212 Rare
Wand of the War Mage +3 19200 212 Very Rare
Wand of Web 8000 212 Uncommon
Weapon of Warning 60000 213 Uncommon
Wind Fan 1500 213 Uncommon
Winged Boots 8000 214 Uncommon
Wings of Flying 5000 214 Rare

Drinking

We all end up at the local pub throwing down a few while figuring out the next quest.

  • So if you drink more drinks that ½ your CON score you must start rolling a CON Saving throw.

  • If you fail your become inebriated. Each drink after that requires a save of drop another level.

Inebriation
Level Effect
1 Disadvantage on Persuasion and Deception checks, Advantage against Frightened
2 Disadvantage on Ability Checks, Roll 1 Hit Die For Temporary Hit Points
3 Disadvantage on Saving Throws, Cannot Dash for more that 10ft
4 Disadvantage on Attack Rolls, Damage Resistance
5 Become Unconscious
  • To cast a spell you must make a DC 10 + level of Inebriation Health save or the Spell Fails.

  • A short rest will remove 1 level of Inebriation. A long rest will remove all levels of inebriation.


Hangover

If you had any levels of Inebriation the night before you are at Disadvantage for 1 hour per level of last nights inebriation. While hungover you are sensitive to light, movement is halfed, and you disadvantage on all checks and attacks.

Some of the best adventures start

with the statement... "Stand back and hold my Ale!"