Session Guide





Setting Primer

Many hundreds of years ago, a coalition of demons known as the Greater Nine, disaffected with the futile struggle against the divine order or disenchanted with meaninglessness dominion over layers of the Abyss, resolved to take some of the Prime Material Plane for themselves. This would be an altogether different space, free from the tyrannical balance dictated by Lord Ao and his petty divinities. It would be a dark canvas upon which to scrawl their own version of reality. Shar would be twisted into being, not created, for a demon cannot truly create, only corrupt. It would be purged of order and remade in the memories and imaginations of some of the most dreadful beings in the multiverse.


Thus the Greater Nine, lead by the mysterious Lord Uro, folded off a piece of the Ethereal Plane, binding it to itself and anchoring it to the Prime Material Plane, a process as cataclysmic and imperfect as the demons themselves, a process that irreparably damaged the fabric of the multiverse. Where Shar and the Material Plane converge, they warp and fray one another, a terrible straining that has birthed many wounds: portals. These portals cannot be opened, and they cannot be closed, but they can be traversed, and over hundreds of years, creatures flowed, crept, fled, or were cast into Shar from the Material Plane, populating the plane with Humans, Elves, Dwarves, Goblinoids, and a great diversity of other Folk.


They were welcomed, these immigrants: beasts, refugees, and would-be-conquerors alike, as subjects and worshippers. And finding a world absent of gods, a world where the Weave itself twists and bucks, where every spell cast carries a grave risk, a world with very few beings to appeal to for protection, worshippers is exactly what many of them became. This great collaboration between mortal and fiend blossomed into cults, temples, cities, and even Civilizations, wrought in blood, death, and insanity, but yielding great power and wealth for those who embraced the Sovereignty of the Demons. Their exaltation of the Nine weakened the cosmic bonds that constrain them to the Abyss, an investiture of power that drew the demons ever closer to Godhood.


That is, until the arrival of mortals who brought their Faith with them, who would not bow before the darkness, who uplifted the oppressed and downtrodden, and in their heretical devotion to the Obsolete Gods, opened the way for Pelor and Helm, Bahamut and Selune and many other gods which the Nine had worked so tirelessly to leave behind forever. And though the Demons defended their plane with a desperate ferocity and violence, turning on worshipper and heretic alike during a time known as the Dark Ages, the Nine found themselves yet again cast out, this time from their own Realm. In fury and grief they retreated to the Abyss, but not before blighting the land with a permanent reminder of its Creators: Corruption, a terrible physical and spiritual plague that turns mortals into monsters, soulless horrors known only as Hollows.

In the modern era, in the South of Shar, seated deep within a vast desert across which roam a hellish menagerie of demons and monsters left over from the Dark Ages, lies one of the Plane’s most prosperous Kingdoms, Acroshia. This Human Empire is more properly considered a loose collection of city-states united under the Banner of Mhim, the possibly Divine entity who has ruled the Kingdom since the end of the Dark Ages. Under the protection and guidance of Mhim and his many-tendrilled legions of fanatical warriors, priests, mages, and spies, the capitol city of Seth, as well as its primary trading partners, Fathi and Al-Jaran, have prospered and flourished. Though rumors persist of a great Kingdom to the North, for all that can be proven, Acroshia is the last and greatest Empire of Shar.


It is in this empire that you will find yourself, Adventurer, either a simple Acroshian commoner lifted to circumstances beyond the auspices of your birth, or a heroic figure from Endorahn, the so-called Realm Beyond, cast through a portal to Shar as a punishment for a terrible crime you didn’t commit… or did you? Hero or villain, commoner or King, welcome to a world that was not made for mortals. The desert awaits.

Welcome to the Realm Beyond

Warning

This is a Westmarch with a mature theme where the sessions can contain a range of 18+ content including, but not limited to, gore, sexual content, torture, drugs, discrimination and racism.


Sessions are roleplay-focused where combat is dangerous and not always balanced. Actions have consequences and your characters have a high likelihood of perishing. It is advised not to write an in-depth and lengthy backstory until the character has reached level 3, due to especially lethal gameplay during the early levels.

Code of Conduct

  1. Be respectful and constructive. We work hard to keep this community fun and wholesome. Please do your part by being respectful and encouraging.

  2. In an effort to keep toxicity to a minimum, don't get carried away. If you are going to complain about this rule, keep it in PMs. That being said, there may be members who are more comfortable talking to their friends in a jokingly rude manner. Do not be offended by this.

  3. Keep chats clear of porn and gore. The moderation team will remove it, warn you, and ban you if it happens again.

  4. TRB welcomes players of all races, creeds, sexual orientations and gender identities. If you have issues with that, find another server.

  5. Do not spam, and keep channels on-topic. No political, religious, or otherwise argument-inducing or divisive topics. Memes and shitposting are to be contained in the memes channel

  6. Keep discussions in English.

  7. Do not ping staff members for casual conversation, or to ask questions that are already answered in the rules.

  8. All staff on this server, council and DMs alike, contribute their free time so that you may enjoy your hobby completely free-of-charge. If you act in a generally hostile or chaotic manner, combative manner, or act in way that degrades server morale, or bring what we perceive as a toxic dynamic in any way, you will be asked to chill out or find a new place to play

Session Signup

Players sign up for session using the Teamup calendar.

You must sign up for sessions using the following format: "Character Name (Discord Name) - Downtime Day)"


Session Etiquette

  • The dungeon master is always right, and when they aren't, they still are. Issues can be addressed after the session, not in the midst of it.

  • Don't roll dice unless asked to.

  • No metagaming. Keep conversations in-character as much as possible.

  • If your GM calls for a pause or to stop moving DO NOT move your token or you may lose access to the token temporarily.

  • Cheating results in one warning, followed by a permanent ban if it happens again.

  • Don’t make other players wait in combat. Plan your actions during other players' turns.

  • Player characters minimum allowed age for PCs are "Young Adults" in relation to whatever race they are.

  • Players should tend to downtime in-between sessions, not when the session starts.

  • If you anticipate not being able to use voice chat for more than 1/3rd of a session, we ask you to kindly not join. Non-voiced play is grounds for warning/blacklisting.

  • Roll-A-Die should not be used for test rolls and rolls should be suffixed with '#' stating the reason for the roll. Spam should be posted in #Spam

Roll20 Notice

  • Players' Discord and Roll20 names must match.

  • Character sheets must have the player's Discord name in parenthesis at the end. Any sheets not following this format will not be arranged correctly and probably get deleted. e.g. Character Name (Player Name)

Discord

You are welcome to invite friends to join you in The Realm Beyond through this link. We also have a shorter document for the setting introduction.

Loot Distribution

TRB resorts to a roleplay primary, gold-bidding secondary approach where players first may roleplay loot but if disagreement arise in regards to handing out loot players may pm the highest gold price they're willing to pay for it to the GM. The GM will then hand item to the highest bidder and its bid will be split among the rest of the party. If highest bid is less than vendor price any player may veto that the item should be sold in #trade-hub

Character Creation

Character Creation


Restrictions

Before creating your character, you should be aware that there are some restrictions and rule changes. Below is a list of content that cannot be used.

  • Unearthed Arcana. (Source Material)
  • Artificer (Class)
  • Echo Knight (Subclass)
  • Bladesinger (Subclass)
  • Twilight Cleric (Subclass)
  • Peace Cleric (Subclass)
  • Dragonmarks (Backgrounds/Races)
  • Ravnica (GGR) Backgrounds
  • Strixhaven: A Curriculum of Chaos (Book)
  • The Wild Beyond The Witchlight (Book)
  • Monsters of the Multiverse (Character Races)

Roll20 Character Sheets

When starting to create your character, please ping a DM or Guide to set you up with a character sheet in a vault.

http://rolladvantage.com/tokenstamp/

Choose a Race

Races in TRB have to be unlocked, look at the main document for how to unlock further races past your first character here. Below is the List of Common races & Sub-Races that can always be used:

  • Human (Base, Variant)
  • Wood Elf (Base)
  • High Elf (Base)
  • Dwarves (Base, Hill, Mountain)
  • Half-Elves (Base, Variant, Wood, Moon & Sun)
  • Gnomes (Base)
  • Half-Orc (Base)
  • Orc
  • Galdur
  • PHB and Variant Tiefling (Except Winged)

The following Uncommon races require one silver token.

  • Variant Goblin
  • Hobgoblin
  • Goliath
  • Dragonborn (Base, Dracoblood, Ravenite)
  • Half-Elf (Half-Drow)









The following Rare races require three silver tokens.

  • Kobold
  • Dwarf (Duergar)
  • Gnome (Deep/Svirfneblin) [SCAG]
  • Lizardfolk
  • Ratfolk (Homebrew)
  • Centaur
  • Minotaur
  • Genasi (All)
  • Elf (Drow, Pallid)
  • Dragonborn (Chromatic, Gem, Metallic)

The following Ultra-Rare races require seven silver tokens and an expenditure of 50 TRB per character, due to being vanishingly rare in the setting. You may also be required to write lore "reskinning" the race or explaining how it fits in the setting if it has not been played or used before.

  • Aasimar (All)
  • Changeling
  • Firbolg
  • Grung
  • Shifter (All)
  • Triton
  • Warforged
  • Reborn

The following races are Banned and are unlikely to be unbanned anytime soon.

  • Aarakocra
  • Tiefling (Winged)
  • Satyr
  • Halfling (All)
  • Dragonmarked variants of all races
  • Yuan-Ti
  • Tortle
  • Dhampir
  • Hexblood
  • Leonin
  • Loxodon
  • Simic Hybrid
  • Vedalken
  • Fairy

Choosing an Origin (Background)

Players can choose to start as a Iron-man, commoner, or a prisoner. Note: Characters may not start with contacts established through backstory

Commoners

Commoners are residents of the plane of Shar, drawn to adventure in one way or another.

  • Commoners start at level 0 with the equipment granted by their background.
  • Commoners have common knowledge about Shar.
  • Commoners choose their race, but roll for a random background with a GM.

Characters may have pre existing relationships subject to the following criteria.

  1. Characters must be willing to play in sessions where they are not together.
  2. Characters cannot have excessive adoration, favor, or favoritism (or hatred) towards one another.
  3. Pre-existing character relationships are subject to GMC Veto without explanation or justification. If any GMC has a bad feeling about it, they can say no.
Starting at level 0
  • Your proficiency bonus is +1.
  • You begin with no class.
  • Your maximum hit points is 6 + your Constitution modifier.
  • You begin with one talent point instead of two.
  • You can cast known cantrips an amount of times up to its casting ability per long rest.
Leveling up to level 1
  • You gain another talent point.
  • You add only the average of the chosen class' hit die to your maximum hit points (without your Consitution modifier just for level 1).
  • You can cast your cantrips normally.

Prisoners

Prisoners are not from the plane of Shar, the plane in which you will be adventuring. Instead, prisoners arrive on Shar because they are shoved into a portal to Shar from the plane of Endorahn where they were placed on death row.

  • Prisoners start at level 1 with no equipment except rags and a set of rusty manacles around their wrists.
  • Prisoners begin with no knowledge of Shar.
  • You can choose the race and an official background of your prisoner. Note: You do not get the Background Feature.
  • You get everything normally from class and background except for equipment.
  • You get 2 talent points.

Ironman Characters

WARNING: Ironman characters are overwhelmingly likely to die a horrible death. You should not make one until you are sure you are comfortable with The Realm Beyond.

  • Ironman characters are commoners that forgo all benefits from backgrounds and start as the 'Ironman' . background, with nothing but a loincloth and no background proficiencies.
  • See "Starting at level 0" but ignore background completely
  • Players earn an "Ironman" Discord title upon reaching Lv.3
  • Players with the Ironman title can begin Beast Mode, starting as an Ironman with a cursed band of loyalty equipped, causing you to instantly die upon reaching 0 HP. If anyone ever levels such a PC to level 5 without removing the ring, they will receive a reward.
  • Beast Mode & Ironman characters may learn an additional 3 skill/tool proficiencies through Training downtime.
  • Beast Mode & Ironman characters can not have inspiration transferred to them nor converted from Silver Tokens & may only have TRB spent in order to select Ultra-rare race (not talents etc) until title has been gained.

Ability Scores

Point Buy

TRB uses 27 point buy with a 15 point maximum and 8 point minimum in any given score for determining ability scores for your characters. Here is a link to a point buy calculator.


If you have accumulated a total of 20 TRB coins, you gain access to 16 point maximum and 5 point minimum. With this however, comes the expectation that your roleplay accordingly to your attributes.

Sanity Score

In TRB, there is an additional ability score named Sanity. To determine this ability score, roll 2d6+6 with a GM. After rolling the ability score, you may point buy into Sanity as if it were any other ability score- however, you cannot reduce Sanity to gain points.

Intelligence

Characters gain (or lose) extra proficiencies equal to their Intelligence modifier, and the same number of languages. This is also true if Intelligence is increased later on via ASI, but not if it is enhanced by a spell or item. Dropping one tool/instrument proficiency to satisfy negative INT restrictions means dropping all tool/instrument proficiencies. Bards may not surrender their instrument proficiencies. You cannot drop or gain armor or weapon proficiencies.

Charisma

Charisma adjusts DC for faction reputation gain, making it easier to recieve favors.

Proficiencies

If you gain proficiency in a skill twice, your proficiency bonus is doubled for any ability check you make that uses the proficiency. This does not stack with other features that provide the same effect. (i.e. Rogue's Expertise)

Talent Trees(Feats)

Feats are not used. Instead, we use Talent Trees.

Notes:

  • Variant Humans gain 1 talent point instead of a feat.
  • The first two talent points can only be spent in skill trees.
  • You may not take talents from skills tied to attributes that are lower than 8

Level Up

  • You gain your normal classes features when leveling up.
  • Maximum hit points increased per level is determined by the average of the class' hit die rather than rolling.
  • Players should/must work with their DMs to spend all their downtime days before leveling up.

Special/Modified Races

Ratkin

Ability Score Increase. Your Dexterity score increases by 2

Age. They reach adult age at about 10 and grow old by 20, and usually only live to be about 30.

Alignment. The Galdur tend towards being Chaotic Neutral

Size. Small

Speed. Your base walking speed is 30 feet.

Darkvision. You have superior vision in dark and dim light. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.

Nimbleness. Moving through other creatures space does not count as difficult terrain. You have Advantage on Acrobatics checks when moving through hostile creatures space.

Rat Tactics. True flanking based advantage

Galdur

Galdur are primitive, tribal, perceptive, and strategic scavengers. They like taking, using, and consuming the valuable parts of their enemies- making the best of everything. They eat the meat and intestines, make leather, weapons, and trinkets out of the skin and bones of all they can find... including their own kin.

Ability Score Increase. Your Wisdom score increases by 1.

Age. They reach adult age at about 10 and grow old by 20, and usually only live to be about 30.

Alignment. The Galdur tend towards being Chaotic Neutral

Cannibalism. You can use a bonus action to take a bite out of the corpse of a dead creature and gain 5 + level temporary hitpoints as you enter a feeding frenzy. The next attack you make is at advantage. This may only be used once per long rest.

Scavengers. You gain proficiency in the Investigation skill.

Animalistic Sprint. When you take the Dash action, you can move an additional 10 ft. as part of that action.

Languages. You can speak, read, and write Common and Galdur.























Ratfolk

Ratfolk are small, rodentlike humanoids with twitching snouts, bony feet, and long, pink tails. They are about the same size as halflings but of a slimmer build. They often wear hooded cloaks or long robes to conceal their true nature from the gaze of casual onlookers. They rarely venture forth from their home in the Maze, a complex collectivist society hidden deep underground.

As a Ratfolk, you gain the following traits:

Ability Score Increase. Your Intelligence Score increases by 1.

Age. Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years.

Alignment. Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment.

Rodent Empathy. You have advantage on Handle Animal checks to influence the behavior of rodents.

Pristine. You have resistance to poison damage. You may reroll a save against poison, disease, or corruption a number of times per long rest equal to your proficiency modifier

Languages. You speak Common and Rat-chat.

Kobold:

Uses MotM printing, but with original Ability Scores.

Humans

  • Variant Humans gain 1 talent point instead of a feat.
  • Base Humans gain +1 Sanity

Goblin

Goblins live in loose clans ruled by a leader they refer to as a Mob Boss. Evil goblin societies frequently war against their neighbors, if not attempt to annoy them. More peaceable goblins, who are fewer and far between, prefer to play practical jokes on neighbors, which sometimes can be just as bad as if they had declared war.

Ability Score Increase: Your Dexterity score increases by 2. Age: Goblins mature faster than other races considered fully grown at the age of 3. Unfortunately, goblins are also a very short-lived race not because of the shortness or their natural lifespan but because the majority of them live brutal and short lives or do brutal and stupid things. Allegedly they can live to be up to 60 years old.
Alignment: Goblins alignment tends to differ by subrace, however, it is very unlikely a goblin, regardless of subrace, will ever be lawful.
Size: Goblins are short, usually 3 to 4 feet and weigh about 50 pounds. Your size is Small.
Speed: Goblins are naturally fast despite being small creatures. Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Nimble Escape: Goblins know when to run when things get heated. The goblin can take the Disengage or Hide action as a Bonus Action on each of its turns.
Languages: You can speak, read and write Common, and Goblin.

Subrace: Greenskins (Traditional Goblins)

Greenskins are what people think about when they hear the word "goblin". Their skin are shades of green or yellow, and their faces are squat and flat. These goblins are the most numerous and savage of their kin and war against anything that’s not a goblinoid. Until anything conquers and enslaves them, that is.
Ability Score Increase: You have been beaten and bruised enough to be slightly tougher than others of your kind. Your Constitution score is increased by 1.
Mud Slinger: Insults are your pastime. You gain the cantrip vicious mockery. Charisma is your spellcasting ability for this spell.
Worg Rider: Greenskins have an amicable relationship with worgs, whom they ride into battle. You have proficiency in the Animal Handling skill.
Run For It: When the odds are against you, at least you can trust your legs. When using the disengage action, difficult terrain doesn't cost you extra movement on that turn.

Subrace: Boggarts (Swamp Goblins)

Boggarts are goblins that live in the swamps and marshes of the world. While they are smaller in number than greenskins, they make up for it with strong communal relationships and fierce defense of their territory. Boggarts skin range from brown to black and have little hair on their heads, though they have been known to grow beards and whiskers. Unlike their more unruly kin, Boggarts very rarely interact with other races, preferring to keep to themselves. The only race they are openly hostile against are the Bullywugs, which they are at constant war with.


Ability Score Increase: Years in the swamp has made your kind craftier than the average goblin. Your Wisdom score is increased by 1.

Bog Swimmer: Boggart hit and run tactics usually include a good dose of swimming through less than cooperative waters. You have a swimming speed of 30 feet.

Boggart Weapon Proficiency: Your clan has trained you well. You have proficiency with the blowgun and net.
Swamp Life: You have advantage on saving throws against poison and diseases, and you have resistance against poison damage.
Amphibious: You have Gills that let you breathe underwater.

Subrace: Gremlins (Tinker Goblins)

A long time ago, a group of Rock Gnomes enslaved a clan of Goblins that had been marauding in their territory. The descendants of these Goblins are known today as Gremlins. Gremlins are unlike the rest of their race, they have long noses unlike the usual squat noses of goblinoids, skin that ranges from turquoise to red, and some hair on their body. They are incredibly intelligent for goblins and have a passion for creating that matches even the most dedicated of gnomes. Unfortunately, this passion is for creating things that destroy, which puts the goblins in a vicious cycle of rebuilding and destroying. They are the fewest among the goblins mostly because of their mad experiments. The main cause of death among gremlins is "immolation".
Ability Score Increase: You may not have a fiber of common sense in your little red body, but that doesn't mean you're not a genius! Your Intelligence Score is increased by 1.
Almost Fire Proof: You have set yourself on fire so often you've gotten used to it. You are resistant to fire damage.

Dangerous Tinker: The gnomes like pretty things, but you like your creations to be a little more dynamic. You have proficiency with one artisan’s tool of your choice. Using those tools, you can spend 1 hour and 10gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp) that works for 24 hours, or when you use your action to dismantle it. You can have up to three such devices active at one time. You may reclaim the parts used to create the device once it stops functioning, only if it did not explode. When you create a device, choose one of the following options:

  • Arsonist's Friend: A small brass rod with a slit at the top and a button on the side. When the button on the device is pushed roll 1d6. On a roll of 2-6, the device produces a miniature flame, which you can use to light a candle, torch, or campfire. On a roll of 1, the device explodes causing 1d4 fire damage to the user.
  • Blast Orb: The device is a small brass orb that makes a ticking sound once a small button on the top is pressed. One round after the button at the top is pressed the device explodes in a 5-foot radius dealing 1d8 fire damage to anything within it. If the device is destroyed, nothing happens.
  • Bomb Boy: A clockwork tiny construct that is in the form of a goblin. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in the direction it is facing making a loud wailing sound as it walks. When it is destroyed roll a d20. On a roll of 12 or higher, the object explodes in a sphere five feet in diameter dealing 1d4 piercing damage.

Modified Classes

General

Fighting Style

  • PCs may change fighting styles whenever they get an ASI.

Racial Requirements

  • No racial requirements for subclasses apply.

Multiclass

Barbarian + Druid

  • You do not gain the benefits of Rage during Wild Shape

Barbarian

Path of the Totem Warrior

  • Bear Totem feature replaced with: While raging, whenever you take damage from any source except psychic, slashing, piercing or bludgeoning you may reroll the damage taken and take the lower of the two results.

Bard

General

  • Song of Rest requires spending healing pool points instead of hit dice and can be used on long rests.
  • Countercharm allows each target that hears the performance to immediately make a saving throw against the source of fear or charm.

Cleric

Forge Domain

  • Blessings of the Forge requires the Cleric to have performed a Crafting Downtime and lasts 3 days. This duration increases to 1 week at level 3. Blessings of the Forge increase the weapon / armor modifier with an additional +1 and may only affect 1 item at a time.

Grave Domain

  • Circle of Mortality: You reroll the healing and take the higher amount.
  • Path to the Grave lasts for one minute.

Life Domain

  • Disciple of Life only applies its bonus to healing delivered as the spell is cast. This means it does not work with things like Goodberry, which deliver healing after the initial casting.

Fighter

Battle Master

  • Know Your Enemy changed to "You can use a bonus action to make a DC 15 Wisdom (Insight) check, learning one numerical variable from the targets sheet on a success.”

Gunslinger

  • You may use the most recent version of Matt Mercer's Gunslinger class despite it being non-Core content. You may also purchase the associated firearms, subject to setting-specific price changes.

Arcane Archer

  • Arcane Archer may use of Arcane Shot increased from 2 to Proficiency Modifier per short rest.

Monk

General

  • Maximum number of Ki Points is increased by 1.
  • Stillness of Mind clarified to read: "At the start of your turn, you may end one effect on yourself that is causing you to be charmed or frightened. if you do so, you must give up your Action to Do Nothing as you meditate calmly. You may use this ability only once per turn."

Ranger

Beast Master

  • The Deft Explorer features also applies to your chosen animal. (Except for learning languages as part of Canny)
  • Commanding your companion requires a Free action instead of an action
  • Beast Master Companion start with: Disengage, Attack, Help, Fetch, Guard commands
  • Beast Master, Beastial Fury changed to: "Each command you issue may command WIS Mod amount of Beasts".
  • Exceptional Training Removed.

Rogue

  • Thieves' Cant can be communicated non-verbally with a successful stealth roll.
  • Rogues get an additional Talent Point at Level 3 which must be spent in a specialty tree.

Assassin

  • Infiltration Expertise is replaced with One Shot, One Opportunity: Once per long rest, you can choose to ignore resistance to a damage type of your choice when dealing damage to an enemy. If the target has immunity to the chosen damage type, it is instead treated as resistance instead of being ignored.

Inquisitive

  • Ear for Deceit is replaced with: "Once per long rest the player may ask the DM whether something said was a lie and the DM must respond truthfully with Yes, No or Both."

Soulknife

  • Soul Knife psychic blades count as dual wielding for purpose of weapon talents and 1 psychic blade can be used for opportunity attacks.

Thief

  • Use Magic Device does not trigger fumble rolls.
  • Supreme Sneak additionally grants advantage to Intelligence (Investigation) checks.

Sorcerer

Shadow Magic

  • The ability to cast Darkness is replaced with "Starting at 3rd level, you can as a bonus action spend 2 sorcery points or expend a spell slot to cause shadows to settle on you like a cloak, causing you to be heavily obscured to others until the end of your turn."
  • Eyes of the Dark: "You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30ft."

Storm Magic

  • Tempestuous Magic can additionally be triggered by cantrips starting at 3rd sorcerer level.

Warlock

  • Repelling Blast & Grasp of Hadar requires the target make a Strength save versus spell casting ability. Saves are made at advantage for Large, noraml for Medium & disadvantage for Small creatures.
  • Devil Sight: "You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30ft."

Hexblade

  • Hex Warrior: You only gain the weapon, armor, and shield proficieniesy, not the ability to use Charisma for your to-hit or damage rolls with weapons.

Wizard

  • A wizard can perform a special ritual to create a spellbook. This ritual takes a week of downtime as well as 10 Suns worth of special vellum and binding equipment. If a character with no spellbook performs this ritual, they can populate the resulting spellbook with up to six first level spells of their choice at the time of creation
  • Wizard Optional Class Feature "Cantrip Formulas" changed to "Cantrip Versatility"

Graviturgy

  • Adjust Density count as a Bonus Action

Homebrew Mechanics

Homebrew Mechanics

Game Mechanics

Sanity

Sanity represents a character's state of mind. This is introduced as a character's 7th attribute (STR, DEX, etc.) and is rolled during character creation. As they experience any horrific sightings in the world of Shar, characters begin losing Sanity. If not managed properly through rest and relaxation, characters begin to lose parts of themselves, eventually losing control completely and becoming unplayable.


When a horrific or mind shattering event is witnessed by a character, a Sanity Saving Throw may occur to attempt to prevent a character's mind from going insane. You roll a d20 + your Sanity modifier (i.e. a Sanity of 16 is a +3 Mod, same as other ability scores). Sanity Saving Throws can be rolled at advantage/disadvantage at the DM's discretion, depending on a character's relation and involvement to the incident. Short term sanity may be saved against again after taking damage.

Sanity is tracked in two ways: Current and Max Sanity. Maximum Sanity is your Sanity score. Current Sanity can go down by failing Sanity Saving Throws, which also results in short-term and long-term sanity conditions. When Current Sanity reaches 0, you lose 1 Sanity score and reset yor Current Sanity to your new Sanity. When Sanity reaches 0, the character loses control and becomes unplayable.

Breaking Sanity

A character may attempt to break a short term sanity condition by taking an action on their turn to make the sanity saving throw again.

Corruption

Corruption is a global curse in The Realm Beyond. It looms in the darkest corner and can only be partially alleviated by the Remove Curse spell. Corruption is highly visible and contagious when gained at high levels, causing the body to become grey and show symptoms such as yellow eyes. All buy prices increase by 5% for each point of corruption.


You gain corruption levels as you are exposed to specific events/sources. Each corruption level grants a deformation or debuff to the character until removed, such as through Remove Curse spell.


Note: Corruption carries over through things like polymorph, wild shape, and reincarnation.

1 point: The creature's skin starts getting slightly grey like at the points it made contact with the corruption.

2 points: The grey like skin has now spread over a larger portion of the body and black veins seem to pop up here and there. There’s a slight tone of yellow to the eyes. The creatures now have disadvantage on Charisma-based checks (with the exception of Intimidation) versus

people that disgust Hollowfication (most nobles) and a -2 to their CHA mod when buying or selling.

3 points: The Hollowfication is now harder to hide as the creature's entire body becomes dark grey and covered with black veins and it’s eyes have gotten yellow. The creature has disadvantage on all Charisma-based checks (with the exception of intimidation). The creature clearly seems as a Hollow if it doesn’t try to hide it. Expensive make-up being regularly applied can prevent the Charisma disadvantages if the target fails an investigation check.

4 points: Permanent 1 level of exhaustion.

5 points: Permanent 2 levels of exhaustion.

6 points: Permanent 3 levels of exhaustion.

7 points: Permanent 4 levels of exhaustion. The creature loses all hair it has.

8 points: Permanent 5 levels of exhaustion. The creature goes blind as its eyes rot away.

9 points: Only a wish spell or true resurrection can save the PC at this point. ((PC will die and become Hollow on their next turn unless corruption is removed.)) March 9, 2021

Magical Spell Fumbles

  • When a player rolls a natural 1 on a spell attack the DM rolls on the wheel of fumble affects and applies the results.
  • Roll a luck die when trying to remove each spell fumble. On an 11+, the spell fumble is an ongoing magical effect and can be removed by Dispel Magic, if the caster of Dispel Magic beats DC 15 on a check of 1d20+Dispel Magic Spell Level. On a 10 or lower, it is a curse and must be removed by Remove Curse.

Magical and Alchemical Fatigue

  • Each potion drank after the first have a chance to give exhaustion. The chance starts on a 1 on a D6, the chance then increases by lowering the die sides by one per potion. This resets on a long rest.
  • Using consumable scrolls, elemental spell gems, and other similar consumable magical items more than once per long rest incurs the same affect as potions.

Healing/Injuries

In TRB, a character may go below 0 hit points due to taking damage exceeding their remaining HP. Once a character goes below 0 hit points, they become unconscious, make Death saving throws, and also enter bleedout, in which they lose hit points every turn until stabilized. Characters with 0 HP exactly are always considered unconscious but stable.


Stabilizing via Healer's Kit and Medicine proficiency is also altered to make it more challenging to help those who have fallen, but more rewarding to those who have these skills.


We also introduce Major and Minor injuries that occur from adventurers going down or taking a significant amount of damage from a single attack, possibly leaving a lasting scar.

Healing

Characters do not use hit dice- instead, they have a Healing Pool equal to half of their maximum hit points.

  • When completing a short rest, 1 charge from a Healer's Kit must be expended for you to spend your Healing Pool points to hit points.
  • Wehn completing a long rest, you may spend your Healing Pool points to gain hit points. You also regain all your Healing Pool points at the end.
  • Note: Sleeping/Trancing in Medium or Heavy armor restores half of your Healing Pool and does not remove Exhaustion.

Injuries

Injuries are more severe in The Realm Beyond and deaths will result from not looking out for each other.

  • Characters at or below 0 hit points are unconscious.
  • Characters that are below 0 hit points also enter the bleedout state, in which you lose -1 hp per turn until stabilized- in addition to rolling Death saving throws. Bleedout damage does not trigger a Death saving throw. If a creature reaches -25 hp or the negative of their max hp, whichever comes first, the creature dies.
  • Being stabilized stops bleedout.
  • None lethal attacks do not causes injuries.
Minor Injuries

Can only be gained once per attack when:

  • Taking a single hit dealing at least half of your maximum hit points.
  • Entering bleedout from a normal attack

A Minor Injury can be removed by spending 5 hit points worth of magical overhealing from a single source on a character or using the Relaxation downtime. If the same minor injury were to be rolled again, it's rerolled until it shows a different result. Once a character have accumulted all minor injuries the rolls instead happen on the Major Injury table.






Major Injuries

Can be gained once per attack when:

  • Taking a critical hit dealing at least half of your maximum hit points.
  • Entering bleedout from critical hit.

A Major Injury can be removed by visiting the Hospital (30 days downtime, every 30gp spent reduces days by 5 down to a minimum of 5) or with higher level spells. You must be at full health for these spells to remove the Major Injury.

Death Saving Throws

  • Nat 20 on Death Saves revives your character at 1 HP.
  • Reaching 3 successes does nothing.
  • In bleedout you lose 1 hit point on each of your turns.
  • Failing a Death Save causes you to lose and additional 1 hit point.
  • Death Saving Throws carry over until the next short rest.
  • Natural 1 on Death Saving Throws coults as two failed death saves

Stabilizing

A Medicine check is required to stabilize a character that is unconscious and in bleedout. Stabilized creatures retain their negative hit points but stop rolling Death saving throws and come out of the bleedout state. A stabilized creature begins a long rest. The first time you start your turn next to a creature within 30ft that is stable/bleedout you may make a DC15 medicine check or DC 20 perception check to determine whether the creature is stable or in bleed out.


Utilizing a Healer's Kit and having Medicine proficiency provides useful benefits when stabilizing, shown in the table below.

Healer's Kit Medicine Prof Medicine DC Success Failure
Y Y Neg HP Stabilize and heals 2x degree of success (max 0 hit points) Next DC lowered by healer's prof x2
Y N Neg HP Stabilize and heals 1x degree of success (max 0 hit points) Next DC lowered by healer's prof
N Y 10 + Neg HP Stabilize and heals 1x degree of success (max 0 hit points) Next DC lowered by healer's prof
N N 10 + Neg HP Stabilize Nothing

* Degree of success = Rolled Value - Medicine DC

Timeline

Unlike other Westmarches, downtime is not awarded after sessions. Time in TRB is absolute, not relative. Easiest is to imagine it like a line going from 1 to infinity where each character is at a different day on that line. A player may choose to advance however much they want (up to max DTD) but may be excluded from sessions by majority of a player group by doing so if they dont want to advance as far.

  • Maximum DTD = How far you can advance
  • Spawn DTD = The day new characters spawn on
  • Minimum DTD = The lowest DTD a character can be without losing DTD

Reputation

The world consists of different factions and upon being discovered, players start at 0 rep with that faction and can gain a maximum reputation equal to their proficency modifier x 2. Each reputation can be consumed in exchange for a service or favor. Multiple rep can be burned for one request, but only one request will occur per burn, burning 10 -> 9 would provide one favor worth 10.000gp so requesting 2 rare items would still drop to 9 and reward 1 item. Reputation burning for DTD activities are still subject to downtime, so in the example above "Find Magical Item" downtime expenditure would still apply.

  • Reputation may passively provide bonuses to Charisma (Persuasion/Deception) rolls in session if DM allows but not prices.

  • Certain factions require quests to be unlocked, those can be seen written in italics here: https://www.worldanvil.com/w/shar-saintcrypto/a/factions-organization?preview=true

  • In order to progress Reputation you need to meet the "Potential Reputation" listed in different Downtimes as well as beating a DC of 18 + (Current Reputation*2) - Charisma Modifier with whatever roll / average roll you performed the downtime with.

Reputation Gain

Reputation Minimum Level DC (exc.ChaMod) Favor Value
1 0 20 5 gp
2 0 22 10 gp
3 0 24 20 gp
4 0 26 40 gp
5 5 28 80 gp
6 5 30 160 gp
7 9 32 320 gp
8 9 34 640 gp
9 13 36 1280 gp
10 13 38 2560 gp

Bank Loan Terms

  • A PC may borrow money from a bank in Seth, Al-Jaran or Fathi by proving that they're established in the hub with property. A PC may pawn their own property and borrow an amount of money up to the property value. Each month the debt increases by 20% until paid off.
  • A PC can only take out a single bank loan at a time.









Inspiration

Inspiration in TRB works a bit differently than in the PHB. Inspiration can be used to re-roll any in-game dice. You can have a maximum of 3 Inspiration on each character at one time. There are several ways of obtaining Inspiration:

  • You gain one Inspiration for your character when you write their backstory. It is advised to write a sparse backstory and fill in more details when you get to level 3.

Inspiration that is used in PvP of any kind, including stealing from another player, requires you to inform the opposing player when you use one.

TRB Special Currency

Not everything is grim and gore in The Realm Beyond, characters/players are recognized and awarded recognition through Inspiration, Silver Tokens, and The Realm Beyond Coins a.k.a. TRB.

Inspiration

Inspiration, mentioned in the previous page, is awarded often in TRB. In addition to being awarded by the DM during the game for inspirational acts, at the end of a session the DM will choose players who have shown great roleplaying during the session.

Hero Points

Hero Points are gained per character only on level up (both level 0 and 1 starts with 0 Hero Points). Hero Points can be used in the following ways:

  • Reroll any roll that affects you. This costs 1 more point for every step backwards for the re-roll (minimum of 1).
    Ex. Getting critically hit (1. Attack Roll) and getting dealt 20 damage (2. Damage Roll) causes a Major Injury that would decapitate you (3. Injury Roll) would cost 3 points to reroll the attack.
  • You and your party can pool points to allow you and X other allied creatures to take one additional turn for 2+X Hero Points. This can not be stocked on the same character to allow for Time Stop-like effects.
  • You and your party can pool points to prevent certain death and/or stabilize automatically for 2 points.

Hero Points that are used in PvP of any kind, including stealing from another player, requires you to inform the opposing player when you use one.

Milestone Experience (MXP)

Milestone Experience, a.k.a. MXP, is awarded at the end of every session that represents the character's experience thus far and determines when they level up. MXP is kept track by the admins.

Character Slots

  • There is a starting limit of two characters per player, otherwise known as character slots. Additional slots can be unlocked by DMing or supporting us through Patreon.

Archiving a Character

  • You have a limited number of archive slots which are equal to your number of character slots.
  • To archive a character you must get approval from a GM with an explanation of why they are being archived.
  • Archived characters do not count as having downtime days.
  • Archived characters may enter the Hospital while archived for the purposes of removing Major Injuries if you have also spent the required gold and/or TRB coins.
  • Archived characters may perform the Relaxation Downtime
  • Voluntarily archived characters get locked for a minimum of 30 ingame days in the Timeline aswell as 30 irl days. The character can not be used in roleplay in any form.
  • Players may transfer Inspiration from Archived characters to active ones, they may not be transferred back unless the Archived character becomes Active and the Active becomes Archived.
  • Un-archiving a PC force-pushes them to Spawn day instead of MinDTD.
  • Archived characters do not collect passive income from owned properties.

Session Claim Points (SCP)

SCP can be used to claim spots for a game by bidding in case the session has more participants than slots. A session with 10 sign ups but only 6 slots for instance may start bidding to see which 6 players wants to join the session the most (similar to bidding in an auction).

  • In a rare event that multiple players end on the same bid, the spot goes the players that signed up first. SCP can also be spent for other players to hold slots.
  • Players lose SCP even if they dont show up after having won the bid
  • Patreon Requested Session Bids counts as twice as high
  • Players may only bid for other players in sessions they play in themselves, doing so cost twice as many SCP.
  • At the beginning of each month all players earn 3 SCP (Session Claim Points, tracked on Google Drive. Each of the following titles add 1 additional SCP per month: @Soldier @King @Demon @GM @GM Coach
  • A player may have a maximum of 2 times their monthly accumulation amount.
  • Deprived may not spend SCP and are guaranteed in any session they sign up for
  • Every session subtracts 1 SCP from each player if they have more than 0, no matter what bidding occurs.

Silver Tokens

Silver Tokens are used to unlock special races during Character Creation. These tokens are awarded by DMs at the end of the session at their discretion. The Silver Tokens can also be traded in for Inspiration at the beginning of sessions, but the DM must be informed.

  • One silver token may be awarded for a great moment of creativity, in or out of combat.

  • One silver token may be awarded for a great commitment to character, particularly if that commitment materially disadvantaged the character or caused them to take character-driven actions which substantially increased their likelihood of dying.

  • One silver token may be awarded for inclusion, defined as using RP and interaction to get less prominent characters more involved in the story and the roleplay.

  • One silver token may be awarded for growth, when a player has shown substantial progress in their play, whether through more comfort with mechanics or more comfort with roleplay.

  • One silver token may be awarded for excellence in voice and character acting and description. This isn't mandatory to play on TRB, but it absolutely makes sessions more enjoyable.

  • If all of the above occurred and the GM felt the session was immensely enjoyable to run, the GM may summon Exodia and award everyone a silver token.

Average is expected to be about 2.5 per session.

Rare Race Refund

To mitigate the loss of dying early after having put a great expenditure into an unusual race, 1 silver token is refunded if a Rare race PC died prior to level 3, and 3 silver tokens are refunded if an Ultra-Rare race PC dies prior to level 3.

Arc Rules

The new Arc Session Rule allows any GM to start an Arc of any length without requiring 2 other sessions to run. 1/3rd of the slots in any Arc group must prioritize new players or those new to the level range. Arcs should not last longer than 8 sessions, and PCs may be locked at GM discretion. The same PC should not be in two arc groups unless one is inactive. Any player can join an arc group that has an open slot, unless there's a clear reason why they cannot. GMs should make up story considerations to get new people involved and feeling included.

The Realm Beyond Coins (TRB)

TRB coins (TRB for short) is an out-of-game currency that is earned by playing in the campaign. TRB can be earned in several ways:

  • The DM will award TRB at the end of every session.
  • Staff will vote for the best post-session journal entry once per month and award the author 5 TRB
  • Referring a friend to The Realm Beyond and having them participate in at least 2 sessions will earn you 3 TRB.
  • You can earn TRB by participating in challenges that occur every now and then.
  • You lose 1 TRB for showing up late to a session without prior notice + an additional TRB loss for not showing up for not showing up at all.
  • Characters who die at Lv.5 and above earn grant 20% of that character's MXP as TRB
  • Players interested in writing lore can earn 1 TRB for 200 words for lore-bounties & 400 words for non-bounties

TRB can be spent in several ways:


Earn +1 to an Attribute (Max: 20)

  • Cost: 50 TRB

Earn a Talent Point

  • Cost: 50 TRB

    Each character may have a maximum of (Prof Mod +1)*50 TRB spent on them for purchased Talent Points and Attributes. TRB spent on anything other than the previously listed uses will not affect this spending cap.

Raise Max Sanity by 1

  • Cost: 10 TRB & 10 Downtime
  • Only if Current Sanity equals Max Sanity.
  • Can only occur once between each session per character.

Reset all of a character's spent Talent Points

  • Cost: 50 TRB
    Player may redistribute previously-earned ASIs either as talents or ability score increases.

Change Subclass

  • Cost: 100 TRB, 30DTD and written explaination

Pick Your Commoner Background

  • 25 TRB

Boost a character (Max Level 5)

Boosted characters may not perform downtime activities or engage in text RP or trade hub until they have completed their first session. Boosted characters may use starting gold to purchase items of general availability from vendors before their first session. Boosted characters must be boosted to join a particular session and not for the sole sake of creating them.

Level = TRB = Benefits
0->1 20 None
1->2 20 Get gear or money from class+background
2->3 30 Get gear and money from class+background
3->4 40 Get gear and money from class+background+100gp
4->5 60 Get gear and money from class+background+1 uncommon item


Retirement

PCs at level 5+ may retire to become either an NPC or Villain.

  • The player gains TRB as if the PC died and gains silver tokens equal to the retired PC's remaining inspiration.
  • Retired PCs may only be used as NPCs by GMs other than the one who initially created them.
  • You may retire a PC before reaching Level 5, but you gain 0 TRB, only silver tokens.

Acroshia Daily

In-character-news-articles now pay TRB similiar to Lore Bounties for any session that gives MXP for regional changes (Affected village or more)

TRB Gameplay Changes

Combat Changes

General

  • When you make a melee attack, you gain an attack bonus equal to the number of allied creatures flanking the target. An allied creature is flanking a target if it is within 5 ft. of the target and you can draw a line from your token to theirs that intersects any part of the target's token.
  • Natural 1s and 20s are not automatically hits or misses. The target's AC matters.
  • At the start of your turn, you can drop your initiative to a lower value. You can do this only once per combat.
  • Sources of disadvantage and advantage stack to cancel each other out instead of rolling flat if there is more than one source of each. (e.g. two sources of disadvantage and one source of advantage results in disadvantage for the roll.)
  • Picking up an item from the ground & stabilizing triggers opportunity attacks from creatures that have you within their reach.
  • Disengaging allows for picking up items without taking AOO.
  • If you use an equipped shield to attack, you do not gain an AC bonus from that shield until the beginning of your next turn.
  • Attacking a creature around a hard corner provides the creature half-cover.
  • Find Familiar: Owl's Flyby imposes disadvantage to opportunity attacks rather than ignoring them.
  • Grappling & Shoving smaller creatures with Athletics are done at advantage unless contested by the defender with Acrobatics.
  • Attacks against a target within 20 ft. do not have disadvantage against prone targets. This distance increases by 10 ft. per size above Medium.
  • Minimal damage that can be dealt is 1 from any source.
  • Whenever you take the dodge action, any attack rolls you make are made at disadvantage until the start of your next turn.
  • Whenever you crit while dualwielding, you may make an extra attack expending your reaction with the whatever weapon you hold in the opposite hand.
  • Medium or larger bodies always difficult terrain unless otherwise stated by the DM.
  • Touch spells & unarmed attacks may not be performed against targets smaller than the mount while mounted. Weapons without reach cannot hit a prone target smaller than the mount while mounted.
  • Frightened and Stunned conditions can be broken similarily to sanity conditions
  • Non-lethal attacks do not causes injuries
  • Plunge Attack: If youre on a higher altitude than an enemy you may make a plunge attack. If the attack hits you may apply fall damage taken from the fall to the damage dealt ot the defender.
  • Moving an unconcious or paralyzed works as RAW depending on encumberance, no action required.
  • Flanking is not limited to creatures within 5ft if Reach apply
  • Tumble & Overrun do not require an Action or Bonus Action, but instead lose the movement it would take to reach the designated square.
  • You may replace an attack made as part of an action with an escape attempt of a grapple or restrain.
  • All creatures summoned/spawned by you, except for controlled mounts, take their turn immediately after you. If there are multiple summons, the player may set a sequence for the turns but it stays the same on every following round.
  • Abilities that apply to creatures at 0 HP also applies to a creature at negative HP, unless explicitly stated otherwise.


On Guard

You may declare your PC is ON GUARD and expecting combat either openly or through PM at any time This makes you immune to a surprise attack in the current social scenario. You will act in any surprise round with guarantee. However, enemies trying to have Insight into the party's intentions may roll against your passive Deception to detect you as potentially hostile. If they succeed, your party may have Disadvantage to negotiate with them. (GM's discretion)


Ranged Attacks

  • Making a ranged attack against a target with a creature between you and the target provides 3/4 cover to the target. If the attack misses within 5 of the target's AC you instead hit one of the blocking targets if they are same size or larger than the target and the original attack beats its AC - Can be negated by shooting at disadvantage.
  • ammunition collected always equals half the amount of ammunition fired. Exception being firearms where nothing is collectible.

Fighting Style Changes

  • Great Weapon Fighting Style: Heavy reach weapons adds +1 to hit and heavy two-handed non reach weapons add +2 to hit.
  • Curved Weapon Fighting Style: When you roll a 1 or 2 on a damage die for an attack you make with a curved weapon that you are wielding you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must be a Scimitar, Sickle, Scythe or Double Scimitar for you to gain this benefit.

Action Economy

Free Actions

  • Object interactions and free actions are synonymous. Actions and bonus actions can be used as free actions. You can also spend half your movement to use as a free action.
  • On any turn, you can use your Reaction to take the speaking option of the Free Action.
  • A free action can additionally be used to speak three sentences in character. You can give up one of these sentences to someone else so that they can speak when you use the free action to speak.

Clarifications

  • Using a potion is an action.
  • Dropping a held item requires no action.
  • Enlarge doesn't give double advantage on grapple. Advantage is implied as granted from the size increase.
  • Arcane Foci don't affect save DCs unless special items explicitly says so

Temporary Hit Points

Concentration checks and Injuries are based on only damage to hit points, not temporary hit points.

Magical Attunement

Instead of having up to 3 magical items players can attune to, characters can now have a number of items attuned equal to their proficiency mod.

Resurrection

  • A character that is resurrected suffers 3D10 temporary sanity loss, in addition to any effect resulted from a potential Resurrection Fumble.
  • Resurrection Fumble for Revivify is a D4 and for other spells is a D3 but increases with one die for each time before the character has died.
  • Non Magical forms of Resurrection do not trigger a fumble roll.

Wilderness Rest

  • By default an overnight rest only provides short rest based recovery. A Long Rest can apply while adventurering but the location has to be considered safe. A safe location is a location that doesn't require a night watch.
  • The first short rest a PC takes in a day can be a 1-hour break. After the first short rest, all other short rests require overnight sleep (for races that sleep).











Slot System

Regardless of attunement slots and whether items take attunement, at a given time, a PC may wear no more than

1 Pair of Boots or other footwear

1 Armor

1 Cloak

1 Amulet, Periapt, or other item worn around the neck

1 Pair of Gloves or Gauntlets

2 items normally held in hands (weapon, shield, arcane foci) no more than 1 of which may be a shield providing benefits

2 Rings

1 Belt

1 Helmet or Hat

1 pair of Glasses, Lenses, or Goggles

1 Misc for items that doesn't fit other categories

  • Bloodwell Vial, Amulet of the Devout & Emblem of the Wastes counts as taking up the Misc Slot

Injury Changes

Minor Necrotic Wound Injury: Max HP reduction changed from 100% damage done to 50% of damage done.

Spells and Spellcasting

General

  • When identifying a spell, the player may as part of the same reaction communicate what spell is being cast.
  • Magical Items that recharge charges daily have their maximum charge amount reduced by half (rounded up) and always counts as fully recharged at the starts of a session.
  • Mass Summons do not count for the purpose of flanking
  • Counterspelling a counterspell forces a Wild Magic Table fumble.
  • Spell Foci can't stack

Banned Spells

  • Simulacrum
  • Force Cage

Spell Changes

  • Crown of Madness: requires bonus action to maintain instead of an action.
  • Detect Magic reveals current Chaos Rating
  • Spare the Dying: stabilizes a creature at the current amount of hit points they have.
  • Sleep: range reduced to 30 ft., radius reduced to 15 ft., roll reduced from 5d8 to 4d8.
  • Remove Curse: gains the material component Spirit Sap: "625 gp, which the spell consumes"
  • Sanctuary: requires concentration.
  • Polymorph: the challenge rating of the beast must be equal to or less than 75% the target's level (rounded down), instead of the target's level.
  • Blade Ward: additionally gain resistance to any one damage type of your choice. This spell can be cast on other players.
  • True Strike: duration increased to 1 minute.
  • Detect Thoughts: the target only realizes it has been probed on a successful Wisdom save.
  • Pass without a Trace: sets your stealth bonus to +10 if below +10 instead of providing an additional +10.
  • Goodberry: material component is consumed.
  • Witch Bolt: both initial damage and consecutive turn damage lowered from 1d12 to 1d8, but both initial and consecutive turn damage scales when casted at higher level: 1d8 to both per level of the spell slot expended.
  • Stoneskin: does not require concentration.
  • Shield spell scales with worn armor: No Armor / Light Armor & No Shield - +5 AC (unchanged) Light Armor & Shield / Medium Armor & No Shield - +4 AC Medium Armor & Shield / Heavy Armor & No Shield - +3 AC Heavy Armor & Shield - +2 AC
  • Disintegrate: Disintegrate doesn't dissolve the corpse if a target is hit but instead dissolves a limb randomly chosen by a 1d5. 1: Head 2-3: Left/Right arm 4-5: Left/Right Leg.
  • Plant Growth's 8hour cast may only be maintained at one location at a time.
  • False Life gives average temp hp rounded up.
  • Power Word Kill: You utter a word of power that can compel one creature you can see within range to die instantly. The creature makes a wisdom saving throw and takes 60d6 force damage from Cosmic pressure commanding it's extinction. Save halves damage.

Property

Owning Property

A player may buy property to gain money or housing. The property comes with 1 staff per 1000 gold invested in the property. This staff counts as +0 Hirelings.

Running a Business

The player may choose to either spend downtime themselves, have the staff work, or get professional hirelings to work. The player character only accumulates downtime if they do it themselves.

Properties now passively generate 5% property value in income per month provided an NPC works there.


Once per monthly Patch Notes any player, loyal servant, or faithful friend may attempt one wisdom or charisma based skillcheck DC20 per month and one free skill check relevant to the business. One success on these rolls increases property profit to 10% for the month, two successes increases it to 20%.

Property Value Examples

Cottage/House
Property Cost
One room Cottage 200 gp
House in the slum 500 gp
House in commoner district 1250 gp
House in trading district 2500 gp
House in noble district 5000 gp
Workshop
Property Cost
Basic Workshop 400 gp
Workshop in slum 1000 gp
Workshop in commoner district 2000 gp
Workshop in trading district 4000 gp
Workshop in noble district 8000 gp
Tavern
Property Cost
Tavern in slum 1250gp
Tavern in commoner district 2500 gp
Tavern in trading district 5000 gp
Tavern in noble district 10000 gp
Boats & Ships
Property Cost
Keelboat 1500 gp
Longship / Sailing Ship 5000 gp
Warship 12500 gp
Galley 15000 gp


Large Estates
Property Cost
Mansion 20000 gp
Keep 37500 gp
Castle 125000 gp
Floating Castle 625000 gp

Items and Inventory

Buying and Selling Items

When selling any item to an NPC you only receive 50% of its value

Banned Items

  • Spellwrought Tattoos
  • Cube of Force
  • Ring of Spell Storing
  • Bag of Beans
  • Order of the Dragon Shield
  • Manual of Gainful Exercise
  • Manual of Quickness of Action
  • Manual of Bodily Health
  • Tome of Clear Thought
  • Tome of Understanding
  • Tome of Leadership and Influence

Item Changes

  • Shield: Base AC reduce by 1 (Except Schematic Shields)
  • Club: Increased to 1 gp
  • Scimitar: Reduced to 10gp
  • Healer’s Kit: increased to 10 gp
  • Spyglass: reduced to 60 gp
  • Quarterstaff: increased to 1 gp
  • Breastplate: reduced to 150 gp
  • Double Scimitar: reduced to 50gp & does not count as a Sword for purposes of Schematic Items
  • Greatsword: reduced to 30gp
  • Maul: increased to 20gp
  • Battleaxe: increased to 15gp
  • Pariah's Shield - Transferred damage is untyped and may not be reduced in any way
  • Cloak of Displacement counts as Very Rare
  • Helm of Teleportation counts as Very Rare|3
  • Broom of Flying counts as Very Rare
  • Eldritch Claw Tattoo active damage decreased from +1D6 to +2
  • Spell Gems require magical attunement
  • Horn of Valhalla summons 1d3+1 Berserkers
  • Shackles: Imposes the Restrained condition with the exeception that Speed is not zero.

Encumberance

  • Variant Encumberance is used.
  • Worn Items weigh half as much (rounded down) this included armor, backpack (not contents) and clothing.

Flying Magic Items

All Common and Uncommon Magic Items that confer flying have their Rarity increased by one level to Uncommon and Rare respectively.







Drugs of Acroshia

All drugs requires a contact in order to be purchased. The contact is not expended for buying drugs.

Pinkweed

Usage. DC 12 Constitution saving throw.

Effect. Advantage on Sanity saves for one hour.

Failure. Gain 1 level of exhaustion. A failed save by more than 5 causes speed to be halved and advantage on perception checks. Failed by 10 or more causes paranoia.

Cost. 5 sp/dose

Opium

Usage. DC 15 Constitution saving throw.

Effect. Advantage on Sanity saves for 4 hours.

Failure. Gain 2 levels of exhaustion and restore 1 temporary sanity.

Addiction. DC 15 Constitution saving throw or become addicted (+1 lv exhaustion per day on failed DC 18 Con Save that doesn't go away until Con Save has passed).

Cost. 5 gp/dose

Glamour Dust

Is smoked or snorted and produces a short but euphoric buzz granting the following qualities for 1 minute.

  • Character ignores any Minor Lingering Injuries
  • Character gains Level * 3 temporary hit points.
  • Character rolls all sanity checks at advantage
  • Character must succeed a DC18 Con Save or take 1 point of corruption and become addicted
  • At the start of each turn, the character must succeed a DC16 Wisom Save or attack the nearest target. If multiple targets, randomize
  • Character make all melee/natural weapon attacks at advantage
  • Once the minute has expired the user take 1 level of exhaustion

Addiction A character that is addicted will do anything in order to sate the addiction and will regularly buy and consume 1 dose of the substance per day. Rolling effects for each day consumed (including DTDs).

A character can break an addiction by either spending 30 days downtime hospitalized or by Greater Restoration

Cost. 2 gp/dose

Firearms

All firearms count as Martial Weapons.

The firearms linked here can be bought and used.

Firearm Changes

  • Musket: value changed to 100 gp.
  • Hand Mortar: value changed to 500 gp.
  • Bad News: value changed to 800 gp.

Spells As A Service

When purchasing spells from NPCs, use the below prices, modified by faction reputation (but not Charisma modifier):

  • Remove curse 875gp
  • Revivify 1000gp
  • Raise dead 2500gp
  • Greater restoration 2500gp
  • Regenerate 5000gp
  • Resurrection 20000gp



Poison Prices
Poison Cost (gp)
Assassin's Blood 90
Basic Poison 50
Burnt Othur Fumes 280
Carrion Crawler Brain Juice 150
Deathjump Spider Venom 240
Dragon's Breath 650
Ground Thassil Shroom 120
Pale Tincture 110
Purple Worm Poison 1550
Stormclaw Scorpion Venom 90
Wyvern Poison 1740

Homebrew Magic Items

Emblem of the Wastes

Uncommon, Requires Attunement

This item grants a +2 bonus to all saving throws.

Instrument of the Bards

Uncommon, Requires Attunement

Uncommon variants of this item do not count as Rare even though they allow the user to cast the Fly spell.

Pacia's Psychic Perforator

Rare, Requires Attunement, Weapon (Halberd or Glaive)

This magical polearm grants a +1 on attack and damage rolls and deals 1d4 psychic damage on a successful hit. Additionally, it grants advantage on attacks of opportunity.

Fortune's Favor

Uncommon, Weapon (any reach)
This magical polearm has a +1 bonus to hit and damage. Additionally, it grants +1 damage to targets within five feet of you and +1 to hit targets further than five feet from you.

Adventurer's Wand

Wand, uncommon


This simple wooden wand has 4 charges. While holding it, you can use an action to expend 1 of its charges for one of the following effects:

  • Reveal a secret door or trap within 30 feet of you.

  • Cast identify without material components.

  • Learn the fastest way out of a structure, such as a dungeon or a castle. This path might not always be the safest route.

The wand regains 1d4 expended charges daily at dawn. Additionally, you can use the wand to cast prestidigitation at will. If you hold the wand in the palm of your hand, it will point North. Notes: Detection, Utility, Exploration





















Homebrew Magic Item Changes

Alchemy Jug

Wondrous Item, uncommon


Any liquid produced with the Alchemys Jug vanishes 24 hours after first having been produced.

Eversmoking Bottle

Wondrous Item, uncommon


Radius reduced to 30ft

Willowshade Oil

Rarity changed to Uncommon Consumable

Band of Loyalty

Loses its magical property once user dies

Keoghtom's Ointment

No longer counts as consumable and has max charges (500gp purchase cost)

Amulet of the Drunkard

Requires Action to be used and counts as a potion for potential exhaustion

Shield of Epression

Rarity changed to Uncommon

.phb p+p { text-indent: 1em; }

Mounts
Animal Exotic Non - Trained (Gold) Battle - Trained(Gold) Speed Capacity
Camel No 50.00 250.00 50 ft. 480 lb.
Donkey or mule No 8.00 N/A 40 ft. 420 lb.
Elephant Yes 200.00 2000.00 40 ft. 1,320 lb.
Horse, draft No 50.00 250.00 40 ft. 540 lb.
Horse, riding No 75.00 375.00 60 ft. 480 lb.
Mastiff No 25.00 125.00 40 ft. 195 lb.
Pony No 30.00 150.00 40 ft. 225 lb.
Warhorse No N/A 400.00 60 ft. 540 lb.
Giant Ant Yes 500.00 5,000.00 60 ft. 370 lb.
Axe beak Yes 250.00 2,500.00 50 ft. 420 lb.
Kalin Yes 550.00 5,500.00 60 ft., 30 ft. climb 3700 lb.
Rhinoceros Yes 500.00 5,000.00 40 ft. 630 lb.
Riding lizard Yes 300.00 3,000.00 70 ft. 300 lb.
Steeder Yes 600.00 6,000.00 30 ft., 30 ft. climb 450 lb.
Thunderherder Yes 800.00 8,000.00 80 ft. burrow, 50 ft. climb 700 lb.
Triceratops Yes 1,000 10,000.00 50 ft. 660 lb.
Worg Yes 200.00 2,000.00 50 ft. 480 lb.
  • Battle-trained mounts costs x5 that of an ordinary mount or x10 if the mount is either Exotic (Riding lizard, Wyvern etc) or Huge or larger.

  • A mount that is not battle-trained requires a DC 15 animal handling for each turn in combat, failure implies that mount won't act in accordance with the owners will and either:

      1. Dash away from the threat
      1. Stand still and do nothing
      1. Move to and attack the nearest creature
Sea Transport
Vehicle Cost Speed
Galley 30,000.00 4 mph
Keelboat 3,000.00 1 mph
Longship 10,000.00 3 mph
Rowboat 50.00 1½ mph
Sailing Ship 10,000.00 2 mph
Warship 25,000.00 2½ mph

Acessories
Item Cost Weight
Barding ×4 ×2
Bit and bridle 2.00 1 lb.
Carriage 100.00 600 lb.
Cart 15.00 200 lb.
Chariot 250.00 100 lb.
Animal Feed (per day) 0.05 10 lb.
Saddle, Exotic 60.00 40 lb.
Saddle, Military 20.00 30 lb.
Saddle, Pack 5.00 15 lb.
Saddle, Riding 10.00 25 lb.
Saddlebags 4.00 8 lb.
Sled 20.00 300 lb.
Stabling (per day) 0.50
Wagon 35.00 400 lb.

laws of acroshia

Minor Crime

Assault

Guard bribe equal to annual tax paid by victim or one week imprisonment & public lashing (1 major injury)

Blackmailing

Fine up to 500 gp

Damaging Property or Livestock Cost of repair or hard labour plus 50gp to be paid to the owner.

Disorderly Conduct on Temple Grounds

10-40gp guard bribe or public lashing (1 major injury)

Disturbing the Peace 10-40gp guard bribe or public lashing (1 major injury)

Drug Use

10-40gp guard bribe or public lashing (1 major injury).

Littering

10-40gp guard bribe or public lashing (1 major injury).

Public use of Magic

Fine 10-40gp

Obstructing Justice

One week labour camp and fine up to 500 gp

Theft (1st offense or less than 400 gp value)

Fine equal to twice the total value of the stolen goods or public lashing (1 major injury) & branding.

Major Crime

Assaulting or Impersonating Military or Noble

Branding, Public Lashing (1 major injury), fine up to 500gp

Arson

Death or labor camp up to 60 days with fines up to 2000 plus the cost of repairs (determined by persuasion dc 2d10+8)

Blackmailing an Official

Branding and permanent banishment.

Drug Distribution

Guard bribe equal to 2 times the value of confiscated drugs or 6 months labour camp and branding.

Forgery of an Official Document

Branding and permanent exile (no city enterance allowed)

Murder (without lawful justification)

Penalty fee equal to the annual tax paid by the person or public execution (if important person) or labour camp (if unimportant person) until pentalty fee is paid off and branding.

Rape

Fine equal to the annual tax paid by the person to the victim or Dismemberment of genitalia & branding

Theft (2nd offense or more than 400 gp value)

Fine equal to five times the total value of the stolen goods or dismemberment of one hand.

Using Magic to Influence a Noble or Militant Without Consent

Fine up to 1000 gp

Severe Crime

Intentionally spreading Corruption

Death

Assaulting or Impersonating Church of Mhim, Senate, or Ranking Legio Official

Death

Murder of Royal Blood, Official, or Noble

Death

Espionage

Death or permanent banishment (determined by persuasion 2d10+8)

Misuse of the name Mhim

Prolonged public torture, dismemberment and execution.

Poisoning a City Well

Running the gauntlet (2 major & 3 minor injuries or Death, determined by appropriate rolls)

Theft (3rd offense or more than 2000 gp value)

Fine equal to ten times the total value or public execution.

Theft (from Temple of Mhim or Legio) Prolonged public torture, dismemberment and execution.

Treason

Public torture, dismemberment and execution.

Using Magic to Influence Royal Blood or Council

One year slave labour