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Poltergeisha's Campaign Document
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# Table Of Contents
- ## [1 Introduction](#p3) - ##### [Why House Rules?](#introduction-why-house-rules) - ##### [Code of Conduct](#introduction-code-of-conduct) - ## [2 House Rules](#house-rules) - ##### [Character Creation](#house-rules-character-creation) - [Character Creation Worksheet](#house-rules-character-creation-character-creation-worksheet) - [Generating Ability Scores](#house-rules-character-creation-generating-ability-scores) - [Racial and Class Ability Bonuses](#house-rules-character-creation-racial-and-class-ability-bonuses) - [First Level Hit Points](#house-rules-character-creation-first-level-hit-points) - [Ribbons](#house-rules-character-creation-ribbons) - [Allowed Content](#house-rules-character-creation-allowed-content) - ##### [Combat](#house-rules-character-creation-combat) - [Additional Action Options](#house-rules-character-creation-combat-additional-action-options) - [Called Shots](#house-rules-character-creation-combat-called-shots) - [Critical Damage](#house-rules-character-creation-combat-critical-damage) - [Surprise](#house-rules-character-creation-combat-surprise) - ##### [Health](#house-rules-character-creation-health) - [Resting](#house-rules-character-creation-health-resting) - [Drinking a Healing Potion](#house-rules-character-creation-health-drinking-a-healing-potion) - [Falling Unconscious](#house-rules-character-creation-health-falling-unconscious) - [Dying Breath](#house-rules-character-creation-health-dying-breath) - ##### [Abilities, Skills, & Saves](#house-rules-character-creation-abilities-skills-saves) - [Feats](#house-rules-character-creation-abilities-skills-saves-feats) - [Degrees of Success](#house-rules-character-creation-abilities-skills-saves-degrees-of-success) - [Skills are Not Linked to Abilities](#house-rules-character-creation-abilities-skills-saves-skills-are-not-linked-to-abilities) - [Working Carefully](#house-rules-character-creation-abilities-skills-saves-working-carefully) - [Helping](#house-rules-character-creation-abilities-skills-saves-helping) - [Reactions](#house-rules-character-creation-abilities-skills-saves-reactions) - [Searching for Traps](#house-rules-character-creation-abilities-skills-saves-searching-for-traps) - [Using Tools](#house-rules-character-creation-abilities-skills-saves-using-tools) - ##### [Equipment](#house-rules-character-creation-equipment) - [Carrying Capacity](#house-rules-character-creation-equipment-carrying-capacity) - [Comprehensive Equipment Manual](#house-rules-character-creation-equipment-comprehensive-equipment-manual) - [Trinkets](#house-rules-character-creation-equipment-trinkets) - [Item Swaps](#house-rules-character-creation-equipment-item-swaps) - [Starting Equipment At Higher Levels](#house-rules-character-creation-equipment-starting-equipment-at-higher-levels) - ##### [Miscellaneous](#house-rules-character-creation-miscellaneous) - [Sorcerers Use Spell Points](#house-rules-character-creation-miscellaneous-sorcerers-use-spell-points) - [Inspiration](#house-rules-character-creation-miscellaneous-inspiration) \columnbreak - ## [3 Shopping Rules](#shopping-rules) - ##### [Mundane Items](#shopping-rules-mundane-items) - [Finding a Mundane Item](#shopping-rules-mundane-items-finding-a-mundane-item) - [Buying a Mundane Item](#shopping-rules-mundane-items-finding-a-mundane-item-buying-a-mundane-item) - [Selling a Mundane Item](#shopping-rules-mundane-items-finding-a-mundane-item-selling-a-mundane-item) - [Masterwork Items](#shopping-rules-mundane-items-finding-a-mundane-item-masterwork-items) - ##### [Magic Items](#shopping-rules-mundane-items-magic-items) - [Finding a Magic Item](#shopping-rules-mundane-items-magic-items-finding-a-magic-item) - [Buying a Magic Item](#shopping-rules-mundane-items-magic-items-buying-a-magic-item) - [Selling a Magic Item](#shopping-rules-mundane-items-magic-items-selling-a-magic-item) - ## [4 Ability Bonus Tables](#p9) - ##### [Racial Ability Bonuses](#p9) - ##### [Class Ability Bonuses](#p9) - ## [5 Resources](#p10) - ##### [Official Content](#resources-official-content) - ##### [House Rule Content](#resources-house-rule-content) - ##### [High Quality Homebrew](#resources-high-quality-homebrew)
> ##### Download PDF [here](https://mega.nz/#!FgwmUKgb!aqP3tjpIqaE87zVGYP90VhxTSIifcI1bcGQ8QL8y4sc).
> Click on "Poltergeisha's Campaign Document" at the bottom of any page to return to the Table of Contents. \pagebreakNum # Introduction Welcome to {CampaignName}! This document may seem a little daunting, but I promise that it's all in the pursuit of fun. Don't worry about reading and memorizing it or anything. We'll go over the whole thing during Session 0. ## Why House Rules? Dungeons and Dragons is built on a long tradition of tables that hacked the game until it suited their tastes. Many of the rules you know and love were first created that way -- in fact, many entirely different RPGs began as a collection of house rules for Dungeons and Dragons Even today, there is still a sizeable community of people who are extremely devoted to playing Basic or Advanced D&D, but have house ruled the game to the point that it is almost unrecognizable -- but it is perfect for *their* table. Dungeons and Dragons is not the perfect game, but it is most people's favorite, including mine. I have a particular style as a dungeon master and a player, and as the dungeon master of a non-Adventurer's League game I enjoy the authority to implement mechanics that supports that play style. Of course, if that play style turns out not to suit our table, then I am happy to accept feedback and change it, as long as the changes are within the boundaries of my experience and capabilities. I hope that most of these house rules will increase fun, not limit it. My goal here is not to "fix" an "unbalanced" game or anything like that. There are four elements of the game that I seek to increase with better mechanical support: Melodrama, Player agency, Character individuality, and Immersion. I don't want blather on about the reasoning behind each rule in this document. If you want to know the specific theory behind a house rule, feel free to ask me. #### Rulings Over Rules This formidable document may make it seem like I am overly concerned with rules. I am not. There will be many times in game when I make a judgement call on the fly for the sake of drama and brevity. We don't need to reference the books at every turn or make sure we are following them to a T. I consider the rules to be guidelines that are meant to support play, not hinder it. On that note I want to stress: *You don't need to know a rule for something to do that thing.* Out of the box thinking will be rewarded in my game, not hindered by the action economy. The rules and actions available to you are less like a restaurant menu and more like a meal plan -- they're the things you have ingredients for, but you could certainly choose to make something else on the fly! However I *do* recognize that D&D is a game. Though it is a dirty word in some RPG circles, the *game* aspect of D&D is one of the most fun parts! That is why I believe it's important to have mechanical support for the kinds of activities that I want to encourage in play. \columnbreak ## Code of Conduct It's my job as the GM to be a sort of gatekeeper of this game, to ensure that all parties have fun. This is not me exercising my authority boner. I just don't want one or two players to make my game suck for everyone else. I promise that in exchange for these rules, I will do my absolute best to be a great GM. That doesn't mean I'll always succeed, but I'll try. I always accept criticism, but please voice your criticisms to me in private. ##### Don’t be racist, sexist, or demeaning. Don’t slur other cultures, races, sexualities, etc. We may all be midwestern white folks, but this is an all-inclusive and LGBTQ friendly table. (Medieval gender and sexual stereotypes do not apply in my games or in the canonical Forgotten Realms.) ##### Don’t create drama, be passive aggressive, or bring personal issues to the table. If you have a problem with someone, speak to them about it privately. If you can’t come to a solution together, come talk to me and I will try to help mediate. ##### Don’t be disruptive. Be respectful of other players, and of the digital medium. Don’t make lots of loud noises while others are talking (or if you do, mute yourself,) don’t talk over others, don’t yell, don't constantly argue rules, don't take ten minutes to resolve every turn, and don’t talk about off-topic things with other players while people are trying to talk or during the thick of the game. ##### Be a team player. It's easy to be very excited about your character! But you'll have more fun if you're also excited about everyone else's. Build a character that plays well with others. This does not mean your character can't have flaws or that you can’t play a character you love — we all have flaws and yet we still find ways to be friends. ##### Show up consistently and pay attention. D&D is somewhere between board game night and signing up for a sports team. It's really disheartening for me and demotivating for the other players when someone doesn't show up to play their part, or shows up but isn't really there. We can't have fun if half the party is checked out. The best way to show a GM you appreciate them is to pay attention, and you'll have more fun too. If you find the game legitimately boring, I understand. But if that's the case, I would appreciate private feedback after the game. Please try to give me at least one day of warning when you will need to be absent. If something sudden comes up, you still need to tell me you won't be there. If you have three "unexcused" absences within a period of five sessions, I will have to ask you to leave the game or create a guest character who appears only occasionally (such as when a regular player must be absent.) Obviously, life happens and I am willing to work with you in those circumstances.
Poltergeisha's Campaign Document
| Introduction
\pagebreakNum # House Rules ### Character Creation
#### Character Creation Worksheet Before the first session, you can fill out the [Character Creation Worksheet](https://goo.gl/forms/dIx86IaFAf9sFbeB2) and send it to me to get an extra [ribbon](https://mega.nz/#F!M4RCDY5Z!kF_I_ZD0DVU-ScpQRb4z4Q) of your choice at 1st level. #### Generating Ability Scores To generate Ability Scores, you will use [point buy](https://5etools.com/statgen.html#pointbuy). #### Racial and Class Ability Bonuses You will not use the ability score bonuses granted by your race. Instead, you get +2 to an ability from your class, and +1 to a *different* ability from your race. See [Ability Bonus Tables](#p11). #### First Level Hit Points Every 1st level character's hit point maximum and hit dice are calculated as if they are second level. They do not increase their hit point maximum or hit dice again until third level. #### Ribbons At 2nd, 6th, 10th, 14th and 18th level, you will get a [ribbon](https://mega.nz/#F!M4RCDY5Z!kF_I_ZD0DVU-ScpQRb4z4Q). A ribbon is sort of like a feat, but much weaker and it usually affects something out of combat. If your class does not have any ribbons on that list, we will choose one from a different class that fits or create one for you. #### Allowed Content You may use any officially published Wizards of the Coast content to create your character. You may also use Unearthed Arcana or homebrew content if you send me the content for review at least one week before you intend to use it, at which point I will put it to a vote among the group. If the majority agrees that it's balanced, you can use it. All UA and homebrew content is subject to being altered for balance and playability during the course of the campaign. If a UA or homebrew class turns out to be so awful it's not fun, you can change your character to a similar class. ***Equipment***. See the [Equipment](#house-rules-character-creation-equipment) section for allowed starting equipment. ***Fighting Styles.*** Characters who get Fighting Styles may instead use [Fighting Maneuvers](https://mega.nz/#F!poRWFQZT!j6a1uAogv6GKtco6GX0lDQ) or extended fighting styles from [Martial Arms](https://mega.nz/#F!4gZG2C4D!B9pO7KIkhXiV5J1Sv2NbDA) if they desire greater tactical complexity. ***Beyond Damage Dice.*** You may use maneuvers from [Beyond Damage Dice](https://mega.nz/#F!84YUCKCR!QFbo0AYaeT7zDL-_UqnQTQ) or [Martial Arms](https://mega.nz/#F!4gZG2C4D!B9pO7KIkhXiV5J1Sv2NbDA), not including Midgard or Southlands weapons. ***Substitutions.*** Some default WotC classes kinda suck. You may use the following replacements without asking permission.
* [Way of the Four Elements Redux](https://drive.google.com/file/d/0B5ttoyMfsaC7eFhVenpwZ0R4ZmM/view "Way of the Four Elements Redux") may be used instead of the default monk tradition. * [Revised Ranger](https://5e.tools/classes.html#ranger%20(revised)_uatherangerrevised) may be used instead of the PHB ranger. * [Updated School of Necromancy](https://mega.nz/#F!p4BCiCzT!mYrD-9Y76QJNOOTfXQHLSQ) *may* be used instead of the default wizard school. \columnbreak
### Combat
#### Additional Action Options We are using the [additional action options](https://5e.tools/variantrules.html#action%20options_dmg) from the DMG. #### Called Shots You may impose disadvantage on a normal roll to make a called shot, with results at the GM’s discretion. If you already have advantage, the disadvantage is cancelled out and you roll normally to make a called shot. If you already have disadvantage, you cannot make a called shot. #### Critical Damage On a critical hit, resolve the attack normally and add the maximum of the damage dice to any damage dealt. #### Surprise To be surprised, you must be caught off guard, usually because you failed to notice foes being stealthy or you were startled by an enemy with a special ability, such as the gelatinous cube’s Transparent trait, that makes it exceptionally surprising. You can be surprised even if your companions aren’t, and you aren’t surprised if even one of your foes fails to catch you unawares. If anyone is surprised, no actions are taken yet. First, initiative is rolled. Then, the unsurprised combatants act in initiative order. A surprised creature can’t move or take an action or a reaction until the first round ends. A creature is surprised until the end of the first round. ***Rogue Assassin.*** The Assassinate ability should be changed to: “You have advantage on attack rolls against any creature that hasn’t taken an **action** in combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.”
### Health
#### Resting A ***long rest*** functions exactly as mentioned in the Player's Handbook, and we are additionally using the [rules from XGE](https://5etools.com/variantrules.html#sleep_xge,4) concerning waking someone from sleep, sleeping in armor, and going without sleep. A ***short rest*** takes one action instead of 1 hour, and can be used during combat. Think of it less as a period of rest and more as energy that you stored up from sleep the night before. You get 3 short rests, and you get all your short rests back when you take a long rest. A ***healing surge*** takes one bonus action and allows you to spend one hit die. You get a number of healing surges equal to your constitution modifier (minimum 1.) You regain all your spent healing surges when you take a long rest. #### Drinking a Healing Potion You can drink a healing potion as a bonus action, but all other potions require an action to choke down.
Poltergeisha's Campaign Document
| House Rules - Character Creation, Combat, Health
\pagebreakNum #### Falling Unconscious ***Exhuastion.*** When you are reduced to 0 hp, even after you are stabilized or receive healing magic which brings you back above 0 hp, you suffer a level of exhaustion. This is cumulative. ***A Mark On Your Soul.*** Whenever you fail death saving throws, you retain that failure forever unless you choose an Injury (see below). I.e. If you go down and fail one death saving throw, the next time you drop to 0 hp, you will still have one failed death saving throw. ***Injuries***. Whenever you fail a death saving throw, you may choose to succeed. If you do so, you immediately gain an injury. For each failed death saving throw you possess (not including the one you just “bought off”), subtract 2 from the d20 roll. (https://5etools.com/variantrules.html#injuries_dmg) #### Dying Breath When you are dropped to 0 hp, you may use your "dying breath" to crawl up to 5 feet, speak, manipulate one object, and/or do any other thing which isn't an action or a bonus action. ### Abilities, Skills, & Saves
#### Skills Are Not Linked to Abilities You can use abilities other than those normally used for *any* skill check if you can come up with a convincing reason or way you do it. You may change the ability used for a skill often, or find yourself always using the same one. For example, you may make a Strength (Intimidation) check instead of a Charisma (Intimidation) check by displaying your strength menacingly, which means you can roll with your strength modifier to intimidate. Or, if your character is a doctor, they probably use Intelligence to make Medicine checks. Occasionally, the GM may call for a check made with a particular ability, if the circumstance is such that only one ability would apply. #### Feats When you get an ability score increase, you may choose to take a feat instead. #### Degrees of Success ***Critical Success***. You succeeded by 10 or more on a skill check, or rolled a natural 20 on an attack. Things have gone perfectly. You achieve your goal and something else happens in your favour. ***Success.*** You achieve your goal. Minor Failure or Success at a Cost: You failed by 1,2, or 3. You can choose to succeed, but something bad also happens as a consequence. ***Failure.*** You failed by 4 or more. Something bad happens — you take damage, gain Stress, lose a hit die, a Condition worsens, etc. ***Critical Failure.*** You failed by 10 or more on a skill check, or rolled a natural 1 on an attack. It's all gone badly for you and you suffer a second consequence in addition to the normal failure effects — you take extra damage, lose a hit die, drop an item, etc. \columnbreak #### Working Carefully If you want to ensure success, you can make any skill check Carefully. Working carefully means that you get an automatic 20, but it will take you much, much longer to do it. Depending on the activity and the scope of it, working carefully could take from 20 minutes to a whole day. When it comes to searching rooms for traps, carefully inspecting an average sized (15x15), averagely furnished room from top to bottom will take you about 1 hour. #### Helping When two or more characters work together to accomplish the same task, the character with the higher modifier leads the effort. The leader makes the appropriate ability check and enjoys a +2 bonus for the first helper, and a +1 bonus for each additional helper, to a maximum of +5. Characters can only work together if it is a task where such help is feasible and possible. A character can only help with a task if they would not be incapable of attempting the task on their own, or if they are not proficient. However, they can help using a related skill or tool proficiency if they are not proficient in the one being used to accomplish the task at hand, as long as they can come up with a convincing description of how they did it. #### Reactions In some situations, saving throws are replaced with Reactions. A GM can call for a Reaction whenever a character has a moment to respond to something unexpected. The GM describes what the character is aware of. The player then describes their reaction (anything that is normally a reaction (including spells), jump, hit the deck, or do any other creative thing that you can convince the GM you can do very quickly.) When it comes to traps, usually the only warning you will receive is "Click!" or "Boom!" The GM then determines if the reaction could avoid or mitigate the unexpected event, whether it can succeed, and whether it can fail, and asks for a Saving Throw or Ability Check based on the action. If you did something that will definitely benefit you when the unexpected event happens, the GM will give you advantage. If you somehow manage to make the situation worse, you'll get disadvantage on the save or check. Otherwise, you will roll normally. #### Searching for Traps Any time there is a trap, I will give you a hint in my description of the area. You don't need to scream "I SEARCH FOR TRAPS!" every time you enter a new area, I promise. However, if you interrupt my description either verbally or by moving, I will stop describing and you're doomed. You can use investigation to search for traps, but there will always be a clue which will allow you to use your actual brain to find the trap. If you use my hints and clues to look for a trap in the right area, the DC will be much lower. If you just generally search the room, either the DC will be much higher (like noticing a needle in a haystack) or you can Work Carefully.
Poltergeisha's Campaign Document
| House Rules - Abilities, Skills, & Saves
\pagebreakNum #### Using Tools A task that requires specialized tools – such as a proficiency kit – generally also requires specialized knowledge and training. Thus, characters may only attempt tasks using tools if they also possess the proficiency with those tools. I may decide that specific tasks are an exception but they will be explicit. ### Equipment
#### Carrying Capacity We use simple slots based encumberance. You will track your inventory on a [spreadsheet](https://docs.google.com/spreadsheets/d/1NeHaNj4cFjb1OeJfinBKKzrcNZOUlgPBZ6mKyF-XM40/edit?usp=sharing), not on your Roll20 character sheet. #### Comprehensive Equipment Manual We are using the following parts of the [Comprehensive Equipment Manual](https://mega.nz/#F!AkZAFQhL!UsNcBm_XfvtiWRvR93Lu5A): Gear, Wealth, Trinkets, Investments. We are using none of the variant rules unless otherwise noted here. #### Trinkets You get one trinket when you create a new character. You may roll 3d100 on the Trinket Table from the Comprehensive Equipment Manual, three times. From your three rolls, choose the item you think best fits your character and come up with a compelling reason why your character has kept it. #### Item Swaps When a character is created, she can replace any item given by her class or background with another item of the same “type” with equal or lower value. This item must follow the guidelines below. * Armor cannot swap between categories (light, medium, heavy, or shields). * Weapons cannot swap between the martial and simple categories, nor between the ranged and melee designations. * Other items should adhere to the function or concept of their original types; tool kits for tool kits, musical instruments for musical instruments, equipment packs for equipment packs, and so on. \columnbreak
#### Starting Equipment At Higher Levels
| Level | Gold | Starting Equipment / Magic Items | |--------|--------|---------------------------------------------------| | 1 | - | Standard starting equipment (SSE), 1 common | | 2 | 210 | SSE, 1 common | | 3 | 285 | SSE, 1 common | | 4 | 365 | SSE, 2 common | | 5 | 455 | SSE, 2 common | | 6 | 550 | SSE, 2 common, 1 uncommon | | 7 | 660 | SSE, 2 common, 1 uncommon | | 8 | 785 | SSE, 3 common, 2 uncommon | | 9 | 915 | SSE, 3 common, 2 uncommon | | 10 | 1,200 | SSE, 3 common, 2 uncommon | | 11 | 1,800 | SSE, 3 common, 2 uncommon, 1 rare | | 12 | 4,000 | SSE, 3 common, 2 uncommon, 1 rare | | 13 | 7,000 | SSE, 4 common, 2 uncommon, 1 rare | | 14 | 11,000 | SSE, 4 common, 3 uncommon, 1 rare | | 15 | 14,500 | SSE, 4 common, 3 uncommon, 1 rare | | 16 | 18,000 | SSE, 4 common, 3 uncommon, 1 rare | | 17 | 20,000 | SSE, 4 common, 3 uncommon, 2 rare | | 18 | 22,000 | SSE, 4 common, 3 uncommon, 2 rare | | 19 | 23,500 | SSE, 5 common, 3 uncommon, 2 rare, 1 very | | 20 | 25,000 | SSE, 5 common, 4 uncommon, 2 rare, 1 very |
Poltergeisha's Campaign Document
| House Rules - Equipment & Miscellaneous
\pagebreak ### Miscellaneous
#### Sorcerers May Use Spell Points All sorcerers may use [Spell Points](https://5e.tools/variantrules.html#spell%20points_dmg). They may also merge their Sorcery Points pool with their Spell Points pool and treat them as one resource, eliminating the need to convert between them. #### Inspiration You can award inspiration to other players for good role playing. You can each give one inspiration to a single player of your choice each session for free, as long as you can justify it to the group. Also, inspiration is no longer just for giving yourself advantage in combat. If you have inspiration, you can spend an inspiration point to impose a complication on me! This is anything that will adjust the situation at hand positively in your favor, within the bounds of plausibility. For example, a player can spend an inspiration and state that his or her character has found a secret door or that the opponent's sword breaks. However, when you spend inspiration to create a complication, I get one complication to use against you whenever I want! When I use a complication, I can arbitrarily change a situation to be in my favor, within the bounds of plausibility. You can't use the same (or very similar) complication twice. This goes for me or you. #### Strongholds and Followers.....and Sidekicks. We are using [Strongholds & Followers](https://mega.nz/#F!40o0xQjT!pOkYGhh_EfyjB4M8mPYfMg) rules in this game. Mostly this will apply to followers. We are using these changes to the followers rules: * ***Ability Scores***. Retainers normally roll ability scores, skills, and saves with a bonus equal to their level. * ***Levels***. Retainers can have up to 10 levels. * ***Attack Bonus***. Retainers have an attack bonus equal to their level + 2. More party-member-like NPCs will use the [Sidekicks](https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf) rules from Unearthed Arcana.
Poltergeisha's Campaign Document
| House Rules - Equipment & Miscellaneous
\pagebreakNum # Shopping Rules ### Mundane Items
#### Finding a Mundane Item It is assumed that finding a mundane item is quite easy, so no checks are required. ##### Item Availability
The availability of a mundane item is determined by the size of the settlement. Settlements may not have the economy required to sell mundane items above a certain price, and it may be impossible for players to sell items above a particular price in that settlement because of a lack of funds or demand. Availability is determined by the item's base price in the WotC books, with limits detailed in the table below. Additionally, settlements will run out of goods to sell when players spend more than a certain amount. This is detailed in the Purchase Limit in the table below. | Settlement Size | Availability Price Limit | Purchase Limit | |-----------------|--------------------------|----------------| | Thorpe | 50 gp | 500 gp | | Hamlet | 200gp | 1,000 gp | | Village | 500 gp | 2,500 gp | | Small town | 1,000 gp | 5,000 gp | | Large town | 2,000 gp | 10,000 gp | | Small City | 4,000 gp | 25,000 gp | | Large City | 8,000 gp | 50,000 gp | | Metropolis | 16,000 gp | 100,000 gp | #### Buying A Mundane Item
For mundane items >25 gp, choose low, avg, or high based on local economic factors, such as settlement size, monopolies, etc. | Type | Local Asking Price | | | |--------------------------------|--------------------|-----------------|-----------------| | Art Objects, Gems, Trade Goods | Book Price | | | | Mundane Items <= 25 gp | Book Price | | | | Mundane items > 25 gp | *Low* | *Average* | *High* | | | 50% book price | 100% book price | 150% book price | \columnbreak #### Selling A Mundane Item
A mundane item that has wear and tear may have its offering price deducted or be unsellable, at the GM's discretion. | Type | Offered Price as % Of Asking Price | |------------------------------------|------------------------------------------------------| | Art Objects, Gems, and Trade Goods | (70 + 1d20)% of book price | | Mundane items <= 25 gp | (40 + 1d20)% of book price | | Mundane items > 25 gp | (50 + 1d20)% of local asking price (see above table) | #### Masterwork Items
(See p.34 of the Comprehensive Equipment Manual) All mundane items with additional special properties added on to them are considered "Masterwork" Items. The base item is priced as a mundane item with an additional price for each masterwork property. Masterwork items are appraised at (70 + 1d20)% of the local asking price.
*Additional Prices for Masterwork Add-Ons* | Property Applied To: | Additional Price | |-------------------------------|------------------| | Suit of light or medium armor | + 100 + 5d20 gp | | Suit of heavy armor | + 250 + 5d20 gp | | Weapon | + 250 + 5d20 gp | ### Magic Items
#### Finding a Magic Item
The availability of magic items for sale is determined by the settlement size. Additionally, buyers in settlements will only buy items up to the local availability in price. In the table below, the percent chance of a magic item of that rarity being available in that settlement size is listed. To determine if an item is available, roll a percentile die. If the number rolled is at or below the percentage, it is available. (See table on following page.) ##### Knowing about the item Even if an item is available in a settlement, first the PC must make an Charisma, Intelligence, or Wisdom (Arcana) check to determine if they know about the item at all, and second the PC must be able to find the item.
Poltergeisha's Campaign Document
| Shopping
\pagebreakNum *Magic Item Local Availability by Settlement Size*
| Size | Mnr, Cmn | Mnr, Uncm | Mjr, Uncm | Mnr, Rare | Mjr, Rare | Mnr, VR | Mjr, VR | Mnr, Leg | Mjr, Leg | |---------|---------------|--------------|--------------|-------------|-------------|-----------------|-----------------|------------------|------------------| | Thorpe | 50% | 25% | - | - | - | - | - | - | - | | Hamlet | 75% | 45% | 25% | - | - | - | - | - | - | | Village | 80% | 55% | 45% | 25% | - | - | - | - | - | | Small Town | 85% | 65% | 55% | 35% | 25% | - | - | - | - | | Large Town | 90% | 75% | 65% | 45% | 35% | 25% | - | - | - | | Small City | 95% | 85% | 75% | 55% | 45% | 35% | 25% | - | - | | Large City | 95% | 95% | 85% | 65% | 55% | 45% | 35% | 5% | - | | Metropolis | 100% | 95% | 95% | 75% | 65% | 55% | 45% | 25% | 5% |
##### Searching for the item In settlements of size "Small town" or smaller, the PC is assumed to be able to find any item that is available because it is quite easy to search the entire place for an item. For any larger settlement, the PC must make an Investigation or Persuasion check to determine if they can find the item. The DC of these checks relies on the rarity of the item, as detailed in the table below. The DC of the investigation check may be modified by local culture and economy at the GM's discretion. ##### Time Spent Looking for a special item takes time. Any time a PC makes a successful Investigation check to find an item, it takes 2 hours to find the item. Each shopping day is 8 hours long (assuming normal business hours.) Other PCs may aide the PC in their search to give them advantage on the check, but that consumes 2 hours of the aiding PC's shopping time as well.
*Magic Item Knowledge & Investigation DCs* | Rarity | DC | |------------------|----| | Common | 5 | | Minor, Uncommon | 8 | | Major, Uncommon | 10 | | Minor, Rare | 12 | | Major, Rare | 15 | | Minor, Very Rare | 17 | | Major, Very Rare | 20 | | Minor, Legendary | 22 | | Major, Legendary | 25 | | Artifact | 30 | \columnbreak #### Buying A Magic Item Magic items prices are quoted according to their rarity, along with some degree of randomness, and the local economy. Usually items are more expensive in cities, and less expensive in small towns. The asking price is halved for consumables.
*Magic Item Price by Rarity (in Gold Pieces)* | Rarity | Range | Avg Asking Price † | |-------------------|------------------|-------------------| | Common | 50 - 100 | 50 + 1d50 | | Minor, Uncommon | 101 - 300 | 100 + 1d200 | | Major, Uncommon | 301 - 500 | 300 + 1d200 | | Minor, Rare | 501 - 2,750 | 500 + 1d2250 | | Major, Rare | 2,751 - 5,000 | 2750 + 1d2250 | | Minor, Very Rare | 5,001 - 15,000 | 5000 + 1d10000 | | Major, Very Rare | 15,0001 - 25,000 | 15000 + 1d10000 | | Minor, Legendary | 25,001 - 37,500 | 25000 + 1d12500 | | Major, Legendary | 37,501 - 50,000 | 37500 + 1d12500 |
† Price is halved for consumables. Low is 75%, High is 125%. Low, Normal, or High decided at GM's discretion.
#### Selling A Magic Item
| Type | Offered Price as % of Local Asking Price | |--------------------------------------------------------------------|----------------------------------------------------| | Potions, scrolls, and other consumables with all their uses intact | (55 + 1d20)% (remember that it is already halved) | | Amulets, rings, rods, wands, staffs, and other wondrous items | (65 + 1d20)% | | Weapons and armor | (70 + 1d20)% |
Poltergeisha's Campaign Document
| Shopping
\pagebreakNum # Ability Bonus Tables
## Racial Ability Bonuses
| Race | +1 Bonus to Ability | |:---:|:-----------:| | Aarakocra | Dex or Wis | | Aasimar (DMG, Protector) | Cha or Wis | | Aasimar (Fallen) | Str or Cha | | Aasimar (Scourge) | Con or Cha | | Bugbear | Str or Dex | | Dragonborn | Str or Cha | | Dwarf (Duergar) | Str or Con | | Dwarf (Mountain) | Str *and* Con | | Dwarf (Hill) | Con or Wis | | Elf (Drow, Eladrin MTF) | Dex or Cha | | Elf (Eladrin DMG, High) | Dex or Int | | Elf (Sea, Shadar-Kai) | Dex or Con | | Elf (Wood) | Dex or Wis | | Firbolg | Str or Wis | | Genasi (Air) | Dex or Con | | Genasi (Earth) | Str or Con | | Genasi (Fire) | Con or Int | | Genasi (Water) | Con or Wis | | Githyanki | Str or Int | | Githzerai | Int or Wis | | Gnome (Deep, Forest) | Dex or Int | | Gnome (Rock) | Con or Int | | Goblin | Dex or Con | | Goliath | Str or Con | | Half-Elf (Any Descent) | Cha, Int, or Wis | | Half-Orc | Str or Con | | Halfling (Ghostwise) | Dex or Wis | | Halfling (Lightfoot) | Dex or Cha | | Halfling (Stout) | Dex or Con | | Hobgoblin | Con or Int | | Human | Any | | Kenku | Dex or Wis | | Kobold | +2 Dex, -1 Str | | Lizardfolk | Con or Wis | | Orc | Str _and_ Con, -1 Int | | Tabaxi | Dex or Cha | \columnbreak
| (Continued.) | | |:---:|:-----------:| | Tiefling (PHB, Asmodeus, Baalzebul) | Int or Cha | | Tiefling (Mammon, Mephistopheles) | Int or Cha | | Tiefling (Dispater, Glasya) | Dex or Cha | | Tiefling (Fierna) | Wis or Cha | | Tiefling (Levistus) | Con or Cha | | Tiefling (SCAG) | Int, Dex, or Cha | | Tiefling (Zariel) | Str or Cha | | Tortle | Str or Wis | | Triton | Str, Con, or Cha | | Yuan-Ti Pureblood | Int or Cha |
## Class Ability Bonuses
| Class | +2 Bonus to Ability | |:---:|:-----------:| | Artificer | Int or Con | | Barbarian | Str or Con | | Bard | Cha or Dex | | Cleric | Wis or Con | | Druid | Wis or Dex | | Fighter | Str or Dex | | Monk | Wis or Dex | | Mystic | Int or Wis | | Paladin | Str or Cha | | Ranger | Wis or Dex | | Rogue | Dex or Int | | Sorcerer | Cha or Con | | Warlock | Cha or Dex | | Wizard | Int or Con |
> Remember that you cannot choose the same ability score bonus from both your class and race, even if they both offer the same ability.
Poltergeisha's Campaign Document
| Ability Bonus Tables
\pagebreakNum # Resources ## Official Content You can find all the official WotC content on [5eTools](https://5etools.com/). Even more excitingly, you can import all that content into Roll20 using a script. First, install [Tampermonkey](https://tampermonkey.net/) and [VTT Enhancement Suite](https://chrome.google.com/webstore/detail/vtt-enhancement-suite/fadcomaehamhdhekodcpiglabcjkepff?hl=en-GB) for your browser, then install BetteR20 5eTools from [this link](https://get.5e.tools/). Be sure to turn these off during games, because they will fuck with the play screen. ## House Rule Content * [Character Ribbons](https://mega.nz/#F!M4RCDY5Z!kF_I_ZD0DVU-ScpQRb4z4Q) * [Comprehensive Equipment Manual](https://mega.nz/#F!AkZAFQhL!UsNcBm_XfvtiWRvR93Lu5A) * [Beyond Damage Dice](https://mega.nz/#F!84YUCKCR!QFbo0AYaeT7zDL-_UqnQTQ) * [Martial Arms Training Manual](https://mega.nz/#F!4gZG2C4D!B9pO7KIkhXiV5J1Sv2NbDA) * [Fighting Maneuvers](https://mega.nz/#F!poRWFQZT!j6a1uAogv6GKtco6GX0lDQ) * [Strongholds & Followers](https://mega.nz/#F!40o0xQjT!pOkYGhh_EfyjB4M8mPYfMg), [UA: Sidekicks](https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf) ## High Quality Homebrew If you're looking for something new and interesting to try out, here's a curated list of the best homebrew I've found. ##### Backgrounds * [Backgrounds Omnibus](https://mega.nz/#F!E1YWCYKa!gxlUq5hJpVTaOcpK-7BRYw) (Displaced not allowed) * Adventurer, Barkeep, Beauty, Cartographer, Chosen One, Clockmaker, Cultist, Doctor, Farmer, Immortal, Inquisitive, Judge, Nomad, Servant Shaman * [Unlikely Heroes](https://mega.nz/#F!gkRwBQJT!DppafyDfrmWdDgtKMokcdg) * Cannibal Headhunter, Prophet, Scavenger, Seer, Variant Guil * [Balasar's Guide to Exploration](https://mega.nz/#F!dlIUBCTZ!AC7xaFTWrPF3Dq-WqbP__A) * Apprentice, Brewmaster, Butler, Cartographer, cobbler, Courier, Diplomat, Demonologist, Ex-cultist, Executioner, Farmer, Gravedigger, Prisoner, Savenger * [Aaralyn's Stolen Notes to Velea](https://mega.nz/#F!h8ZWBYhA!It6ZnRKjY8GiVkjbSxC2LA) * Academy Student, Carnival Member, Courier, Miner, Page, Peridot Ranger, Wayfinder ##### Races * [Pactborn](https://mega.nz/#F!dgAS3S7R!fQHTvWHPU2Z63hjmWlojvA) * [Beastfolk](https://mega.nz/#F!98BSDALB!KrluOqvs_hTeg3Xtnz5LuQ) * [Build a Warforged](https://mega.nz/#F!QsYyXIZB!BMKCCoO-hJDqWHsk8-v7Tw) (Eberron campaigns only) * [Chult Adventurer's Guide](https://mega.nz/#F!c8QknAoL!uLFy5CU5tovAacA3ZCi9xg) * Grung, Half-Golem, Pterafolk, Shifter, Abino Dwarf * [Eldritch Expansion](https://mega.nz/#F!gkRSCArD!dih9cBmg9xoIxRfntkyN_w) * Eldritch Scion, Rogue Illithid * [Sprouting Chaos Player's Companion](https://mega.nz/#F!JtYC1ILA!vhKf9u3wx0BV--s9OPWxFQ) * Silva, Awakened Blight, Vegepygmy * [Unlikely Heroes](https://mega.nz/#F!gkRwBQJT!DppafyDfrmWdDgtKMokcdg) * Derro, Dhampir, Jinnborn, Lamia, Sahuagin * [Xanathar's Lost Notes to Everything Else](https://mega.nz/#F!U0YEyQob!Eugz1EkngjZABWx4ZMdh7Q): Feyblood * [Balasar's Guide to Exploration](https://mega.nz/#F!dlIUBCTZ!AC7xaFTWrPF3Dq-WqbP__A) * Fey'ri, Gem Dragonborn, Genasi, Half-dwarf, Kitsune, Largling, Loxo, Lupin * [Aaralyn's Stolen Notes to Velea](https://mega.nz/#F!h8ZWBYhA!It6ZnRKjY8GiVkjbSxC2LA) * Bearfolk, Burrowling, Dhampir, Vulpine, Zirani \columnbreak ##### Classes * [Complete Alchemist](https://mega.nz/#F!spgyBC4A!t7NAc-2hz__o4ed_ki6q_g) * [Dread Necromancer](https://mega.nz/#F!ot4A2ITC!KHpzJ1-uBAsPdSmON1YYcA) * [Elementalist](https://www.dropbox.com/sh/zmegoxzwalusj2h/AABJQYN-t8rRIwmJ_h2l5g8Xa?dl=0) * [Emergent](https://mega.nz/#F!Bx5C1AjA!mPoWbRN5T6EEWTT3hX4YMA) * [Magus](https://mega.nz/#F!IoQmGIDT!EvjNgF0tqtmEzzoWjzfVcg) * [Pugilist](https://mega.nz/#F!8gxmXYzA!42BBpFpS1lPdrdAmMjYp2g) * [Samurai](https://mega.nz/#F!98YyFA6b!YraCAoRAkGUvqATLU_OauA) * [Scholar](https://mega.nz/#F!98YyFA6b!YraCAoRAkGUvqATLU_OauA) * [Spellbinder](https://mega.nz/#F!ZkYSXa6B!RrTnkUZQkx5Kw4L8j3aQ4A) * [Warden](https://www.dropbox.com/sh/vkdu38h30mzeva7/AAA8w13qPCcSerm1zIlcpFKYa?dl=0) * Hex Witch from [Chult Adventurer's Guide](https://mega.nz/#F!c8QknAoL!uLFy5CU5tovAacA3ZCi9xg) * Eldritch Warden from [Eldritch Expansion](https://mega.nz/#F!gkRSCArD!dih9cBmg9xoIxRfntkyN_w) * Gunslinger from [Arcane Artillery](https://mega.nz/#F!hkZBhSQQ!dG7_WC5hnbvzlUTkeOtRYg) ##### Archetypes, Feats, Spells Below is a list of collections of archetypes, feats, and spells. If you are *really* looking for an obscure type of character and want to sort through a bunch of archetypes, you can look through my folder of
random archetypes I've found
. *
Aaralyn's Stolen Notes of Velea
Many creative races, backgrounds, equipment, and subclasses meant for the setting of Velea but great for other fantasy settings too. *
Arcane Artillery
. Guns for everyone! *
Chult Adventurer's Guide
. Jungle-, Chult-, and death-themed archetypes, feats, and spells. *
The Complete Martialist Handbook
. Archetypes and feats for Barbarians, Fighters, Rangers, and Rogues. *
The Compendium of Forgotten Secrets
. Originally just warlock patrons, but now also includes lots of other subclasses, spells, and even familiars. *
The Dark Arts Player's Companion
. Blood magic, necromancy, and shadow magic for all the core classes. *
The Eldritch Expansion
. For players who want a little more Cthulu in their lives. *
Faiths of the Forgotten Realms
Paladin oaths and cleric domains for the Forgotten Realms. *
GrimmDark
. Fey-themed archetypes. *
Rule of Law
. Civilization-focused feats, fighting styles, and archetypes. *
Sprouting Chaos Player's Companion
. Plant and nature focused archetypes and spells. * [Elminster's Guide to Magic](https://mega.nz/#F!w4hQXaLI!KCDDkQ8vVQJYCyYkLR2pnA). Creative new spells, and old spells adapted to 5e. * [Mundane Spells](https://mega.nz/#F!Akx0mCgS!iukjDABoRyz-Mp0EWByKAw). So weak they're not even cantrips -- mundane spells that anyone with a tiny bit of magic in them can use. * [The Prestige](https://mega.nz/#F!05JwTILS!4dlkdx3P_WH54huksN1rEA). Good illusion spells. * [The Grim](https://mega.nz/#F!x0pgjapZ!K3y2axmO5yy-NYtfOCkftg). Good necromancy spells. * [Xanathar's Lost Notes to Everything Else](https://mega.nz/#F!hxoA3aBA!5bOnDnn3IaMDBmyc99G2YA) Many more archetypes, and a new race: Feyblood * [Balasar's Guide to Exploration](https://mega.nz/#F!dlIUBCTZ!AC7xaFTWrPF3Dq-WqbP__A) Creative and unique archetypes, classes, races, and backgrounds.
Poltergeisha's Campaign Document
| Resources
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