System Tweaks
This house rule booklet brings over system tweaks that I believe help the game run smoother or add more depth. It aims to add substantial changes that will fit multiple playstyles while not breaking any intact rules. The rules are separated into several major sections.
Skills
A few minor changes to skills here, mostly to expedite play.
Taking 10
We are using D&D 3.5E's rule for taking 10. It's not an automatic or passive check, the PC chooses when to use it and takes 10 instead of rolling, this can still result in a failed check.
Example
When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure -you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.
Untrained Skill Use
Some skills, such as Arcana and some History, may, at the DM's discretion, impose disadvantage to checks made without proficiency, or may require proficiency to use at all. Barbarians with no magical history shouldn't be able to identify rare arcane sigils, for example.
Group Skill Checks
When there is something the group can do as a majority, the player with the lowest bonus makes the roll. Afterwards, each player adds his number to the roll individually and the DM will explain what they get with that roll.
Example
The party sees an ancient inscription before them and each want to make a check for their own reasons. The party member with the lowest bonus rolls 1d20 and gets a 10. Everyone adds their own skill modifier to the roll and the DM explains to each player what they got. This is good for those that want to keep information to themselves.
Mechanics
Added mechanics to increase gameplay and player interaction, while introducing new reasons to adventure into the world.
Location Travel
The map will be overlayed with hexes and we shall utilize the one day-hex rule for simplification. Each region of the map shall utilize the format from gentlemen-savage's location travel, but will be changed to suit gameplay needs. Each region shall have a Hostility DC that will form the basis of random encounter frequency.
Overworld Travel. There are two options to overworld travel, Exploration, and Expedition.
Exploration. You set off without a clear destination in mind, an exploration journey is perilous and the number of encounters is random each day based on the danger of the region. This is the default travel setting for discovering unknown lands.
Expedition. This is a journey to a fixed location any number of days away greater than one day. You must have a marked destination on your map to undertake an expedition. Once it has begun, each day has a chance of a single encounter, reducing the time to arrive at your intended location.
Travel Roles. Whenever a party ventures off into the wilderness, they must select a Guide. The guide a necessary position for any form of travel. The other positions are as follows, Scout, Cartographer, Hunter/Forager, and Tracker.
Camp Roles. When the party stops for the night, there are specific camp roles that can be accomplished to either prepare them for the night or the journey ahead. Hunter/Forager, Watch, Camp Lead.
Fortresses, Temples, & Strongholds
Warlock Homebrew has a massive selection of very polished homebrew materials. The one in question is for player-owned structures and I'll refer to it when it comes to players wanting to own their very own structures/plots of land.
Resting
Long rests will only generate one hit die of the characters choice instead of all hit die. Long rests will only remove one death saving throw fail.
Resurrection
Dying and being resurrected is harsh on the soul. If you die and are brought back to life you will gain one permanent failed death saving throw. You do not gain one with the True Resurrection spell and they can be removed via the Wish spell. If you die for a third time while having two permanent fails, your soul destroyed with the exception for divine/fiendish intervention.
Find Familiar (variant)
Instead of learning the spell Find Familiar, you can instead learn the spell Raise Familiar. It is identical to Find Familiar in every way, except for the following changes:
- A corpse of whatever form you wish your familiar to take is added to the material components
- Your familiar's type is undead, and its appearance is zombified, mummified, or skeletal depending on the state of the corpse you used to fashion it.
- If your familiar drops to 0 HP, or if you dismiss it permanently, it returns to being an inanimate corpse instead of disappearing.
- Crawling Claw is added to the list of available forms that your familiar can take.
Intoxication
A player is allowed to drink as many drinks as he/she would want (or up to the DM's discretion). However, the drink effects do NOT stack. The Brewed alcohol is somewhat stronger than what you would purchase at a tavern. Every drink your character indulges in adds to his current Intoxication Modifier making his Intoxication Save that much harder. If your current Intoxication Modifier is equal to or higher than your Constitution Modifier, you're required to make a Intoxication Save.
Intoxication Save DC
Each time you fail your Intoxication Save you gain a level in Intoxication which effect you according to the Intoxication Table. A critical fail results in an increase of two levels of intoxication.
Intoxication
| Intoxication Level | Condition | Effect |
|---|---|---|
| 0 | Sober. You are not effected by alcohol. | — |
| 1 | Tipsy. You've become more talkative and amicable. | +1 Persuasion, -1 Insight |
| 2 | Drunk. It's starting to effect your motor skills. | -1 Proficiency, -1 Skills |
| 3 | Inebriated. You've become loud and clumsy. | -2 Proficiency, -2 Skills |
| 4 | Woozy. You should really stop soon. | Disadvantage for everything, Half Movement |
| 5 | Ill. You don't feel well. | -4 Proficiency, -2 Skills, Disadvantage for everything, Half Movement |
| 6 | Blackout. You don't recall the night and might not wake up. | You blackout. DM's discretion |
Revenants
The Revenant system is to keep players from murdering innocents while at the same time giving chance to bring back important allies and villains. Anytime an innocent is killed or an important NPC of your choosing, the player who killed them must roll 1D10. If the result of the roll is a 10, the NPC they killed becomes a revenant that will hunt down that PC. If the roll doesn't equal a 10, the NPC dies normally but a +1 modifier is added to that player's next revenant roll. The modifier is permanent and can stack but is reset to zero when a revenant is spawned. All revenants are scaled to the players level and remain until one in game year passes or the PC that spawned it dies.
Sprinting
Sprinting. A character can give up their full turn to sprint five times their speed. This provokes opportunity attacks at advantage, but allows the players to catch up to the action or for enemies to make full retreats. The character must move in a straight line.
Character Creation
I've created a document to help locate all options when creating a character along with homebrew options. Any homebrew added to my Character Options of the Realms is allowed to be used, but any other homebrew must be ran by the DM.
Character Advancement
Hit Points. Characters will roll for their Hit Points when advancing in level, but 1's will always be rerolls.
Learning Skills. Characters can spend their downtime learning new skills to gain proficiency in them. They can only focus on one skill (or language) at a time.
- Gaining Proficiency with a new tool takes 60 days of downtime.
- Gaining Proficiency with a new skill takes 120 days of downtime.
- Learning to read/write/speak a new language takes a year of downtime.
Homebrews of the Realms
Homebrews of the Realms is my personal collection of Homebrews to be utilized in my gaming sessions. I'll link by category and will utilize them as necessary.
Combat
Combat is fast, expedient, and brutal in 5E. But there are certain subjects that aren't covered in this edition.
Scarring
Scarring. In the midst of combat, not very many people walk away unscathed. They wield what some to consider ugly marks, but others consider badges of honor.
When an attack hits their target with a critical hit, roll a percentile dice. If the target is downed with the critical hit and you roll 25% or higher, they receive a scar. If the target isn't downed, you must roll over a 75% to leave a scar.
Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
Critical Hits
Critical Hits. Scoring a critical hit should not leave you with minimal damage. Now, when a creature scores a critical hit, you do max damage and one additional damage dice of each type. For example, if a rogue scores a critical hit and activates his sneak attack. His weapon and sneak attack are maxed and he rolls any additional weapon and sneak attack damage die as normal.
Improved Two-Weapon Fighting
Once on your turn When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can make one additional attack with a different light melee weapon that you're holding in the other hand as part of the same action. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Improved Two-Weapon Fighting Style
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
Equipment
The art of smithing demands that some of the craftsmen be better than the rest. Only the finest can produce such quality items and call them Masterwork.
Equipment Modification
Masterwork Weapons. Weaponsmiths can craft Masterwork versions of their weapons. Add 1,000 gp for the weapon. Masterwork weapons have +1 damage only, not to be confused with +1 enchanted weapons which receive both to hit and damage. Crafting the weapon, if one is not in stock, will take 2d4+2 days. Not every magic weapon is Masterwork.
Masterwork Armors. Armorsmiths can craft Masterwork versions of their armors. Add 1,000 gp for light armors, 2,500 gp for medium armors, and 5,000 gp for heavy armors. Masterwork adds +1 A/C. Crafting the armor, if one is not in stock, will take 4d4+2 days. Not every magic armor is Masterwork.
Materials
A great smith can craft weapons out of near anything. Their craft shouldn't be limited to those materials located on their plane of exsistance. The pricing below represents not only the price of the material, but the time and expertise needed to craft the equipment without making it less effective. This cost covers one piece of equipment or ten pieces of ammunition.
| Material | Cost | Time |
|---|---|---|
| Silvered | 100 gp | 1 day |
| Darkwood | 100 gp | 1 day |
| Cold Iron | 250 gp | 1d4 days |
| Ironwood | 250 gp | 1d4 days |
| Mithral | 500 gp | 1d4 + 2 days |
| Adamantine | 500 gp | 1d4 + 2 days |
| Ignium | 5,000 gp | 2d4 + 4 days |
| Stormphrax | 5,000 gp | 2d4 + 4 days |
| True Ice | 5,000 gp | 2d4 + 4 days |
| Skybough Amber | 10,000 gp | 4d4 + 4 days |
Silvered
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate/craft their weapons with silver.
Weapons: Can be crafted to Masterwork. Silvered weapons grant advantage vs Devils, Night Hags, Lycanthropes, and Wights.
Armors: Count as Masterwork.
All Items: Can be crafted to Masterwork.
Darkwood
This material is cultivated from specialized trees that exsist only in the Shadowfell. The material is as hard as normal wood but is very light. Any wooden or mostly wooden item made from Darkwood only weighs half as much as a normal wooden item of that time.
Weapons: Count as Masterwork.
Armors: Count as Masterwork.
All Items: Count as Masterwork. Weigh half as much as normal.
Cold Iron
This material is mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. It is unusually cool to the touch, as it seems to seep away at heat in the environment, though this effect does not extend further than being a minor sensory effect.
Weapons: Count as Masterwork. Cold Iron Weapons grant an additional 1d6 Cold damage against fey.
Armors: Count as Masterwork. Fey have disadvantage on attacks made against a creature wearing armor made of Cold Iron.
All Items: Count as Masterwork. A fey or creature with fey ancestry gains the Poisoned condition for the duration of holding or wearing an item made from Cold Iron. This effect ignores immunities to the Poisoned condition.
Ironwood
This material is magical substance created by druids from normal wood. Ironwood is as strong, heavy, and resistant to fire as steel. Ironwood is grayish in appearance with a pitted surface, giving it the looks of a petrified relic. Ironwood doesn't rust or burn.
All Items: Count as Masterwork. Doesn't rust or burn.
Chardalyn RotFM Pg. 6
A wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn; a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creature's mind, causing madness that usually fades away once the contact is broken.
Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic.
Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves.
Weapons: Count as Masterwork. Creatures struck by a chardalyn weapon must make succeed a DC 13 Constitution saving throw or be poisoned until the end of its next turn.
All Items: Count as Masterwork.
Chardalyn Madness: A character who claims one or more of these items can be corrupted by them. Each day at dawn, roll a d6 for each such item in the character's possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM's control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention.
Mithral
This material is lightweight and flexible metal that shines with a pale milky silver. Weapons made out of Mithral are much lighter than their counterparts, and they are exceptionally well balanced. Armor made out of Mithral is more comfortable to wear.
Weapons: Count as Masterwork. Weapons gain the "Light" property, if they don't have the "Heavy" property, or else just lose the "Heavy" property.
Armors: Count as Masterwork. Armors no longer have Strength requirements and don't impose disadvantage on Stealth Checks.
All Items: Count as Masterwork. Weigh half as much as normal.
Adamantine
This material is one of the hardest substances that can be found, and incredibly dense. This dark gray, dull metal is rather heavy and hard, and as such very difficult to mine out and work. Weapons made out of Adamantine can hold an edge almost indefinitely and never rust. Armor reinforced with Adamantine would help absorb even the mightiest of blows.
Weapons: Count as Masterwork. Critical hits scored with Adamantine weapons add an additional die of damage. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
Armors: Count as Masterwork. Armors made with Adamantine makes Critical hits against you becomes a normal hit instead.
All Items: Count as Masterwork. Weigh twice as much as normal.
Ignium
Ignium is a material that has the look of solid stone with a turbulent fiery force visible just beneath the surface. It appears as a dark stone on the verge of melting as intense heat spills out into the surrounding area, driving up the temperature and searing all that it comes in contact with. Ignium originates from the elemental Plane of Fire located commonly in The Sea of Fire near the border of the Great Conflagration.
Weapons: Count as Masterwork & Magical. The normal weapon damage is replaced by fire damage and gains an additional 1d6 damage die.
Armors: Count as Masterwork & Magical. Armors made with Ignium gain resistance to fire damage.
Shields: Count as Masterwork & Magical.
All Items: Count as Masterwork & Magical. Emit bright light in a 10-foot radius and dim light for an additional 10-foot.
Stormphrax
Stormphrax is a material that has the looks of a crystal of concentrated storm clouds, elemental lighting incarnate. It takes the appearance of a translucent object with storm clouds pulsing with lighting throughout the item. Stormphrax originates from the elemental Plane of Earth located commonly in The Furnaces near the border of the Fountains of Creations.
Weapons: Count as Masterwork & Magical. The normal weapon damage is replaced by lightning damage and gains an additional 1d6 damage die. Creatures hit by a weapon made of Stormphrax can't take reactions until the beginning of its next turn.
Armors: Count as Masterwork & Magical. Armors made with Stormphrax gain resistance to lightning damage.
All Items: Count as Masterwork & Magical.
True Ice
True Ice is a material that has the looks of normal ice with a darker, metallic looking tint. The density of True Ice makes it heavier than lead, but stronger than steel. A room containing True Ice instantly feels chillier. True Ice never melts and its immune to any effect that would harm it due to heat. True Ice originates from the Frostfall, the Plane of Ice.
Weapons: Count as Masterwork & Magical. The normal weapon damage is replaced by cold damage and gains an additional 1d6 damage die. Creatures hit by a weapon made of True Ice have their movement reduced by 10-feet until their next turn.
Armors: Count as Masterwork & Magical. Armors made with True Ice gain resistance to cold damage.
All Items: Count as Masterwork & Magical. Any nonmagical flames that come within 5-feet are automatically extinguished.
Skytree Amber
Skytree Amber is a material that has the looks normal tree sap, hardened with a brilliant white sheen that is warm and soft to the touch. Skytree Amber leaves a milky scent in the air. The sap is hardened over the course of two months before it's workable and after that it takes almost a year before it's ready to be used. Skytree Amber is the sap from the Skytrees located in the Sirocco Straits in the elemental Plane of Air.
Weapons: Count as Masterwork & Magical. "Light" weapons lose that property and gain the "Finesse" property. "Heavy" weapons lose that property. Weapons with none of the following properties, gain the "Light" property. All weapons made from Skytree Amber gain the "Thrown" property (range 20/60).
Armors: Count as Masterwork & Magical. Creatures wearing armor made from Skyree Amber are under constant effect of the spell Feather Fall.
Shields: Count as Masterwork & Magical. All shields made from Skyree Amber gain the "Thrown" property (range 20/60).
All Items: Count as Masterwork & Magical.
Crafting Magic Items (DMG pg.128/129)
The creation of a magic item is lengthy, expensive task. To start, a character must have a formula that describes the construction of the item. The character must also be a spell caster with spell slots and must be able to cast any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item's rarity, as shown in the Crafting Magic Items table. For example, a 3rd-level character could create a wand of magic missiles (an uncommon item), as long as the character has spell slots and can cast magic missile.
An item has a creation cost specified in the Crafting Magic Items table. A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each of those days. Thus, creating an uncommon magic item takes 20 days and 500 gp. If a spell will be produced by the item being created, the creator must expend one spell slot of the spell's level for each day of the creation process. The spell's materials components must also be at hand throughout the process. If the spell normally consumes those components, they are consumed by the creation process. If the item will be able to produce the spell only once, as with a spell scroll, the components are consumed only once by the process. Otherwise, the components are consumed once each day of the item's creation.
Multiple characters can combine their efforts to create a magic item if each of them meets the level prerequisite. Each character can contribute spells, spell slots, and componenets, as long as everyone participates during the entire crafting process. Each character can contribute 25 gp worth of effort for each day spent helping to craft the item.
Magic Item Crafting Cost
| Item Rarity | Creation Cost* | Minimum Level |
|---|---|---|
| Common | 100 gp | 3rd |
| Uncommon | 500 gp | 3rd |
| Rare | 2,000 gp | 6th |
| Very Rare | 20,000 gp | 11th |
| Legendary | 100,000 gp | 17th |
*Halved for a consumable item like a potion or scroll
Crafting Magic Items (Extended)
The crafting/enchanting of any magical item in accordance with the Dungeon Master's Guide rules did not allow for flexible play and made getting certain items crafted/crafting them improbable.
Now, when a character engages in crafting a magic item makes progress in 25 gp x spellcaster level. This ensures a 3rd level wizard is not equivalent to a 20th level wizard when it comes to crafting any item and speeds up the process to a more probable number. The above crafting rules apply to players and npcs.
The above crafting table is a combined effort between the DMG table Crafting Magic Items and the XGtE table Magic Item Crafting Time and Cost.
Crafting Complications
Complications. Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there's a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.
Crafting Complications
| d6 | Complications |
|---|---|
| 1 | Rumors swirl that what you're working on is unstable and a threat to the community.* |
| 2 | Your tools are stolen, forcing you to buy new ones.* |
| 3 | A local wizard shows keen interest in your work and insists on observing you. |
| 4 | A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.* |
| 5 | A dwarf clan accuses you of stealing its secret lore to fuel your work.* |
| 6 | A competitor spreads rumors that your work is shoddy and prone to failure.* |
*Might involve a rival
Equipment
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Martial Melee Weapons | ||||
| Trident | 10 gp | 1d8 |
4 lbs. | Thrown (20/60), versatile (1d10) |
| Scythe | 10 gp | 2d4 |
5 lbs. | Heavy, two-handed |
| Hooked Shortspear | 5 gp | 1d6 |
2 lbs. | Light, Trip attack* |
| Double-Bladed Scimitar | 100 gp | 2d4 |
6 lbs. | Special*, Two-handed |
| Martial Ranged Weapons | ||||
| Crossbow, light repeating | 50 gp | 1d8 |
5 lbs. | Ammunition (range 40/160), reload (6 shots), two-handed |
| Crossbow, heavy repeating | 100 gp | 1d10 |
18 lbs. | Ammunition (range 80/200), heavy, reload (6 shots), two-handed |
| Crossbow, hand repeating | 150 gp | 1d6 |
3 lbs. | Ammunition (range 15/60), light, reload (6 shots), two-handed |
| Armor | Cost | Armor Class (AC) | Strength | Dexterity | Stealth | Properties | Weight |
|---|---|---|---|---|---|---|---|
| Light Shields | |||||||
| Buckler | 25 gp | +1 | — | Dex 13 | — | Light | 3 lbs. |
| Shield | 10 gp | +2 | — | — | — | — | 6 lbs. |
| Heavy Shields | |||||||
| Hoplon | 50 gp | +2 | Str 14 | — | Disadvantage | Half Cover, Heavy | 16 lbs. |
| Pavise | 100 gp | +3 | Str 16 | — | Disadvantage | Three-quarters Cover, Heavy | 18 lbs. |
| Tower Shield | 150 gp | +4 | Str 18 | — | Disadvantage | Total Cover, Heavy | 45 lbs. |
Weapon Descriptions
Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. Melee damage types are represented by icons:
for bludgeoning,
for piercing and
for slashing damage.
Scythe. This weapon is inspired by the common farming implement used to cut swaths of grown hay, but it has a straight handle and a heavier blade.
Hooked Shortspear. A racial weapon of the Derro, the hooked shortspear is used to both damage and trip their enemies.
Double-Bladed Scimitar. The double scimitar is the signature weapon of Valenar elves. It's dangerous for a non-elf to carry a double scimitar, Valenar may demand its return or challenge you to prove that you're worthy to wield it.
Light Repeating Crossbow. The Derro utilize the light repeating crossbow. This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
Heavy Repeating Crossbow. Following the designs of the Derro light repeating crossbow, the Duergar fitted their heavy crossbows with the same mechanisms. This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
Hand Repeating Crossbow. Following the designs of the Derro light repeating crossbow, the Svirfneblin fitted their heavy crossbows with the same mechanisms. This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
Weapon Properties
Trip Attack. The attacker forgoes dealing damage and attempts to trip the target. The target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength Modifier + the wielder's Proficiency Bonus.
Special. If you attack with a double-bladed scimitar as part of the Attack action your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Shield Descriptions
A shield is made from wood are metal and is carried in one hand. Wielding a shield increases your Armor Class. You can benefit from only one shield at a time.
Buckler. A small round shield held by a handle or worn on the forearm.
Hoplon. A Hoplon was deeply dished and made primarily of wood. Some had a thin sheet of bronze on the outer face, often just around the rim. In some periods, the convention was to decorate the shield; in others, it was usually left plain.
Pavise. A pavise was an oblong shield often large enough to cover the entire body, it was used by archers and infantry soldiers.
Shield Descriptions (Cont.)
Tower Shield. Large shields enough to cover the entire body when positioned correctly. The tower shield will weigh it's wielder down but provide necessary cover from anything.
Shield Properties
When wielding the Hoplon, Pavise, or Towershield the creature can forego his or her action, and half their movement speed, to gain the property of the shield. This is only effective towards a single direction the creature chooses and lasts until the start of the creatures next turn.
Shield Proficiencies
- Light Shields: Artificer, Barbarian, Cleric, Druid, Fighter, Paladin, Ranger, Shield Hero
- Heavy Shields: Barbarian, Cleric, Fighter, Paladin, Ranger, Shield Hero
Shielding
Caleron the knight is staring down a hail of arrows. He utilizes his towershield to forego his action to take full cover from all the attacks in that direction and pushes forward protecting himself.
Adventuring Gear
This section describes items that have special rules or require further explanation.
Simple Bait. Simple bait is anything that can be found in the wild or easily crafted bait to get a fishes attention. It attracts few fish, but allows for adventurers and farmers alike to provide meals. All bait is bought in 10 lb bundles and each use takes 1/2 lb of bait.
Moderate Bait. Moderate bait is the most commonly used bait that catches a wide range of fish. It's inexpensive and easily procurable. All bait is bought in 10 lb bundles and each use takes 1/2 lb of bait.
Rare Bait. Rare bait is finely crafted to attract higher quality fish while keeping a decent range of types of fish. Rare bait is mostly utilized by nobles and higher class citizens. All bait is bought in 10 lb bundles and each use takes 1/2 lb of bait.
Premium Bait. Premium bait is hard to find and unique to each region. Premium bait is fine tuned to work with fish in the location it's crafted in but brings only the best fish. All bait is bought in 10 lb bundles and each use takes 1/2 lb of bait.
Specific Bait. Specific bait is hand crafted for only one type of fish. This bait is uniquely designed and only masters of the fishing craft can produce it. Unlike other baits, specific baits is usually a one time use, unless the DM decides to give you more.
Cooking Ingredients. Ingredients can be bought in bulk from most general good stores, utilized by the cook's utensils artisan tool.
Healing Potions. Potions of healing are changed drastically to represent different die instead of an amplitude of D4's. They come in three varieties for strength and then one per die. Drinking or administering a potion takes an action.
Potion Carrying Case. A potion carrying case allows the user to carry a specified amount of potions safely through their travels. Utilizing a potion from a carrying case or a potion attached to your belt are considered bonus actions. Administering a potion from someone else, regardless of location their person is still considered an action.
New Adventuring Gear
| Item | Cost | Weight |
|---|---|---|
| Bait | ||
| Simple Bait | 5 cp | 10 lbs |
| Moderate Bait | 5 sp | 10 lbs |
| Rare Bait | 5 gp | 10 lbs |
| Premium Bait | 25 gp | 10 lbs |
| Specific Bait | — | 1/2 lb |
| Cooking Ingredients | 1 gp | 1 lbs. |
| Weak Potions of Healing | ||
| Small Healing Potion (1d4+1) | 20 gp | 1/2 lb. |
| Healing Potion (1d6+1) | 30 gp | 1/2 lb. |
| Greater Healing Potion (1d8+1) | 50 gp | 1 lb. |
| Major Healing Potion (1d10+1) | 70 gp | 1 lb. |
| Immense Healing Potion (1d12+1) | 90 gp | 1 lb. |
| Potions of Healing | ||
| Small Healing Potion (2d4+2) | 100 gp | 1/2 lb. |
| Healing Potion (2d6+2) | 150 gp | 1/2 lb. |
| Greater Healing Potion (2d8+2) | 200 gp | 1 lb. |
| Major Healing Potion (2d10+2) | 250 gp | 1 lb. |
| Immense Healing Potion (2d12+2) | 300 gp | 1 lb. |
| Strong Potions of Healing | ||
| Small Healing Potion (3d4+3) | 175 gp | 1/2 lb. |
| Healing Potion (3d6+3) | 275 gp | 1/2 lb. |
| Greater Healing Potion (3d8+3) | 350 gp | 1 lb. |
| Major Healing Potion (3d10+3) | 400 gp | 1 lb. |
| Immense Healing Potion (3d12+3) | 500 gp | 1 lb. |
| 2 Slot, Potion Carrying Case | 2 gp | 1 lbs. |
| 4 Slot, Potion Carrying Case | 5 gp | 1 lbs. |
| 6 Slot, Potion Carrying Case | 10 gp | 1 lbs. |
Warlock Pact's
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
There is no reason for DM's to not explore these pacts to add to a warlock's character. Starting with some simple questions will enhance that characters understanding and belonging as a warlock.
Why did you become a warlock?
Warlocks look to unlock magical effects both subtle and spectacular to further their goals. Their goals can consist of wealth, fame, power, understand, revenge, safety or even a sweet-booty vixen.
It's important to understand why the character took this route to gain the powers that they have.
Patron's Motive
Why does the patron grant the warlock power? To spread fear? Fulfill an ancient prophecy? Most patrons don't just hand power over at a whim and expect things from the warlocks. The Great Old Ones are a usual exception.
How was the pact formed?
How did they meet? Did the patron approach the creature or did the creature seek them out for power?
Who was the warlock before the pact?
Patrons normally will look for creatures that will willingly fulfill their terms, but this is not always the case. It's important to note who thie warlock was before given his powers.
What was the warlock's motive?
What was the warlock's motives for gaining this power? Was it by accident when they stumbled upon a hexblade in an ancient tomb? Or did they seek to make a pact with a fiend or devil?
What are the terms of the pact?
What terms does the patron give the warlock? Do they give them a silver mirror that will record their exploits and with to see them once a month? Is the character bound to certain limitations?
Diseases
A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.
A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of lesser restoration. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.
A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell.
Disease Characteristics
Diseases have multiple characteristics tied with them, the most common are their saving throw DC's, incubation times, and symptoms. Diseases now come in four different methods, contact, ingested, inhaled, injury. Below are transcribed DMG diseases along with new ones in a more organized format.
Cackle Fever
Method. Inhaled
Saving Throw DC: 10 infection, 13 condition
Incubation Period: 1d4 hours after infection.
Symptoms: Fever, disorientation.
Special Rules: Gnomes are immune.
Description. This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks."
Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured.
Any event that causes the infected creature great stress—including entering combat, taking damage, experiencing fear, or having a nightmare—forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.
Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.
At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease . A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described in the DMG.
Sewer Plague
Method. Injury
Saving Throw DC: 11 infection, 11 condition
Incubation Period: 1d4 days after infection.
Symptoms: Fatigue, cramps
Special Rules: N/A
Description. Sewer plague is a generic term for a broad category of illnesses that incubate in the sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats of otyughs.
When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contained by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.
It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal of hit points from spending Hit Dice and no hit points from finishing a long rest.
At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.
Sight Rot
Method. Ingested
Saving Throw DC: 15 infection
Incubation Period: 1 day after infection.
Symptoms: blurry vision
Special Rules: N/A
Description. This painful infection causes bleeding from the eyes and eventually blinds the victim.
A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as lesser restoration or heal.
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.
Rockjoint
Method. Contact
Saving Throw DC: 12 infection, 15 condition
Incubation Period: 1d8 hours after infection.
Symptoms: painful swelling and immobility of all joints
Special Rules: N/A
Description. This disease affects a victim's manual dexterity.
A beast or humanoid that comes in contact with the left overs or remains of a meal digested by a basilisk must succeed on a DC 12 Constitution saving throw or become infected. After 1d8 hours of incubation the creature starts to feeling painful swelling and immobility of all their joints. The creature loses 5 feet of movement and has disadvantage on Dexterity Checks and Saves.
At the end of each long rest after the symptoms appear, the creature loses 5 more feet of movement until the creature hits zero where his joints are now permanently as hard as rock until they are cured by magic such as lesser restoration or heal.
At the end of each long rest after the symptoms appear, the creature loses 5 more feet of movement until the creature hits zero where his joints are now permanently as hard as rock until they are cured by magic such as lesser restoration or heal. On a successful save, the character gains back 5 feet of movement. If a successful saving throw returns the infected creature's movement back to the normal speed, the creature recovers from the disease and no longer has disadvantage on Dexterity Checks and Saves.
Festering Disease
Method. Injury
Saving Throw DC: 15 infection, 15 condition
Incubation Period: 1d4 hours after infection.
Symptoms: skin begins rotting at the wound, maggots appear out of nowhere inside of the flesh
Special Rules: healing of any kind does not work on the character
Description. This disease affects a victim's ability to recover and overall motor skills.
A beast or humanoid that comes in contact with the Festering Disease must succeed on a DC 15 Constitution saving throw or become infected. After 1d4 hours of incubation, the wounds that were treated burst open as the skin falls off to the ground and maggots writhe inside of it. The creature loses the ability to gain any healing and has disadvantage on any Constitution and Charisma Cechsk and Saves.
The disease can not be removed except by greater restoration, heal, or the touch of a celestial creature.
The Curse of Vampirism
Death may not always be eternal. For some it is merely a time of waiting. For others it's the beginning to something more.
Vampirism
As a vampire spawn, you gain the following additional racial features.
Undead
You're considered undead for all spells and abilities that affect undead. You no longer age. You do not need to eat food or breath, but can ingest food and drink if you wish. You are required to ingest blood to sustain yourself. Every three-days you go without drinking blood you suffer one level of exhaustion.
Bite (Bat or Vampire form only)
Melee weapon attack, Strength or Dexterity Modifier + Proficiency to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the vampire, Incapacitated or Restrained. Hit 7 (1d6 + Strength or Dexterity Modifier) piercing damage plus 3d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains Hit Points equal to that amount. The reduction lasts until the target finishes a Long Rest. The target dies if this Effect reduced its hit point maximum to 0. A Humanoid slain in this way and then buried in the ground rises the following night as a Vampire Spawn under the vampire's control.
Claw
Your set of claws is a natural weapon, which you can use to make unarmed strikes utilizing your Strength or Dexterity. If you hit with it, you deal slashing damage equal to ld6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Vampire Spawn Regeneration
While not in direct sunlight, you recover an additional 1d6 hit points for every hit die you spend during a short rest.
Stake to the Heart
If a piercing weapon made of wood is driven into your heart, you are paralyzed until the stake is removed.
Forbiddance
You can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water
You take 20 acid damage if you end your turn in running water.
Other features
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 and the red of blood. If you already have darkvision, it's range is increased by 30 feet.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.
Greater Vampirism
After proving yourself to the vampire or clan that had sired you into the folds of vampirism, you may be allowed to ascend into a full vampire. You are required to set or create a resting place. As a vampire, you gain the following additional racial features.
Greater Anatomy
The vampire's Strength, Dexterity, and Constitution scores become 18 if they aren't higher.
Vampire Regeneration
The vampire regains 1d6 Hit Points at the start of its turn if it has at least 1 hit point and isn't in direct sunlight or running water. If the vampire takes radiant damage or damage from Holy Water, this trait doesn't function at the start of the vampire's next turn.
Shapechanger
If the vampire isn't in sunlight or running water, it can use its Action to Polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its Statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any Actions, speak, or manipulate Objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a Hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution Saving Throws, and it is immune to all nonmagical damage, except the damage it takes from Sunlight.
Greater Vampirism (cont.)
Misty Escape
When it drops to 0 Hit Points outside its Resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of Falling Unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 Hit Points in mist form, it can't revert to its vampire form, and it must reach its Resting place within 2 hours or be destroyed. Once in its Resting place, it reverts to its vampire form. It is then Paralyzed until it regains at least 1 hit point. After spending 1 hour in its Resting place with 0 Hit Points, it regains 1 hit point.
Charm (1/day)
The vampire Targets one Humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 8 + Charisma Modifier + Proficiency, Wisdom saving throw against this magic or be Charmed by the vampire. The Charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or Actions in the most favorable way it can, and it is a willing target for the vampire's bite Attack.
Each time the vampire or the vampire's Companions do anything harmful to the target, it can repeat the saving throw, Ending the Effect on itself on a success. Otherwise, the Effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus Action to end the Effect.
Children of the Night (1/day)
The vampire calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Vampiric Bloodlines
Vampires vary greatly between their different bloodlines. General bloodlines provide bonuses overall to your vampiric prowess, but there are clans or household bloodlines that enhance their vampires in very specific ways.
Feralblood
Your bloodline stems from mixed or diluted blood. There is no one family or clan that your vampiric bloodline can be traced back to and is most common in random or singular vampires.
- You gain proficiency with the Survival skill, if you already have proficiency in Survival, you gain expertise in Survival instead.
- Your natural weapons are more deadly. The piercing damage from your bite feature is increased to 1d8, and the slashing damage from your Claws feature increases to 2d6. In addition, your attacks with your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
House Nosferatu
Your bloodline stems from one of the oldest families. One of the primordial vampire bloodlines, the Nosferatu clan takes upon them a disfigured and frightening appearance. They take it upon themselves to be not only stealthy, but strong and strike hard and fast upon their victims.
- You lose the Charm feature.
- You have disadvantage on Persuasion.
- You gain proficiency with the Stealth skill, if you already have proficiency in Stealth, you gain expertise in Stealth instead.
- Your Strength score is set to 20 if it is not already higher.
- When you take the Attack action on your turn, you can use your Bite or Claw feature as part of the same action.
- You can drink the blood of animals to sustain yourself
Barnabas Collin's Bloodline
Your bloodline stems from Barnabas Collin's bloodline. They are imbued with higher intelligence and utilize this to master spellcasting beyond normal vampire means.
- You gain proficiency with the Arcana skill, if you already have proficiency in Arcana, you gain expertise in Arcana instead.
- Your Intelligence score is set to 18 if it is not already higher.
- You gain one level in Wizard that is not counted against your total character level. This level is Wizard may be stacked with other levels of Wizard gained through leveling. If this puts your total character levels to 21 in Wizard, you gain another 8th-level spell slot to a maximum of two.
House Carmilla
House Carmilla is respected and rightfully feared. Members stemming from the bloodline of Carmilla are often depicted as stronger in physical feats than other vampires. The kindred of this family also have a strong connection to feline creatures, losing the ability to summon anything besides Panthers, and losing the ability to turn into a bat and just into a cat, this allows them to sneak more carefully where they are needed.
- Your Strength Score is increased to 22 and you have advantage on all Athletic Checks and Athletic Saves.
- Your Shapechanger ability allows you to transform into a Tiny cat instead of a bat. You have a walking speed of 40 ft., and a climbing speed of 30 ft. Your Statistics, other than its size and speed are unchanged.
- Your Children of the Night ability summons 3d6 panthers instead of wolves, bats, or rats.
The Curse of Strahd von Zarovich
The bloodline of Strahd bon Zarovich is rare to come across. As the devil Strahd himself always finds there is nobody who can rightfully take his place. That being said, it is not unheard of for him to create vampire spawn and while there are no known full vampires whom can claim Strahd as their sire, it does not mean it is impossible.
- Your Charisma score becomes 18 if it is not already higher.
- You gain proficiency with the Persuasion skill, if you already have proficiency in Persuasion, you gain expertise in Persuasion instead.
- You can utilize your Charm ability 3 times a day.
- You can utilize your Children of the Night ability 3 times a day.
Updated Reincarnation Table
| D100 | Race | Source |
|---|---|---|
| 1 | Githyanki | MToF |
| 2 | Softpaw Mousling | HB |
| 3 | Meadowguard Mousling | HB |
| 4 | Lizardfolk | VGtM |
| 5 | Vedalken | GGtR |
| 6 | Simic Hybrid | GGtR |
| 7 | Minotaur | GGtR |
| 8 | Loxodon | GGtR |
| 9 | Centaur | GGtR |
| 10 | Warforged* | WGtE |
| 11 | Shifter* | WGtE |
| 12 | Kalashtar | WGtE |
| 13 | Changeling | WGtE |
| 14 | Goliath | EEPC, VGtM |
| 15 | Aarakocra | EEPC |
| 16 | Tortle | TTP |
| 17 | Duergar Dwarf | MToF |
| 18 | Shadar-Kai | MToF |
| 19 | Ghostwise Halfling | SCAG |
| 20 | Genasi* | EEPC |
| 21 | Satyr | MOoT |
| 22 | Pallid Elf | ERftLW |
| 23 | Verdan | AI |
| 24-25 | Dragonborn | PHB |
| 26-27 | Half-Orc | PHB |
| 28-29 | Lightfoot Halfling | PHB |
| 30-33 | Stout Halfling | PHB |
| 34-38 | Mountain Dwarf | PHB |
| 39-43 | Hill Dwarf | PHB |
| 44-55 | Human | PHB |
| 56-60 | High Elf | PHB |
| 61-65 | Wood Elf | PHB |
Options
Races with an asterisk (*) next to them have more options after being selected.
| D100 | Race | Source |
|---|---|---|
| 66-68 | Forest Gnome | PHB |
| 69-71 | Rock Gnome | PHB |
| 72 | Harengon | TWBtW |
| 73 | Fairy | TWBtW |
| 74-75 | Half-Elf* | PHB |
| 76-77 | Infernal Tiefling* | PHB/MToF |
| 78 | Felis | HB |
| 79 | Eladrin* | MToF |
| 80 | Deep Gnome (Svirfneblin) | MToF, VGtM |
| 81 | Dark Elf (Drow) | PHB |
| 82 | Sea Elf | MToF |
| 83 | Grung | OGA |
| 84 | Feral Tiefling | SCAG |
| 85 | Protector Aasimar | VGtM |
| 86 | Scourge Aasimar | VGtM |
| 87 | Fallen Aasimar | VGtM |
| 88 | Tabaxi | VGtM |
| 89 | Firbolg | VGtM |
| 90 | Triton | VGtM |
| 91 | Kenku | VGtM |
| 92 | Kobold | VGtM |
| 93 | Orc | VGtM |
| 94 | Hobgoblin | VGtM |
| 95 | Goblin | VGtM, GGtR |
| 96 | Bugbear | VGtM |
| 97 | Yuan-Ti Pureblood | VGtM |
| 98 | Selachian* | HB |
| 99 | Leonin | MOoT |
| 100 | Githzerai | MToF |
Source Guide
Abbreviation - Source
AI - Acquisitions Incorporated
BGDiA - Baldur's Gate: Decent into Avernus
CKM - Candle Keep Mysteries
COS - Curse of Strahd
DMG - Dungeon Master's Guide
EEPC - Elemental Evil Player's Companion
EGtW - Explorer's Guide to Wildemount
ERLW - Eberron - Rising from the Last War
FTD - Fizban's Treasury of Dragons
GGtR - Guildmaster's Guide to Ravnica
GoS - Ghost of Saltmarsh
HB - Homebrew
HotDQ - Hoard of the Dragon Queen
HSoT - The Hidden Shrine of Tamoachan
HftT - Hunt for the Thessalhydra
IMR - Infernal Machine Rebuild
LMoP - Lost Mine of Phandelver
MToF - Mordenkainen's Tome of Foes
MOT - Mythic Odysseys of Theros
OGA - One Grung Above
OotA - Out of the Abyss
PHB - Player's Handbook
PoA - Princes of the Apocalypse
RotF - Rime of the Frostmaiden
SACoC - Strixhaven: A Curriculum of Chaos
SCAG - Sword Coast Adventurer's Guide
SKT - Storm King's Thunder
TCE - Tasha's Cauldron of Everything
TTP - The Tortle Package
TSC - The Sunless Citadel
TOA - Tomb of Annihilation
VRGtR - Van Richetn's Guide to Ravenloft
VGtM - Volo's Guide to Monsters
DMM - Dungeon of the Mad Mage
XGtE - Xanathar's Guide to Everything
WDH - Waterdeep: Dragon Heist
WDM - Waterdeep: Dungeon of the Mad Mage
WGtE - Wayfinder's Guide to Eberron
WBW - The Wild Beyond the Witchlight
Changelog
-
0.1 - Creation, adjustments, finalizing details, added changelog.
-
0.2 - Added updated reincarnation table, find familiar variant.
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0.3 - Races of the Realms link added, reincarnation table updated, Double-Bladed Scimitar added from WGtE.
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0.4 - Grammar corrections, updated magic item crafting utilizing some information from XGtE, added intoxication mechanic.
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0.41 - Shield descriptions, started weapon descriptions, formating.
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0.42 - Helping (Skills), and Sprinting Mechanic added (Thanks to XP to Level 3). New material Cold Iron added, Death's Door Mechanic.
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0.43 - Adjusted Special weapon trait for Double-Bladed Scimitar to match Eberron - Rising From the Last War -
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0.44 - Added the Chardalyn material, added adventuring gear descriptions, adjusted formating.
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0.5 - Diseases! Minor grammar fixes, more races added to the reincarnation table.
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0.6 - Vampire Modification and Vampire Bloodlines!
gentlemen_savage has written up a handy set of rules for traveling. I agree with almost all of the rules except for Progress die and we will modify that based on specifics of how you're traveling for not every mount or vehicle is created equal.
GMBinder
Location Travel is hosted on GMBinder and does not open well on Firefox, utilize Google Chrome to see the page in proper format.
Called Shots
Requirement. Wisdom or Intelligence score of 12.
Called Shots. The damage is treated as a critical hit. The target rolls as if making a concentration save. If the target fails, his/her limb is rendered useless for the difference between the damage and his save for that number of rounds. If the target saves, he/she takes half damage and nothing else happens.
AC Additives.
| Location | AC Bonus |
|---|---|
| Head | +5 |
| Eyes | +6 |
| Arms/Legs | +3 |
Masterwork Called Shots. If a called shot is made with a Masterwork weapon they will disable the limb completely. Slashing weapons cut off the limb, bludgeoning weapons crush the bones, and piercing weapons pierce vital muscle structure required for function.
For these to take effect, the weapon must not only be a Masterwork, but the person attacking must also roll a percentile dice and get over 75%. The attack is rolled as a critical hit and the limb is disabled. If the attack rolls lower, they barely miss the target and they take half damage. If you are successful and hit the head, triple the damage dice.