Danger Zone Elves

by Stu42

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Danger Zone Elves Player's Guide

What The Hell Are We Doing?

This page is for generic notes and decisions.

Good to know...

  • The world is closely based on the Forgotten Realms (FR), however not exactly. No exact time period is chosen on which the game setting is based. Some town/cities, or buildings may exist which are not there in the official FR setting, or vice-versa. They may be called differently or have different owners. You may regard this world as an alternate universe.

Game decisions made...

  • We will keep track of encumberance, but it's mostly up to the players to enforce/check it
  • We will be keeping track of ammo (arrows, bolts)

Which world again?

The Setting, as it is called, is based on an alternate version of Earth called Toril. It has continents, many of which are unexplored. Our story starts on the Sword Coast in North-West Faerûn, the westernmost part of the central supercontinent.

Managing your gold

The problem:

  • 50 coins weigh one pound (lbs).
  • You may get robbed or pickpocketed.

Some solutions:

  • Convert coins into gems or trade bars.
  • Bag of holding (capacity=500lbs, or 25,000 coins).
  • Store valuables in a safe (at your home).
  • Store valuables in a bank.

Temples

Though most larger temples offer some banking services, none of them are as well organized as those for Waukeen. Waukeen's temples are known to take protection serious and are generally regarded as a safe place to store wealth.


Price for safekeeping is 5cp/day, or 5sp/10 days, or 1.5gp per month.

Government

City halls and palaces have vaults in which they keep government funds. They are willing to store your gold here. For a fee you could also rent strongboxes or storage rooms in their vault. Security is fairly high, as for safety, it depends on your trust in the government.


Price for safekeeping is 1sp/day, or 1gp/10 days, or 3gp per month.

Banks

There is a Wizard ran bank called the Treasuary Arcanum that has branches in the large and major cities along the Sword Coast. They use magic to secure their vaults. Their magic also makes it possible to withdraw funds at any of their branches.


Price for safekeeping is 1.5gp/day, or 15gp/10 days, or 45gp per month.

Merchant guilds

Merchant Guilds give out trade bars, which are brass tokens (1lbs) with a serial number engraved in them. They come in denominations of 250, 500 and 1,000gp. They can be exchanged back into gold at another guild in another city. They are sometimes also accepted as currency, mostly by government or for large transactions.


Price for exchanging to/from a bar is 2% (resp. 5, 10 and 20gp.)


Some notable guilds:

  • Highmoon Trading Coster (Waterdeep, Scornubel)
  • Seven Suns Trading Coster
  • Tarmalune Trade House (Neverwinter)

Keep it at home

Preferably not under a pillow.

  • Hide it
  • Lock it
  • Add booby traps
  • Build a vault
Hiding, locking

As for hiding and locking. You could purchase a good decent sized coffer/strongbox from the blacksmith for about 25gp. Use your creative imagination as to where you keep it.

Adding booby traps

You can add one or more booby traps.

  • Gas release: Poison, sleeping, etc.
  • Spells: Alarm, Glyph of Warding, etc.
  • ...
Vault

See: upgrading stronghold.

PART 1

Weapons















In this part we fine tune the weapons. We improve upon the weapons given in the Players Handbook (PHB) and add a few new ones. Included as well is a section on weapons from the far lands of Kara-Tur. The aim of this overhaul is to add diversity and flavour, but keeping the 5th edition simplicity.

New Weapon Properties

Several of these weapons have new properties related to their use, detailed here.

Exotic. Exotic weapons are extremely rare in your part of the world and few are proficient in their use. To become proficient with an exotic weapon, a character must be trained in the use of that specific weapon.

Covert. Not being particularly obvious, any Dexterity (Sleight of Hand) checks to conceal this weapon are made with advantage.

Disarm Immune. Any weapon that carries this property may not unwillingly be removed from your grasp while you remain conscious.

Returning. When a weapon also carrying the returning property is thrown as part of an attack, it returns to its wielder at the end of their turn. The character must use their object interaction to catch the returning weapon, or it returns to the ground at the character’s feet. When throwing a returning weapon, you can choose not to have it return in order to add 5 feet to its short range and 10 feet to its long range.

Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition. (DMG 267).

Double Weapon. When you take the Attack action and make a two-handed attack with a weapon that has this property, you can use a bonus action to make a melee attack with the back end of the weapon. This attack uses the same ability modifier as the primary attack for its roll to hit and its damage.

The back end of the weapon is considered to have all the same properties as the front end, and can have additional properties that are listed with its entry on the weapon table, alongside the damage die and type for the back end of the weapon.

You don't add your ability modifier to the damage of the second attack, unless that modifier is negative.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). (DMG 267).

Proficiency

The Monk has proficiency in all of the Expanded Simple melee weapons. The Monk also has proficiency in the Claw, Katana, Nunchaku, Katar and Shuriken.

Anyone proficient with a Rapier (Bards, Rogues), is also proficient with the Jian.

Gaining proficiency

TBD.

New weapons

Wrist dagger. A concealed dagger, worn on the wrist.

Brass knuckle. Because of the way they are held they cannot be disarmed.

Throwing axe. Similar to the hand axe, but lighter, thus granting the Finesse tag, but doing less damage.

Boomerang. Wooden boomerang.

Cane sword. Looks like a walking stick.

Repeating Crossbows. Similar to regular crossbows, except that the range is halved. The repeating crossbows don't have the loading property, instead they have the reload property. The light crossbow can make 6 shots b

These have the same stats as their non-repeating cousins, except that they have the reload property and can burst fire. Crossbows can be modified to become repeating in weapon workshops.

Simple Weapons

Melee Weapons
Name Cost Damage Weight Properties
Unarmed strike 1 bludgeoning
Club 1 sp 1d4 bludgeoning 2 lb. Light
Sickle 1 gp 1d4 slashing 2 lb. Light
Garrote 2 gp 1d4 bludgeoning 1/8 lb. Finesse, special, two-handed
Knuckle, brass 3 gp 1d4 bludgeoning 1 lb. Disarm immune, light
Sap 2 gp 1d4 bludgeoning 1 lb. Finesse, light, special
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Dagger, boot-toe 15 gp 1d4 piercing 1 lb. Covert, finesse, special
Dagger, wrist 15 gp 1d4 piercing 1 lb. Covert, finesse, light
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Throwing axe 2 gp 1d4 slashing 1 lb. Finesse, light, thrown (range 20/60)
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Finesse, thrown (range 40/120)
Mace 5 gp 1d6 bludgeoning 4 lb. Versatile (1d8)
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
Ranged Weapons
Name Cost Damage Weight Properties
Boomerang 3 gp 1d4 bludgeoning 2 lb Light, returning, thrown (range 30/80)
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Repeating crossbow, light 50 gp 1d8 piercing 2 lb Ammunition (range 40/160), light, reload (6 shots)

Changes vs. PHB

  • The Mace is now also versatile, to keep it relevant for players that don't fancy fighting with 'a wooden stick'.
  • The Javelin now has finesse, range is increased to 40 ft.

Inferior weapons

These weapons are inferior. NPC's may carry them, there's no reason a PC would carry this weapon by choice.

Weapon Made obsolete by
Club Light hammer, Throwing Axe
Weapon Made obsolete by
Sickle Handaxe
Light hammer Throwing Axe (has finesse)
Sling All. But it could still be useful,as it's
easily consealed, and ammo is easy to find.

A javelin is a lighter, cheaper, shorter version of a spear. As such you can carry more and throw them farther. It's basically a ranged weapon but you can use your strength as a modifier.

Martial Weapons

Melee Weapons
Name Cost Damage Weight Properties
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
Cane sword 20 gp 1d6 slashing 3 lb Covert, finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War pick 5 gp 1d8 piercing 2 lb.
Flail 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Morningstar 15 gp 1d8 piercing 4 lb. Versatile (1d10)
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Double-bladed Scimitar 100 gp 2d4 slashing 6 lb. Double (1d4), exotic, heavy, special, two-handed
Chain, spiked 30 gp 2d4 piercing 10 lb. Double (1d4), exotic, heavy, reach, special, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Ranged Weapons
Name Cost Damage Weight Properties
Net 1 gp 3 lb. Special, thrown (range 5/15)
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading, special
Bolas 1 gp 1d4 bludgeoning 2 lb Light, special, thrown (range 20/40)
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Repeating crossbow, hand 150 gp 1d6 piercing 4 lb Ammunition (range 15/60), burst fire,
light, reload (10 shots)
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Repeating crossbow, heavy 125 gp 1d10 piercing 20 lb. Ammunition (range 50/200), burst fire,
heavy, reload (20 shots), two-handed

Changes vs. PHB

  • The Morningstar and Flail are obsolete weapons (thanks to the Longsword and Rapier), there is no reason why you can not use these two-handed, so they are now versatile and back in the game.
  • Classes/backgrounds that grant proficiency in Shortsword, also grant proficiency in Scimitar (Bard, Monk, Rogue).
  • Shoot poison darts with your Blowgun (special property).

Weapons with same stats

Can't find your weapon? It may already be there.

Weapon Variations
Longsword Battleaxe
Halberd Glaive, War Scythe
Light hammer Hatchet
Greatsword Executioners sword, Bastard sword
Katana Khopesh

Inferior weapons

These weapons are inferior. NPC's may carry them. There's no reason a PC would carry this weapon by choice.

Weapon Made obsolete by
War pick Rapier, Longsword

The spiked chain is also better in every way (reach, cheaper) compared to the double-bladed scimitar.

Dice statistics

What's better a 1d12 or a 2d6?

Blowgun dart poisons

Poison Type
Standard
Hallucinogenic
Paralytic

Poisons can be bought, brewed or extracted from monsters, plants. Poisoner kit.

Special Weapons

Weapons with special rules.

Blowgun. The blowgun can blow poisoned darts.

Chain, spiked. A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

In place of one of the attacks you would make with this weapon on your turn, you can attempt to grapple a Small, Medium or Large creature within the weapon's reach by rolling an attack against it. If this attack hits, the creature takes no damage from the attack but is grappled by you (escape DC 13).

Until this grapple ends, the bonus action attack provided by the double weapon property can only target the grappled creature, but deals an additional 1d4 piercing damage on a hit. You can only have one such grapple made at any time.

Double-bladed Scimitar. A polearm with blades on both ends. [...]

Dagger, boot toe. You wield this weapon without using a hand, using instead the foot the dagger is affixed to. You can only make one attack on your turn when attacking with this weapon, but attacks this weapon makes have advantage against any creature that did not know this weapon was present.

Garrote. You can only make an attack with a garotte when you have advantage on the attack roll, and can only use it to attack a creature that breathes and is your size or one size smaller. On a hit, you deal damage and the target is grappled by you (escape DC 13). Until the grapple ends, the target cannot breathe or speak, and attacks made against the target using your garrote have advantage.

Sap. When you attack a surprised humanoid or beast with this weapon and deal damage, you can attempt to knock the target unconscious. If the target has 15 or fewer hit points after your attack deals damage, the target falls unconscious. A target rendered unconscious in this way remains so for up to a minute, or until an adjacent creature uses an action to rouse the target. You can only attempt to render a creature unconscious once on each of your turns.

Bolas. A Large or smaller creature hit by a bolas is rendered prone. This condition cannot be recovered from until the creature frees itself by using an action to make its choice of either a Strength (Athletics) or Dexterity (Acrobatics) check with a DC of 12.

An adjacent creature can also use its action to attempt to free a trapped creature, but can only make a Strength (Athletics) check to do so. Alternatively, a creature can destroy the bola by dealing 5 slashing damage to it (AC 10).

A bolas has no effect on creatures that are formless (such as ghosts or oozes) and only on creatures with sizes Small, Medium or Large.

Weapons of Kara-Tur

Weapons of Kara-Tur
Name Cost Damage Weight Properties
Simple Melee Weapons
   Tonfa 10 gp 1d4 bludgeoning 2 lb. Finesse, light, special
Martial Melee Weapons
   Claw 10 gp 1d6 slashing 2 lb. Disarm immune, finesse
   Kunai spear 6 gp 1d6 piercing 3 lb. Special, thrown (range 30/100), two-handed
   Jian 20 gp 1d8 slashing 3 lb. Finesse
   Katana 50 gp 1d6 slashing 3 lb. Finesse, versatile (2d4)
   Nunchaku 10 gp 1d6 bludgeoning 2 lb. Finesse, light
Martial Ranged Weapons
   Shuriken 1 sp 1d4 piercing ¼ lb. Light, special, thrown (range 40/100)
   Kunai 5 gp 1d4 piercing 2 lb. Special, thrown (range 30/80)
Exotic Melee Weapons
   Kusarigama 15 gp 1d8 slashing 6 lb. Double weapon (1d4 bludgeoning), finesse,
two-handed, reach, special
Exotic Ranged Weapons
   Chakram 15 gp 1d4 slashing 2 lb. Finesse, returning, special, thrown (range 30/60)
Weapons from Kara-Tur

Jian. A rapier with a bit wider blade, making it capable of slashing.

Kunai spear. After throwing this weapon, you can use a bonus action to return it to your grasp by pulling a rope attached to its end. If this weapon has hit a creature size Large or smaller, you can attempt to pull it closer to you when you return the harpoon. Make a Strength (Athletics) check contested by the creature’s own Strength (Athletics), pulling the creature 5 feet closer to you in a straight line if you are successful. The Kunai spear can be used as an grappling hook when thrown at a wall or ceiling.

Shuriken. You can draw and hold up to three of this weapon in one hand at one time, but must use separate attacks to attack with each one.

Kunai. A kunai can also be used as a melee weapon. It can be used as piton when thrown at a wall. When attaching a rope, it becomes a Kunai spear.

Tonfa. While wielding one of these weapons in each hand, you gain a +1 bonus to AC and you qualify as having an equipped shield for all abilities and features other than the Unarmored Defense class feature. Minimum Dexterity required for this bonus is 16.

Kusarigama.

Chakram. Once per turn when you make a ranged attack with this weapon, you can choose to ricochet the weapon between up to five armored enemies within range. Roll an attack versus AC for each of them.

Features or portions thereof that apply damage only to target creatures in a certain specific situation (such as Sneak Attack) only apply their damage if they could be applied independently to every enemy hit with the attack.

Weapons of Kara-Tur

Monks from the lands of Kara-Tur are natural acquaintances of many of simple melee weapons.

Fighters from these distant lands prefer the martial melee weapons such as the Katana.

Heavy Armor and Shields

This chapter slightly modifies the heavy armor and shields from the Player Handbook. You can choose to take the standard armor described in the Player Handbook, or you can mix and match using the armor components laid out in this chapter. The components of the standard armor are described here as well.

Changes to heavy armor are cancelled. Making them modular would make it too cheap (and unbalanced) for players to achieve 18 AC.

Heavy Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Shields
Buckler 25 gp +1 20 lb.
Shield, medium 30 gp +2 40 lb.
Shield, tower 50 gp +2 Str 13 Disadvantage 85 lb.

Armor options

You can decorate your shield and plate armor with colors, symbols or other decorations.

A shiny armor and shield with official or mythical motifs provides a +1 bonus to persuasion skill rolls.

A fearsome armor adourned with skulls, or other fearful displays provides a +1 bonus to any intimidation skill rolls.

Shields

These are some modifications to the standard Player Handbook shields and Shield Master feat.

Buckler. Small shield which you can don and doff using an interaction or bonus action. Visually there are a few variations, while round is the most common form.

Shield, medium. A regular vanilla shield, visually this includes kite shields. Shields take one action to employ, unless the Shield Master feat is taken, in this case you can don and doff a shield using an interaction or bonus action.

Shield, tower. You are considered to always have half cover (+2 bonus to AC and Dexterity Saving Throws) so long as you properly wield the tower shield. Using the dodge action with this shield additionally grants you three-quarters cover (+5 bonus to AC and Dexterity saving throws). The cover bonus stacks with the shield AC bonus. These cumbersome shields reduce your speed by 5 ft, regardless if you wield it or not.

PART 2

Poison











Given their insidious and deadly nature they're a favorite tool among assassins, drow, and other evil creatures. Because they can be difficult to trace, they're feared by people in power. Because of this, poisons are illegal in most societies.

Getting poisons

Poisons are not sold openly within civilized areas, to purchase them you will need to get a bit shady and go on the black market or do some investigating to find sellers. Another route is to make the poisons yourself.

Poison types

Contact

Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its Effects. Contact poisons may be applied to weapons that deal bludgeoning damage. On hit the poison is transferred on the target and the weapon is no longer poisonous. In order to be effective the weapon must hit bare skin.

Ingested

A creature must swallow an entire dose of ingested poison to suffer its Effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Inhaled

These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Injury

Injury poison can be applied to Weapons, Ammunition, trap Components, and other Objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its Effects.

Crafting

To craft a poison you need a Poisoners's Kit (tool) and ingredients. Crafting poisons is dangerous business, a tool proficiency comes highly recommended.

Ingredients may be purchased or sourced yourself. If no ingredients are mentioned you can assume that they are common and can be purchased at any herbalist or alchemist store, the cost of these ingredients is half of the poison purchase price. Specific ingredients are mentioned when they are rare, or can be foraged or sourced from monsters.

After crafting you roll for the result:

Roll Result
1-2 You fail, and suffer the effects of the poison.
3-5 You failed to create the poison.
6-18 Normal result.
18-20 Saving throw DC increased by 1.
21+ Saving throw DC increased by 2
or double the duration.

Tip: Why not capture (or purchase) a creature that provides you with an ingredient of your favorite poison?

Extracting poison from creatures

To extract a poison or venom from a creature, that creature must either be death, Incapacitated or Restrained. Some ingredients may require the creature to be death, if so, then this is described in the poison description (none at this point).

The extraction procedure requires either a DC 15 Nature check, or a DC 15 Animal Handling check, if the creature is Restrained. If the roll is off by 5 or more you will suffer the poisons effects.

Usage rules

  • One dose is one use. You cannot divide it over multiple weapons or multiple pieces of ammunition, unless specifically noted by the poison description.
  • Applying a dose to a weapon or ammunition costs 1 action.
  • Poisons cannot be diluted.
  • Most, but not all, poisons create the Poisoned effect. A poisoned creature has disadvantage on Attack rolls and Ability Checks.

Poison descriptions

Contact

Poison Price /dose
Crawler mucus 200 gp
Oil of taggit 400 gp
Crawler Mucus

Description...


  • Duration: 1 minute
  • Damage:
  • Effects: Paralyzed, Poisoned
  • Saving throw: Constitution (DC 13)
  • Ingredients: Carrion Crawler extract

This poison must be harvested from a dead or Incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Oil of Taggit

Description...


  • Duration: 24 hours
  • Damage:
  • Effects: Poisoned, Unconscious
  • Saving throw: Constitution (DC 13)
  • Ingredients: tbd

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.

Ingested

Poison Price /dose
Assassin's blood 150 gp
Midnight tears 1,500 gp
Pale tincture 250 gp
Torpor 600 gp
Truth serum 150 gp
Assassin's Blood

Description...


  • Duration: 24 hours
  • Damage: 6 (1d12)
  • Effects: Poisoned*
  • Saving throw: Half damage and not Poisoned: Constitution (DC 10)
  • Ingredients: Poisoner's Kit, drop of your blood

A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn't Poisoned.

Midnight Tears

Description...


  • Duration: Immediate, at midnight
  • Damage: 31 (9d6)
  • Effects:
  • Saving throw: Half damage: Constitution (DC 17)
  • Ingredients: Secret recipe

A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Pale Tincture

Description...


  • Duration: Until seven successful Saving Throws
  • Damage: 3 (1d6) per 24 hours
  • Effects: Poisoned
  • Saving throw: Half damage: Constitution (DC 16)
  • Ingredients: Poisoner's Kit

A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful Saving Throws, the effect ends and the creature can heal normally.

Torpor

Description...


  • Duration: 4d6 hours
  • Damage:
  • Effects: Incapacitated, Poisoned
  • Saving throw: Constitution (DC 15)
  • Ingredients: tbd

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.

Truth Serum

Description...


  • Duration: 1 hour
  • Damage:
  • Effects: Poisoned, Zone of Truth
  • Saving throw: Constitution (DC 11)
  • Ingredients: tbd

A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can't knowingly speak a lie, as if under the effect of a Zone of Truth spell.

Inhaled

Poison Price /dose
Burnt othur fumes 500 gp
Essence of ether 300 gp
Malice 250 gp
Burnt Othur Fumes

Description...


  • Duration: Until thre successful Saving Throws
  • Damage: 3 (1d6)
  • Effects: Poisoned
  • Saving throw: Constitution (DC 13)
  • Ingredients: Powder of a tbd plant (from Zakhara?), present in the Poisoner's Kit.

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Essence of Ether

Description...


  • Duration: 8 hours
  • Damage:
  • Effects: Poisoned, Unconscious
  • Saving throw: Constitution (DC 15)
  • Ingredients: Poisoner's Kit

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Malice

Description...


  • Duration: 1 hour
  • Damage:
  • Effects: Blinded, Poisoned
  • Saving throw: Constitution (DC 15)
  • Ingredients: Poisoner's Kit

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.

Injury

Poison Price /dose
Drow poison 200 gp
Purple Worm poison 2,000 gp
Serpent venom 200 gp
Wyvern poison 1,200 gp
Drow Poison

Description...


  • Duration: 1 hour
  • Damage:
  • Effects: Poisoned, Unconscious*
  • Saving throw: Constitution (DC 13)
  • Ingredients: Tbd.

This poison is typically made only by the Drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Purple Worm Poison

Description...


  • Duration: 1 hour
  • Damage: 42 (12d6)
  • Effects:
  • Saving throw: Half damage: Constitution (DC 19)
  • Ingredients: Purple Worm extract

This poison must be harvested from a dead or Incapacitated Purple Worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Serpent Venom

Description...


  • Duration: Instant
  • Damage: 10 (3d6)
  • Effects:
  • Saving throw: Half damage: Constitution (DC 11)
  • Ingredients: Giant Poisonous Snake venom

This poison must be harvested from a dead or Incapacitated Giant Poisonous Snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Wyvern Poison

Description...


  • Duration: Instant
  • Damage: 24 (7d6)
  • Effects:
  • Saving throw: Half damage: Constitution (DC 15)
  • Ingredients: Wyvern extract

This poison must be harvested from a dead or Incapacitated Wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

PART 3

Constructions











Unless you're a drifter or a nomad, you need a place to call home. A HQ, a base of operations a sanctuary, etc. This chapter is a mix inspired by DMG Building a Stronghold (pg. 128-129, 229), Matt Colville's Strongholds & Followers and Strongholds from Giger's and provides a simplified version. I recommend DM's to read these sources for additional guidance and inspiration.

Constructions

Described here are the costs for building various constructions. The numbers are guidelines for the DM and players. The player can describe the place he wants to construct, ideally providing a grid map and location, the player may provide arguments on aspects that may reduce the cost, the DM will then provide the cost to construct it. If a desired building is 50/50 stone/wood for example, you may average the numbers. If a wooden construction is located right next to a forest, the cost to build may be reduced. At the same time, if the location is very isolated, it may be hard to find workers and the price and/or time to construct may be higher, etc. This is all up for the DM to decide. Cost and time are not meant to be overly realistic, but to suit campaign lengths. Using the tables below a construction may range in cost between 3,000 gp for a tiny cabin in the woods to 64,000 for a large two story castle with dungeon.

Size

Rough estimations. Grid size includes gardens and the like around the construction.

Size 10ft Grid
Tiny 8 x 8
Small 20 x 20
Medium 30 x 30
Large 40 x 40
Gigantic 50 x 50

Stone constructions

Size Ground floor Time Additional levels Time
Tiny 7,000 gp 50d 2,000 gp 20d
Small 9,000 gp 100d 4,000 gp 40d
Medium 10,000 gp 150d 6,000 gp 60d
Large 40,000 gp 200d 8,000 gp 80d
Home is where the business is?

Buildings like stores and inns can generate a monthly revenue. The revenue is based on location and desirability of the service offered. Taverns also provide access to sometimes useful gossip. See page "Running the damn place" below.

Wooden constructions

Size Ground floor Time Additional levels Time
Tiny 3,000 gp 20d 750 gp 10d
Small 7,000 gp 80d 3,000 gp 30d
Medium 8,000 gp 110d 4,000 gp 50d
Large 25,000 gp 170d 7,000 gp 70d

Special constructions

Camp. A camp consists of mobile or semi-permanents constructions, often made out of hides. It may be surrounded by a wooden pallisade.

Size Ground floor Time Additional levels Time
Small 2,000 gp 10d
Medium 3,000 gp 20d
Large 5,000 gp 30d

Druid's Grove. Druid's Groves aren't really "constructed". A druid that wants this should probably come up with some idea's first.

Pirate Ship. See "Saltmarsh".

Cave. An existing cave can be made into a cave dwelling by hewing out rooms and reinforcing existing tunnels. Levels are created by natural variations of height inside of the cave. Since not much materials are required they're relatively cheap to construct, but take more time, especially as they grow larger. If the construction takes place on the outside of a mountain, it's a cliff dwelling and you may use the stats for stone constructions, and halve them.

Size Ground floor Time Additional levels Time
Tiny 2,000 gp 40d
Small 4,000 gp 100d
Medium 5,000 gp 180d
Large 10,000 gp 230d
Gigantic 20,000 gp 300d

The costs may be a little higher when a lot of masonry is required.

Other options

There are other ways to become an home owner besides building from scratch.

Renovating

Found a monster infested ruin? It probably belongs to somebody. If you can locate the owner you may be able to broker a good deal. If not, you may claim it for yourself and hope the real owner doesn't show up before you are able to defend it.

Renovating a construction costs half the gold and time of the normal construction cost.

Purchasing

Can't wait? At a small premium, this building can be yours today! The DM will act as your realter. As a rule of thumb add about 10% on top of the construction price. Depending on demand, add or reduce this percentage. Examples:

Construction Premium
Keep, strategically situated + 25%
Keep, ruins - 50%
Store, well running + 20%
Store, bankrupt - 20%
Isolated Wizard tower + 10%

Receiving one

A stronghold may be a reward usually given to seasoned adventurers who demonstrate unwavering fealty to a powerful political figure or ruling body. It's noteworthy that the actual ownership usually remains with the ruler that gave it out to you. (DMG 230)


You may also try to convince a ruling party to rule a piece of land for them as their vassal.

Upgrading the place

Your construction may have have lair effects, similar to the monster lair effects. These effects can be rewarded by installing things, or may be granted by your class.

As an owner, you may install objects into your building. These provide certain benefits.

Laboratory (Alchemist/Herbalist)

Unleash your inner mad scientist!


  • Construction cost: 1,000 gp
  • Construction time: 15 days
  • Effect/Benefit: Craft potions and poisons

The laboratory enables you to safely craft potions and poisons faster and of a higher quality. You may add +5 to your skill check for creating potions and poisons. The time to complete is halved. See Part 3 for poison crafting rules.

Brewery / Distillery

Description...


  • Construction cost: TBD gp
  • Construction time: 15 days
  • Effect/Benefit: Brew Beer / Liquer

Monster cage

Description...


  • Construction cost: 450 gp
  • Construction time: 5 days
  • Effect/Benefit: Tbd.. Study them? Breeding program (will need space for at least 2 specimen)

Will hold one Medium or Small sized monster. Tiny creatures can be held in small cages or jars. Housing Large or Gargantuan creatures will require dedicated rooms with restraint systems or perhaps whole levels in your building.

Additional benefits for Ranger: TBD.

Monster restrains

Good luck with that...


  • Construction cost: 450 gp
  • Construction time: 5 days
  • Effect/Benefit: Tbd.. Study them? Breeding program (will need space for at least 2 specimen)

Giant manacles will hold one Large or Huge monster.
Will not hold creatures that are immune to being restrained or with a strength higher than 25. Will generally not hold Gargantuan monsters, although exceptions may exist. To keep aquatic creatures, have a look at the submerged vaults.

Submerged Vault

Description...


  • Construction cost: See: Stone constructions.
  • Construction time: See: Stone constructions.
  • Effect/Benefit: May house aquatic creatures.

Can only be constructed in levels below ground. Levels under this level are automatically also flooded. This level needs access to naturally occurring water, such as an underground lake, etc.

Forge

Description...


  • Construction cost: 500 gp
  • Construction time: 5 days
  • Prerequisits: Must be proficient with Smith's Tools to use.
  • Effect/Benefit: You can now craft armor and weapons.

Library

Description...


  • Construction cost: 5,000 gp (books are expensive)
  • Construction time: 100 days
  • Prerequisits: You must be a Warlock or a Wizard??
  • Effect/Benefit: Tbd.. Gain knowledge about?

Portal

A portal to...


  • Construction cost: 5,000 gp
  • Construction time: 1 day
  • Prerequisits: You must be able to cast the spell
  • Effect/Benefit: No need to

You may cast one of the spells below on a designated wall within your construction. A portal will appear there and remain open, allowing any creature to pass through it. You don't need to keep concentration. You can dismiss it any time. The destination can be changed by recasting the spell

Spell Level Range
Dimension Door 4 500 ft.
Teleportation Circle 5 Same plane
Arcane Gate 6 500 ft.
Transport via plants 6 Same plane
Teleport 7 Same plane
Plane Shift 7 Another plane
Gate 9 Another plane

All spell rules apply, the only difference are:

  • The portal remains open, and can be used by anyone.
  • No material components required to cast the spell.

The portal is one-way only, unless the spell describes it differently.

Summoning circle

Description...


  • Construction cost: 700 gp
  • Construction time: 5 days
  • Effect/Benefit: Advantage on rolls

You have prepared this area well and get advantage on rolls needed to prevent demons from turning against you when you summon them.

Shrine / Altar / Chapel

Description...


  • Construction cost: 500 gp
  • Construction time: 5 days
  • Effect/Benefit: You can now perform Sacred Rites. (DMG 129).

Additional benefits for Cleric/Paladin/Warlock: TBD. When casting "Word of Recall", you may be teleported back here.

Vault

A vault is usually a lower layer of the stronghold, but it could be as simple as a designated room.


  • Construction cost: 500 gp
  • Construction time: 2 days
  • Effect/Benefit: Adds a secure door.

This room/level is now locked by a DC 20 lock. Making it harder for any would be burglar to enter. Additionally, you can add your own traps.

In the parking lot (todo):

  • Chair of Astral Projection
  • Arcanist's Study, Binding Circle, Mirror Maze
  • Battle Ring, Training Grounds
  • Caravansary
  • Docks (air/water)
  • Workshop

Running the damn Place

Upkeep & Income

It costs money (upkeep) to keep the roof from leaking and the foundations from rotting, but a smart business pays for itself. Upkeep and income are paid/received per week.

Upkeep

Formula for daily upkeep is:

  • 0.01% of Construct Cost (Construction Cost x 0.001)
  • Salaries (1gp/ 0.5gp for each skilled/unskilled staff)

Certain constructions need staff to run it, who require a salary. If desired the DM can determine a more precise salary for a given job.

Income

Income is determined by the number and type of the revenue dice. Each increment of construction size adds a dice. The type of dice is determined by the construction archetype.

Construction Archetypes

To keep things simple, we generalize the type of construction into the following. The number of staff should be tweaked depending on the type of business.

Store. A generalization for all kinds of business that provide goods or services. Examples: General Store, Trading Post, Blacksmith, Brothels, Inns and Taverns.

Size Revenue dice Staff:
Skilled
Unskilled
Tiny 1 1 0
Small 2 1 1
Medium 3 2 3
Large 4 4 6

Farm. A farm provides produce.

Size Revenue dice Staff:
Skilled
Unskilled
Tiny 1d4 x 90 gp 1 1
Small 2d4 x 110 gp 2 2
Medium 3d4 x 130 gp 4 4
Large 4d4 x 150 gp 8 8

Temple. The temple provides religious services and receives donations. Examples: Church, Chapel, Monastry. Untrained acolytes may not neccessarily get paid.

Size Revenue dice Staff:
Skilled
Unskilled
Tiny 1d4 x 80 gp 1 1
Small 2d4 x 90 gp 2 4
Medium 3d4 x 100 gp 4 8
Large 4d4 x 110 gp 8 16

Mine. A mine may provide minerals, metals or gems.

Size Revenue dice Staff:
Skilled
Unskilled
Tiny 1d4 x * gp 1 1
Small 2d4 x * gp 2 5
Medium 3d4 x * gp 5 10
Large 4d4 x * gp 10 25
Gigantic 4d4 x * gp 15 50

*) The Revenue dice is determined by whats mined and its demand (DM)

Castle. A castle is a keep with a small town within its walls. TBD.

Income/Upkeep example

A small wooden store with one floor (10,000 gp, one skilled and one unskilled employee) has a weekly upkeep of 80.5 gp. ((10000 x0.001) + 1 + 0.5) x7. The weekly revenue will be 2d4 x100 gp.

Caretaker

You may hire a caretaker to look after the place while you are on the road.

Lair actions? Effects?

Tbd. Bonus when fighting in proximity.

Downtime activities

Having an construction provides you with new options for downtime.

Loot & Treasure

Tips and guidelines for players.

Acquiring Loot

There are various ways to acquire loot and treasure. You may spend downtime to acquire rumors and/or intel.

  • Certain types of monsters create treasure hoards
  • Dungeons and ruins
  • Set-up a heist of banks, guilds or mansions.
  • Follow a war band of Gnolls as they destroy villages, leaving behind the town's gold and gems (VOLO p.35).

Generally, the size of the hoard is comparable the level of danger incurred (CR or HP), but there are times when you're lucky or have bad luck.

Monsters hoarders. It is well known that dragons hoard treasure, but they're not the only ones out there. Almost any lone monster which is intelligent enough, has access to a lair and has a long lifespan might become a hoarder. The following monsters are specifically known for their hoarding or collecting.

  • Azers (MM p.22)
  • Beholders (VOLO p.15)
  • Chimera (MM p. 39) -- unclear to what extend
  • Chuul (MM p. 40)
  • Cloud Giants (VOLO p.24)
  • (Hob)goblins are a greedy bunch and hoard just about anything.
  • Harpies
  • Kobolds (VOLO p.67)
  • Morkoths (VOLO p.177)
  • Gelatinous Cubes (Not really a hoarders; wood, iron and steel gets dissolved. Precious metals and magic items can withstand the acid for a long time (gems even longer), although never indefinitely.)

Some long-lifespan monsters, that tend to keep lairs:

  • Hags (treasure is potentially dangerous)
  • Liches

Don't forget that some monsters use treasure hoards as bait to lure adventureres in. This is known specifically of (evil) dragons and mind flayers.

Selling Loot

Arms, armor, equipment: As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.

Gems, Jewelry, and Art Objects: These items retain their full value in the marketplace, and you can either trade them in for coin (see "Shop Catalog" for prices) or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first.

Magic Items: Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.

Trade Goods: On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods, bars of iron, bags of salt, livestock, and so on retain their full value in the market and can be used as currency.

PART 4

Downtime















Downtime

Downtime is the time between adventures (even though they can be adventures by themselves). The DM has given you a number of days you can spend on downtime activities. These may require, besides time, also money. This chapter contains guidelines, but you are free to use your imagination, for example, would your magic help in what you're trying to accomplish?

System

  1. After a session the DM will tell you how many downtime days you get, players can make a suggestion.
  2. In between sessions you can decide what you want to do and communicate with the DM about it.
  3. You deduct your lifestyle costs from your funds. You also deduct any other funds spend during your downtime.
  4. At the beginning of the next session you detail what you have been doing in your downtime.

Lifestyle Costs

As per PHB, page 157:

Lifestyle Price/Day
Wretched
Squalid 1 sp
Poor 2 sp
Modest 1 gp
Comfortable 2 gp
Wealthy 4 gp
Aristocratic 10 gp minimum

Those skilled in the art of survival and/or shunning society may decide to reside in the wild, living off the land. Those with the Folk Hero background may reduce their lifestyle expenses by one quarter. Those with the Clan Crafter background may half their lifestyle expenses when among dwarves. Those with the Faction Agent background may half their lifestyle expenses when residing in a faction safehouse. Those with the Uthgard Heritage background may half their lifestyle expenses when residing with their tribe, or allied friends.

Downtime activities

Post-adventure stuff

To save time during sessions, you can do the following during your downtime:

  • Selling and buying items. Please refer to the shopping catalog and use the appropriate city size.
  • Attuning to magic items or bond to weapon (eldritch knight).
  • Identifying items. Most temples and churches have identifying services, in case you or none in your party have (enough) identify spells. Cost of identification is 20 gp.

None of these actions require any downtime days.

Downtime activities

Buying / Selling uncommon items

When selling or buying uncommon items, verify your intentions with the DM. He knows if there is demand for what you're selling or if there sellers who sell what you want to buy. Unless you have to travel out of town, this does not cost time or money.

Recuperating


  • Duration: 3 days
  • Cost: See table
  • XP: 30 XP / attempt

Recover from serious injuries, disease or poison. Make a DC 15 Constitution saving throw after tree days, on success:

  • End one effect on you that prevents you from regaining hit points.
  • For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.

If you fail, spend another 3 days and retry.

Performing rituals

Prerequisite: You must be able to perform rituals. ToDo...

Training

Most traing takes time, keep track in how far you got into your training. Ask the DM how/where to find a trainer.

Learn a new language


Find instructor. Costs 250 days, 1 gold/day. Halfway your training you understand the language, but can't speak it.

Tool proficiency

Find instructor. Costs 250 days, 1 gold/day. Halfway your training you can already use the tool once per long rest.

Skill proficiency

Find instructor. If the skill is on your list of skills it will costs 250 days, 1 gold/day. If the skill is not on your list of skills, it will cost 300 days, 1 gold/day. Halfway your training you can already use the skill once per long rest.

Weapon proficiency

Choose one type of weapon. If it's an uncommon weapon you will need to provide it. Find instructor. Costs 250 days, 1 gold/day.

Saving downtime days

You are allowed to save up to half your downtime days to later use on Training. You need to pay lifestyle expenses for all downtime days now.

Socializing


  • Duration: 5 days
  • Cost: See table
  • XP:

What better than to kick back with some well deserved ales in between the hard work that is adventuring? Socializing takes 5 days. At the end you roll a Persuasion check to see if you made friends, allies or enemies.

Persuasion Result
1-5 Hostile contact
6-10 No new contacts
11-15 Friendly contact
16-20 Allied contact
21+ Two allied contacts
Socialize with Cost /5days
Lower class 10 gp
Middle class 50 gp
Upper class 250 gp

Only those with the Noble background can socialize with the upper class. Without it you will need a successful Deception check (don't forget your disguise!).

Carousing


  • Duration: 5 days
  • Cost: Use Wealthy lifestyle for the duration
  • XP: 50 XP

If you want to take it up a notch, you may opt to live a hedonistic lifestyle and reap the rewards. Benefits may include gambling profits, connections. Risks may include jail time, gambling losses, making an enemy, etc. Roll a d100 and add your character level to get the results of your carousing. Without the character modifier, there is roughly a 45/55 chance for a bad/good outcome, so as you level up your chance for a positive outcome increases. No additional costs are required.

Finding people

Sometimes you're in need for a specific (type of) person, who has access to certain skills or items. This may include an exotic merchant, a fence, a priest of an illusive deity. Etc.

Ask the DM for time and costs requirements.

Sowing rumors

Sow misinformation, which may benefit you in some way. Check with your DM.

Join a guild or organization

ToDo. Common guilds: Thieves, Merchants. Common organizations: Wizard Acadamy,

Crafting

Potions, weapons, armor, items. Magical or mundane. You gain 10 XP per item crafted.

Activity Requires proficiency in
Brewing Brewer's supplies
Crafting potions Alchemist's supplies
Smithing Smith's Tools

Smithing


  • Duration: 5 days (for items worth 50 gp or less)
  • Cost: half the items resale price
  • XP: 10 XP

To craft items that are 50 gp or less (that's most of 'em) takes one work week. The material cost = half of the offical sell price.

If you can find another smith to work with you, it takes half that time. A member of the party would also suffice. Blacksmith wages are usually 2 gp a day. If a party member helps you, it will cost him the required downtime days.

Brewing


  • Duration: 1 day
  • Cost: 20 gp
  • XP: 10 XP

Crafting a keg of beer takes 1 day and costs 20 gp in ingredients and an empty keg (where do you store it?). You must then wait 15 days for it to be ready to be sold. You gain 10 XP for each batch. Roll an Intelligence? check (add Proficiency bonus) to determine the quality of the end product.

Roll Quality Price
1-5 Piss
6-10 Mediocre 25 gp
11-15 Good 45 gp
16-20 Very good 65 gp
20+ Award winning 80 gp

Magical items

ToDo...

Modifying & Repairing

  • Duration: 1 day
  • Cost: 10% of the price of the item
  • XP: 10 XP

You can repair damaged armor, restoring 1 missing AC point per day. You can repair damaged weapons, restoring 2 missing damage points per day.

You can decorate your shield and plate armor with colors, symbols or other decorations. A shiny armor and shield with official or mythical motifs provides a +1 bonus to persuasion skill rolls. A fearsome armor adourned with skulls, or other fearful displays provides a +1 bonus to any intimidation skill rolls. You can either choose the +1 bonus on persuasion or intimidation, not both and they don't stack if you have multiple of such decorations.

Information

You talk to people and investigate rumors. You spend money to grease the wheels and pay for drinks. You enjoy benefits (tbd) when you have the Spy, Investigator or Urban Bounty Hunter backgrounds.

Gathering gossip


  • Duration: 1 day
  • Cost: 20 gp
  • XP: 5 XP

You spend a day in the local watering holes, keeping your ears peeled, and dropping a few coins here and there. At the end of the day you make a DC 15 Investigation check. On a successful roll, the DM will share a bit of gossip with you.

Specific quest


  • Duration: 1-5 days
  • Cost: 50-500 gp
  • XP: 10 XP

Gain information about a the availability of a specific type of quest. The type of quest can be:

  • Lost item or person.
  • Deal with a monsters threat.
  • Investigate a location.
  • ...

Make a DC 15 Investigation check. The more specific the information the more time and money it will cost, check with DM.

Locate something

  • Duration: See table
  • Cost: 50 gp /day
  • XP: 10 XP

What are you trying find?

Locate Time Cost
Monster Monster's CR in days
Type of structure 2 days 50 gp/day
Uncommon item 2 days 50 gp/day
Rare item 5 days 50 gp/day
Legendary item 20 days 50 gp/day

Make a DC 15 Investigation check.

Research

Monster/item lore


  • Duration: 5 days
  • Cost: 50 gp (to access library)
  • XP:

This requires access to a library. Alternatively a Sage, Wizard or other person of knowledge may suffice, check with DM.

You learn something about a monster or item.

Making money

Run a business

This will generally require a place to operate from.

Practice a profession

Your background may provide you with a (former) profession which you can practice in your downtime generating revenue and 5 XP /day. Clerics and Paladins may provide temple services, provided they know the necessary spells.

Class Profession Revenue
Cleric Religious Services tbd.
Paladin Religious Services tbd.
Background Profession Revenue
Acolyte Simple priest duties tbd.
Charlatan Forge documents1 tbd.
Criminal Specialty (PHB p. 129) tbd.
Entertainer Perform 4d4 sp /day +
free lodging2
Guild Artisan From list 2 gp /day
Guild Merchant Trade 2 gp /day3
Outlander Trapper4, 5
Outlander Bounty hunter5 3d4 gp /3 days
Soldier Bouncer 1 gp /day
Soldier Security 2 gp /day
Soldier Blacksmith5 2 gp /day
Soldier Cook5 1 gp /day
Background Profession Revenue
Clan Crafter Associated with your
proficient tool
2 gp /day
Mercenary Veteran Mercenary work *
Urban Bounty Hunter Bounty hunter 3d4 gp /3 days

1 Requires you to have a forgery kit. Charlatan's may also embark on employing their favorite scam (PHB p. 128), discuss this with the DM.


2 Lifestyle expenses reduced to a quarter.


3 The city you are staying in must be sufficiently large.


4 Must be nearby a forest.


5 You must have chosen this specialty.


*) Special Rule for Niels: Since you're not always with the party, you can describe jobs you have taken on and will be rewarded XP and gold for that.

Investing

Invest in a busines, a ship (trade mission), low-level adventurers, etc.

Anything else

  • Catch and train a small animal.
  • Be creative.
  • More stuff will be added here, ideas are welcome.
  • Ask DM for time, and cost.

PART 5

New spells
















Cantrips (0 Level)
  • Cantrip A
  • Cantrip B
  • Cantrip C
1st Level
  • Spell A
  • Spell B
  • Spell C
2nd Level
  • Spell A
  • Spell B
  • Spell C
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Spell A
  • Spell B
  • Spell C
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Spell A
  • Spell B
  • Spell C

Transfer Concentration

New rituals to magically restrain creatures.

  • Charm it. Only works upto INT 4.
  • Physically constrain it.
  • Magically constrain it.

PART 6










The wastelands might be lawless, the cities are certainly not.

I. Crimes against Lords, Officials, and Nobles

  • Assaulting or impersonating a Lord
    death
  • Assaulting or impersonating an official or noble
    flogging, imprisonment up to a tenday, and fine up to 500 gp
  • Blackmailing an official flogging and exile up to 10 years
  • Bribery or attempted bribery of an official
    exile up to 20 years and fine up to double the bribe amount
  • Murder of a Lord, official, or noble
    death
  • Using magic to influence a Lord without consent
    imprisonment up to a year, and fine or damages up to 1,000 gp
  • Using magic to influence an official without consent
    fine or damages up to 1,000 gp and edict

II. Crimes against the City

  • Arson
    death or hard labor up to 1 year, with fines and/or damages covering the cost of repairs plus 2,000 gp
  • Brandishing weapons without due cause
    imprisonment up to a tenday and/or fine up to 10 gp
  • Espionage
    death or permanent exile
  • Fencing stolen goods
    fine equal to the value of the stolen goods and edict
  • Forgery of an official document
    flogging and exile for 10 summers
  • Hampering justice
    fine up to 200 gp and hard labor up to a tenday
  • Littering
    fine up to 2 gp and edict
  • Poisoning a city well
    death
  • Theft
    flogging followed by imprisonment up to a tenday, hard labor up to 1 year, or fine equal to the value of the stolen goods
  • Treason
    death
  • Vandalism
    imprisonment up to a tenday plus fine and/or damages covering the cost of repairs plus up to 100 gp
  • Using magic to influence an official without consent
    fine or damages up to 1,000 gp and edict

\columnbreak








III. Crimes against the Gods:

  • Assaulting a priest or lay worshiper
    imprisonment up to a tenday and damages up to 500 gp
  • Disorderly conduct within a temple
    fine up to 5 gp and edict.
  • Public blasphemy against a god or church
    edict
  • Theft of temple goods or offerings
    imprisonment up to a tenday and damages up to double the cost of the stolen items
  • Tomb-robbing
    imprisonment up to a tenday and damages covering the cost of repairs plus 500 gp

IV. Crimes against Citizens:

  • Assaulting a citizen
    imprisonment up to a tenday, flogging, and damages up to 1,000 gp
  • Blackmailing or intimidating a citizen
    fine or damages up to 500 gp and edict
  • Burglary
    imprisonment up to 3 months and damages equal to the value of the stolen goods plus 500 gp
  • Damaging property or livestock
    damages covering the cost of repairs or replacement plus up to 500 gp
  • Disturbing the peace
    fine up to 25 gp and edict
  • Murdering a citizen without justification
    death or hard labor up to 10 years, and damages up to 1,000 gp paid to the victim's kin
  • Murdering a citizen with justification
    exile up to 5 years or hard labor up to 3 years or damages up to 1,000 gp paid to the victim's kin
  • Robbery
    hard labor up to 1 month and damages equal to the value of the stolen goods plus 500 gp
  • Slavery
    flogging and hard labor up to 10 years
  • Using magic to influence a citizen without consent
    fine or damages up to 1,000 gp and edict
 

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