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# Campaign Rules ###### Unless otherwise stated, RAW is followed as closely as possible. ## Character Creation ### Races The races depicted in the People of Cyrodiil handout are the only playable races in this campaign. Customized origin is fine. ### Birthsigns Each character is born under a certain sign that gives them a special trait. These birthsigns are described in the People of Cyrodiil handout. ### Classes, Backgrounds, Spells All content from PHB + Xanathar's + Tasha's is allowed by default. Everything else must be ran by the DM first. Custom background is a thing and you're encouraged to use it. ### Feats & Multiclassing Yes. ### Ability Score Generation You can choose point buy or standard array, or a communal "4d6" method. The party will each roll a single Ability Score, generated by 4d6 drop lowest, with me rolling the rest. That pool of numbers becomes the "4d6" option for the campaign. For RAW, see, Pg. 12 of the PHB. ## Gameplay ### Variant Encumbrance Pg. 176 of PHB ### Magic Backpacks An average backpack doesn't have a specific carry capacity. As long as you have the encumbrance for it, a standard backpack will carry everything that you can. ### Diagonals Pg. 252 of DMG ### Level Advancement without XP Pg. 261 of DMG Level ups are granted based on the narrative progress of the game. ### Spell Point Variant for Sorcerers (This is optional.) See Pg. 287-288 of DMG ### Advantage/Disadvantage Advantage and disadvantage will cancel each other out, but multiple sources of advantage/disadvantage will stack against each other, potentially providing you with one or the other. They still will not stack together. For RAW, see Pg. 173 of PHB. ### Group Checks and Helping Whenever someone attempts an ability check and someone wants to help, the helper must also have proficiency in that skill or tool to grant them advantage on that check. Additionally, when several people want to attempt a check after someone already has, it becomes a group check that uses the first roll as that player's part of the group check. For RAW, see Pg. 175 of PHB ### Crafting Consumables can be made over an 8-hour period, and non-consumables can be made over a week. ### Spell Scrolls Anyone can attempt to use any spell scroll. For RAW, see Pg. 200 of DMG ### More Difficult Identification Pg. 136 of DMG ### Mixing Potions & Scroll Mishaps Pg. 140 of DMG ## Resting & Travel ### One D&D Exhaustion The exhaustion from the PHB will be replaced with the following rules: **Levels of Exhaustion.** This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10. **d20 Rolls Affected.** When you make a d20 Test, you subtract your exhaustion level from the d20 roll. **Spell Save DCs Affected.** Subtract your exhaustion level from the Spell save DC of any Spell you cast. **Ending the Condition.** Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted. For RAW, see Pg. 291 of PHB ### Sanctuary Resting Long rests can only be taken in safe and comfortable places. ### Short Short Rests Short rests are only 5 minutes, but they are limited to two per long rest. \pagebreak ### Relaxing Hobbies Downtime activities, such as crafting or carousing, count as "light activity" for the purpose of not interrupting rests. ## Combat ### Action Options Climb Onto Bigger Creature, Disarm, Overrun, Shove Aside, Tumble Pg. 271-272 of DMG #### Climb onto a Bigger Creature When you want to climb onto a larger creature, you can make a grapple check against a creature at least one size larger than yourself. If you win the contest, you move into into the target creature’s space and cling to its body. While in the target’s space, you move with the target and have advantage on attack rolls against it. You can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack you depends on the smaller creature’s location, and is left to the DM's discretion. The larger creature can dislodge you as an action—knocking you off, scraping you against a wall, or grabbing and throwing you—by making a Strength (Athletics) check contested by your Strength (Athletics) or Dexterity (Acrobatics) check. ### Hitting Cover Pg. 272 of DMG ### Powerful Build Creatures with the **Powerful Build** feature count as one size larger for the purposes of grappling/shoving other creatures.