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# Phandelver Campaign Rules
Unless otherwise stated, RAW is followed as closely as possible. ## Character Creation ### Races Player's Handbook races. Fizban's Dragonborn. Mordenkainen's Monsters of the Multiverse races: - Deep Gnome - Duergar - Goliath - Orc (can be flavored as Half-Orc) Races from the PHB will have their ASI bonuses changed to match the Monsters of the Multiverse versions (I.e. +2, +1 or +1, +1, +1) All races from the PHB have their base speed increased to 30. No race has Sunlight Sensitivity. If a feature grants the ability to cast a spell, you can choose your spellcasting ability modifier with it and can cast it using your other spell slots. ### Available Content - Player's Handbook - Xanathar's Guide to Everything - Tasha's Cauldron of Everything - Bigby Presents: Glory of the Giants - Fizban's Treasury of Dragons - Van Richten's Guide to Ravenloft - Icewind Dale: Rime of the Frostmaiden (for the spell *Frost Fingers*) Everything else is case-by-case basis. If there is something specific you want, such as a background, subclass, or spell, run it by the DM. ### Background Feat Replaced With Starting Feat Rather than a background feat such as "Shelter of the Faithful" or "Wanderer," players will be able to choose from a list of starter feats.
- Actor - Artificer Initiate - Athlete - Chef - Dungeon Delver - Elemental Adept - Gunner - Healer - Linguist \columnbreak - Magic Initiate - Martial Adept - Poisoner - Ritual Caster - Skill Expert - Skilled - Tavern Brawler - Tough - Weapon Master
Feats taken this way do not provide an ASI. ## Gameplay ### Variant Encumbrance Pg. 176 of PHB
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### Magic Backpacks and Quivers As long as you have the encumbrance for it, one backpack, quiver, etc. will carry everything that you can. ### Diagonals Pg. 252 of DMG ### Level Advancement without XP Pg. 261 of DMG ### Spell Point Variant for Sorcerers (This is optional.) See Pg. 287-288 of DMG ### Renaissance Firearms & Explosives The Pistol, Musket, Bombs, and Gunpowder, are available to players. (Chapter 9 of the DMG) ### Group Checks and Helping Whenever someone attempts an ability check and someone wants to help, the helper must have proficiency in that skill or tool to grant them advantage on that check. Additionally, the Help action has to be reasonable. 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 ### Spell Scrolls Anyone can attempt to use any spell scroll, but if the spell is not on your class spell list, you must make an Arcana check equal to 10 plus the spell's level. For RAW, see Pg. 200 of DMG ### More Difficult Identification Pg. 136 of DMG ### Mixing Potions & Scroll Mishaps Pg. 140 of DMG ### Powerful Build Creatures with the **Powerful Build** feature count as one size larger for the purposes of grappling/shoving other creatures. ### Owlbear Whisperer You can target a monstrosity with spell that would otherwise only target a beast, provided the creature's Intelligence score is 3 or lower. ## Combat ### Hitting Cover Pg. 272 of DMG ### Action Options Climb Onto Bigger Creature,* Disarm, Overrun, Shove Aside, Tumble Pg. 271-272 of DMG \* see below for a more streamlined "Climb Onto Bigger Creature" option
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#### 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 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) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. ## Resting ### Shorter Short Rests Short rests are only 10 minutes, but are limited to two per long rest, and any spell or class feature with a duration of 1 hour or less ends when you finish the short rest.