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- # Skeggs DnD
- # ~Fabric of the Weave~
- ## Allowed Sources
- * The following sources under 5e.tools:
- * `Guildmasters' Guide to Ravinca`, `Mythic Odyssey of Theros`, `Player's Handbook`, `Sword Coast Adventuerer's Guide`, `Tasha's Cauldron of Everything`, `Xanathar's Guide to Everything`, `Dungeon Master's Guide`.
- * Despite `Eberron: Rising from the Last War` not making the cut, the [Artificer](https://5e.tools/classes.html#artificer_erlw) class is still available.
- * Unearthed Arcana (UA) material is available, *except* for anything relating to Psionics.
- * NO PSIONICS!!!!11
- ## Various Rules
- * From the [Action Options](https://5e.tools/variantrules.html#action%20options_dmg) on p227 of the DMG, we are including the following as written in the DMG: `Climb onto a Bigger Creature`, `Disarm`, `Overrun`, `Shove Aside`, and `Tumble`.
- * `Mark` is not available.
- * When [Resting](https://5e.tools/quickreference.html#bookref-quick,2,resting), the first hour of a `Long Rest` counts as a `Short Rest`.
- * [Flanking](https://5e.tools/variantrules.html#flanking_dmg) is in play, but instead of advantage, it gives +2 to attack rolls, or +1 for each additional flanker after the first.
- * `Large` size and bigger creatures cap out at +2 to attack rolls.
- * To help a party member on an [ability check](https://5e.tools/quickreference.html#bookref-quick,2,ability%20checks) or [skill check](https://5e.tools/tables.html#skills_phb), you need proficiency in that ability/skill.
- * I will sometimes supersede this rule. If you don't have proficiency, expect things like "you help and give +1 to the roll" instead of advantage.
- * When used out of battle, potions give their maximum HP roll. In battle, roll for HP like normal.
- * For example, if you use a [Potion of Healing](https://5e.tools/items.html#potion%20of%20healing_dmg) outside of battle, it will always give you 2d4+2 = 10HP. In battle, you roll the 2d4+4.
- * Creatures with the `Darkvision` trait can see as if it were bright light within 5ft of them, even in darkness.
- * Familiars share their owner's initiative roll, and either act before or after their owner (owner decides on the first turn of the encounter).
- * During a long rest, the party as a group can vote to give a character [inspiration](https://5e.tools/variantrules.html#inspiration_phb). There's a cooldown of 1 battle on this voting process. This should be awarded to whoever you think either RP'd their character particularly well, did something creative (whether in battle or otherwise), or just overall showed a great performance (landing a million crits/carrying a battle). Thank you DM-neph for this rule.
- * A new weapon called `Splitting Axe`, which is a simple, mechnically identical rekin of the [Scimitar](https://5e.tools/items.html#scimitar_phb).
- * Weapons with the `Thrown` property ([daggers](https://5e.tools/items.html#dagger_phb), [handaxes](https://5e.tools/items.html#handaxe_phb), [spears](https://5e.tools/items.html#spear_phb), etc) count as a `Ranged Weapon` when being thrown.
- * On your turn, or out of combat, you can use Actions and Bonus Actions to respond to triggered trap actions, such as falling. Falling doesn't necessarily resolve instantly. But if you fall on a combat turn other than your own, you must use a Reaction like normal.
- * Enemies might target unconscious allies. Be aware of it.
- ## Travel
- * Our world map of Faerun is available [HERE](./img/faerun-fotw-map.jpg).
- * One hex is 10 miles.
- * I'll be doing custom travel speeds for this world map. This isn't accurate to the DMG or PHB in terms of scale OR speed, but it's done for simplicity... and I like the world feeling a little more close together and travelable.
- * Going along a path is faster than going off the trail.
- * You will get a random encounter roll every 2 hours of travel.
- ### Speeds
- * Slow: Walking with some type of major encumberment
- * Normal: Walking on foot normally, average horses with a caravan
- * Fast: Average horses pulling no caravan, thoroughbred horses with a caravan
- * Very Fast: Thoroughbred horses with no caravan
- * There might be even faster speeds, such as XTREME FAST, but these are the basics.
- | Speed class | On road | 2hr Dist. | Off Road | 2hr Dist. |
- |-------------|---------|-----------|----------|-----------|
- | Slow | 2.5mph | 0.5 Hex | 1.25mph | 0.25 Hex |
- | Normal | 5mph | 1 Hex | 2.5mph | 0.5 Hex |
- | Fast | 7.5mph | 1.5 Hex | 5mph | 1 Hex |
- | Very Fast | 10mph | 2 Hex | 7.5mph | 1.5 Hex |
- ## Backpack upgrades (Quick pouches & Extra-Dimensional Space)
- * For a fee, magic shops can upgrade a [Backpack](https://5e.tools/items.html#backpack_phb) to include quick pouches and carry more items. See the table at the bottom of this section for prices.
- * For each upgrade level, the backup adds extra-dimensional space. Items in this space are not counted against your carrying capacity weight limit.
- * In addition to the extra-dimensional space, you gain quick pouches when upgrading. An item in a quick pouch can be used as a bonus action.
- * You can insert or swap items in a quick pouch during a short or long rest.
- * Items in quick pouches still count towards the weight of the backpack.
- * Quick pouches **CAN** hold the following types of items:
- * Items that fall under the [Use an Object](https://5e.tools/actions.html#use%20an%20object_phb) action.
- * Notably this excludes Magic items.
- * All Potions, Poisons, and Explosives, even if magical.
- * General alchemy items or items in flasks/vials, e.g. <a href="https://5e.tools/items.html#oil%20(flask)_phb">Oil (flask)</a> or <a href="https://5e.tools/items.html#acid%20(vial)_phb">Acid (Vial)</a>.
- * General small items like a stone or gem, a handful of [Ball Bearings](https://5e.tools/items.html#ball%20bearing_phb), or even a single bead from a [Necklace of Fireballs](https://5e.tools/items.html#necklace%20of%20fireballs_dmg).
- * If in doubt, ask.
- * Quick pouches **CANNOT** hold the following types of items:
- * Scrolls.
- * Throwing weapons.
- * If you have multiple Backpacks, only quick pouches & extra-dimensional space from the highest upgraded backpack are available.
- ### Quick pouch costs
- | Backpack Quick Pouches | Space | Cost|
- |------------------------|-----------------|-----|
- | Backpack +1 |+50lbs | 100gp |
- | Backpack +2 |+100lbs | 500gp |
- | Backpack +3 |+150lbs | 5,000gp |
- | Backpack +4 |+200lbs | 20,000gp |
- | Backpack +5 |+300lbs| 35,000gp |
- ## Fast Hands Rogue
- * Quick pouches make the Thief subclass' [Fast Hands](https://5e.tools/classes.html#rogue_phb,state:feature=s2-0~sub-thief-phb=b1) feature much less interesting. Therefore, Fast Hands will be house ruled as the following:
- * Starting at 3rd level, you can use the bonus action granted by your Cunning Action **or your Reaction** to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
- Shields
- ---------------------
- * Because the 5e base shields are very underwhelming, we will house rule shields. Thank you DM-neph for most of these rules.
- * Bucklers: +1 AC
- * Shields: +2 AC, -2 to Dexterity ability checks while drawn.
- * This Dexterity penalty can be nullified if you have the [Shield Master](https://5e.tools/feats.html#shield%20master_phb) feat, the [Shield Training (UA)](https://5e.tools/feats.html#shield%20training_ua2020feats) feat, or at least one of the following Fighting Styles: [Defense](https://5e.tools/optionalfeatures.html#defense_phb), [Interception](https://5e.tools/optionalfeatures.html#interception_uaclassfeaturevariants), or [Protection](https://5e.tools/optionalfeatures.html#protection_phb).
- * Tower shields: +3 AC, disadvantage on all Dexterity ability checks while equipped, and requires the [Shield Master](https://5e.tools/feats.html#shield%20master_phb) or [Shield Training (UA)](https://5e.tools/feats.html#shield%20training_ua2020feats) feat to equip.
- * As a reaction, you can raise your shield up as a wall until the start of your next turn, giving yourself one of the following benefits:
- * Advantage on spells that require dexterity saving throws, or
- * Force disadvantage on any ranged attack rolls made against you.
- ### Shield Master & Shield Training (UA) Feats
- * The [Shield Master](https://5e.tools/feats.html#shield%20master_phb) and [Shield Training (UA)](https://5e.tools/feats.html#shield%20training_ua2020feats) feats will be expanded upon to accommodate some of these changes, and allow melee attacks with shields. The following bullet points are added to the feat:
- * You gain the ability to equip Tower Shields.
- * You gain a proficient melee attack action with shields, with 5ft range. Their damage values are as follows:
- * Buckers: 1d4
- * Shields: 1d4
- * Tower Shields: 1d4
- * When you have a Buckler or Shield equipped, you suffer no Dexterity ability check penalties.
- * *Shield Master only*: You may equip two shields at a time.
- ## Meteor Swarm
- * [Meteor Swarm](https://5e.tools/spells.html#meteor%20swarm_phb) will allow for stacking of meteor damage. See below for the full new text.
- * ```
- Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
- A creature in the area of more than one fiery burst must make an additional Dexterity saving throw for each meteor. A creature takes 10d6 fire damage and 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
- The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
- ```
- ## Healing Spells
- * Healing spells that specify they have "no effect on undead" will instead deal damage to undead.
- * If the spell is a single-target spell (e.g. [Healing Word](https://5e.tools/spells.html#healing%20word_phb), [Cure Wounds](https://5e.tools/spells.html#cure%20wounds_phb)) then it is ruled like so:
- * The target must succeed on a Constitution saving throw or take X healing damage.
- * If the spell is an AoE spell (e.g. [Mass Heal](https://5e.tools/spells.html#mass%20heal_phb)), then it is ruled as follows:
- * Each undead creature in a range of the spell must make a Constitution saving throw. A target takes X healing damage on a failed save, or half as much damage on a successful one.
- ## Scrolls
- * The rules surrounding using <a href="https://5e.tools/items.html#spell%20scroll%20(1st%20level)_dmg">Spell Scrolls</a> are too restrictive for my liking, so these rules aim to change that. Thank you DM-neph for most of these rules.
- * If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. This is unchanged. The following rules cover cases to cast a scroll if you do not have the spell on your class's spell list.
- * Spell scrolls are divided into three groups: Arcane, Nature, and Divine.
- * Warlock, Wizard, Sorcerer, and Bard spells can be used with proficiency in `Arcane`.
- * Druid and Ranger spells can be used with proficiency in `Nature`.
- * Cleric and Paladin spells can be used with proficiency in `Religion`.
- * You only need to make a DC check if the spell is 3 levels higher than what you can currently cast naturally for that spell type.
- * This implies that even non-spellcasters with the correct proficiency can cast up to level 2 spell scrolls with no DC check.
- * We will use the [Scroll Mishaps](https://5e.tools/variantrules.html#scroll%20mishaps_dmg) variant rule, but on a custom table.
- ## Magic Item Drops
- * Magic items won't be found in regular shops and will be quite uncommon even in major cities. Most magic items come from out in the world.
- * This excludes potions, of which there will be plenty.
- * Whenever a boss is defeated, they will drop their normal drops, plus a random magic item. I'll use my own universal magic item drop table and roll a 1d100 to determine the drop.
- * You can be attuned to 3 magic items at a time, but this ***might*** be increased later in the campaign.
- * There will be custom magic items.
- * Magic item crafting will be possible but ***very*** difficult, and won't come up until mid-range levels. Each player can probably expect to craft 1 magic item by level 17, if they actually try for it.
- * The rules for magic item crafting will come later, but expect some disgaea item-world style chained battles. I can do this with subgroups of the players if they just want to do a series of challenging battles. But again, this will not open up until later in the campaign.
- ## Random Encounters
- * I will roll a d12 once for every short rest, and once for every long rest. Because a long rest also includes a short rest, this means you will get two random encounter rolls per long rest. On an 11 or 12, you will get a random encounter.
- * The area you are in and the number rolled determines the encounter.
- * 11s are normal encounters, 12s are deadly bosses.
- * I will also roll a random encounter during overworld travels. This is dependent entirely on the distance you are traveling and your traveling method, but you can expect a few rolls for most long treks.
- * Random encounters will sometimes not give EXP. EXP will probably decrease if you guys are getting a lot of random encounters in a short amount of time. I'll decide this at my own discretion, but I might tell you guys beforehand.
- * This rule is to maintain campaign balance (I can figure out what levels you guys will be easier), and to prevent exp farming (you will go through large portions of the campaign without a time crunch, meaning chaining rests is viable). Most random encounters will try to give at least semi-decent drops to balance this out a little.
- * Random encounters are only rolled when you rest outside of a safe area.
- * Cities are usually safe areas.
- * Wilderness and dungeons are usually not safe areas.
- ## NPCs
- * I have PTSD from previous campaigns and having lots of NPCs in party, so NPC presence will be limited in this campaign.
- * At all times, you can only have **one NPC battle ready**, even in situations where this doesn't make sense. For example, if Aria and Henda are both partying with you, they may both be present for non-RP sections of the game, but in battle, the party will choose only 1 to assist them, and the other will not participate.
- * The party can choose the "battle ready" NPC during a long rest.
- * This may cause some strange situations, like if the party wipes, for example... but we are just going to work through them. You shouldn't have 2+ combat able NPCs with you very often anyways. I really don't want to ever control more than 1 character in the party.
- ## Homebrew Player Traits
- * I won't list ALL of the custom traits from player characters, since some stuff is intentionally supposed to be hidden from other players, or should at least be a bit of a surprise. But below I will put some of the more important *gameplay* changes so that we feel the playing field is fair and everyone is aware of mechanical changes.
- ### Custom Ring: Zachary's Ring
- * Aeris wants a doggo. So, we will give her one at the cost of a feat. This feat is only available to her.
- <img src="/img/stephens_ring.jpg" width="500">
- ### Custom Cantrip: Flaming Grasp
- * Friere has the following custom cantrip:
- <img src="/img/flaming_grasp.jpg" width="500">
- ### Custom Rune Knight Feature: Runic Might
- * At 3rd level, this feature will replace [Rune Knight's](https://5e.tools/classes.html#fighter_phb,state:isviewactivesccomp=b1~sub-rune-knight-ua-uafrr=b1) `Giant Might` for Neph.
- ```
- You can imbue yourself with the might of runic scholars. As a bonus action, you
- magically gain the following benefits, which last for 1 minute:
- * You emit magical light in 30-foot radius and dim light for an additional 20 feet. The light can be colored as you like.
- * You have advantage on Strength checks and Strength saving throws.
- * Your weapon attacks deal an extra 1d6 damage.
- You can use this feature twice, and you regain all expended uses of it when you finish a long rest.
- ```
- ### Custom Ruling: Nephe's Pet
- * Neph asked for the following: I'd like my pet to follow more along the lines of the new tasha ranger primal companion rule."
- * The ruling in question is:
- ```
- In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
- ```
- * I have allowed Nephe's pet to behave in this manner, so effectively he can control it by expending his bonus action, or else it's auto-dodging.
- ## Custom Ruling: Beast Conclave
- *
- ## Custom Ruling: Fade Away
- * The feat [Fade Away](https://5e.tools/feats.html#fade%20away_xge), is available to you if you are a ninja of the Fuuma clan.
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