Background benefits: Because the background benefits listed in the PHB are mostly useless in Silanya, we instead create small unique background benefits that are relevant. The standard benefit is something like advantage on history checks to know about the old empire, but some players have much more significant background traits, such as being vulnerable to iron weapons, but gaining the ability to hunt a specific target for +4 to hit, +d6 damage.
Downtime – healing from injuries, research, crafting, journeys beyond the wall
Time – time passes between expeditions in Silanya at approx. the same rate as it passes in the real world
Weather The weather rules are a bit messy right now.
Inspiration rerolls – once per expedition, you may reroll a single check, attack or save if you can provide a compelling backstory or character reason why your character really should have succeeded at that.
Called Shots: attackers can declare that they are trying to hit a specific part of their enemy’s body. This increases their foe’s AC, but a hit has some additional beneficial effect. The beneficial effect is greater if an enemy is bloodied (below 1/2 health).
Signature Spells are obtained when a spell caster gains 3rd level spells. They get 2 at that level, and 1 per level of spell gained afterwards. Scrolls and magic books can also provide players with additional signature spells. Casters have a maximum number of signature spells equal to 2x proficiency mod.
Weapon Specializations are gained when a character obtains either 3d6 sneak attack damage, or the “extra attack” feature. 2 are gained at that level, and an additional 1/level thereafter. The maximum number of weapon specializations is 2x proficiency bonus. Characters can potentially learn weapon specializations in other ways as well, possibly from a training manual or an NPC teacher.
Ritual components – casting a spell as a ritual consumes a set of ritual components, which cost 5 gp and weight 1/2 lb.
Horses: Optional rules for making your horse more distinctive.
Carry weight – unencumbered up to 10*str score lbs, can carry more than that with penalties (what penalties?)
UA ranger replaces standard ranger.
Circle of the Moon: Wildshape works as normal for any shape that a circle of the land druid of the same level could use – the use of wildshape is regained on a short rest. However, when a druid uses a “combat wildshape” which is one stronger than a land druid could enter, that use of wild shape is spent until the druid takes a long rest.
Stealth – stealth is determined for groups by rolling individually and then combining it into a group stealth score. Base stealth for a group is the 3rd lowest roll. Adjust +2 for every other roll over 20 or -2 for every roll under under 5.
Perception (when to use active vs passive): Players will generally get an active perception roll when there are enemies trying to sneak up on them because they are on a short expedition outside the wall, and are constantly on high alert. This might change if the players are outside the wall consistently and lack significant downtime behind the wall. Monsters will generally rely on passive perception, except that a group of humanoids will usually have a couple of scouts / lookouts (1-4 depending on group size/situation) who will make active perception checks, and individual monsters will make active perception checks when hunting, actively hiding, etc.
Fumble rules – Fumble happens on 1. Roll d20, on 1-5 bad thing happens to you, on 16-20 bad thing happens to friendly.
Reduce those values by 1 (to 1-4 and 17-20) at level 3, 2 at level 5, and 3 and level 10.
- Colour Spray Round up to affect the next creature.
- Heroism Temp. HP stack each round.
- Pass Without Trace is +5 to Stealth.
- Find Traps Players’ intuition about the type of trap takes the form of a minor vision that gives a clue about the trap’s functioning. (Examples – you feel the floor dropping out from under you (for a pit trap), or you hear a click beneath your feet and see a volley of darts fly towards you (for a pressure plate triggered dart trap))
Massive damage gets a con save, DC = 10 + [damage past -HP]
Early Firearms do not currently exist in the world to anyone’s knowledge. They are here because they are a rule I wanted to keep track of.