Permanent / Temporary Injures
→ drop table
→ injury table
: 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).
: – 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 at level 10.
: CON save to survive, DC = 10 * [damage past -max HP]
: When attacking with an AoE, make a check to see how many enemies you can catch at once (you might be able to get more by hitting allies too). For spells this is an Arcana check, for other abilities it might be something else. If you make this check, you are committing to the attack action. (No “Oh if it’s not worth it I do something else”.)
: You can attempt to move an extra 5 or 10 feet on your move with a successful Athletics check, however this might backfire if you roll low.
: [we really need to nail down the rules for this. Like, seriously.]
: non-player creatures that drop to 0 hit points die at the end of the round in which they dropped. However, players may choose use their reaction to attempt to save them before they die. This forfeits that player’s next turn.
→ : New character rolls must be witnessed by at least 2 players or 1 DM. Characters stats are 7 × 3d6 straight down, drop one. You start with no equipment except for your main weapon and/or a spellcasting focus. You start with 5d4+6 wealth.
→ Only PHB material is allowed by default, but you can ask James for permission to use material from anywhere, including home brew.
→ Variant humans and custom backgrounds are allowed (you don’t have to ask).
→ The Lucky feat is not allowed.
→ PHB Ranger is replaced with Unearthed Arcana revised 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.
→ Background benefits: the background feature listed in the PHB does not apply, but you get to create a unique custom background benefit. The most typical background benefit is “advantage on [type of check] when [specific circumstances]”, but they can get significantly more intricate than that.
→ 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))
: Arcana check, DC 15+2*spell level. Can be Inspired and Helped. You get one attempt spell/level. Cost and time same as default (cost: 50 gp * level of spell, time: 2 hours * level of spell).
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.
: Some permanent injuries can be mitigated with tools or training (e.g. Sovan regained some lost Dex by getting a high quality prosthetic leg, Benna regained some lost Cha by learning sign language)
– unencumbered up to 10+str score lbs, can carry more than that with penalties (what penalties?)
: 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.
(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.
Weather The weather rules are a bit messy right now.
– 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.
: casting a spell as a ritual consumes a set of ritual components, which cost 5 gp and weight 1/2 lb.
: [I don’t remember what these rules actually are, someone else fill this in]
Downtime – healing from injuries, research, crafting, journeys beyond the wall
→ Training: learning a language requires someone to teach you and take 15 points for basic communication and 30 points for full fluency. It might be possible to train tool or weapon proficiencies. It is not possible to train new skill proficiencies.
Time – time passes between expeditions in Silanya at approx. the same rate as it passes in the real world
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.