Dusken Glade House Rules

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Unearthed Arcana: Class Features

This campaign uses the following suggested variant rules for class abilities from the Unearthed Arcana: Class Features PDF.

  • Proficiency Versatility: All Characters. When a character gains an Ability Score Improvement, they may switch out one skill proficiency for another skill proficiency offered by the class at 1st level.
  • Barbarian:
    • At 2nd level, may use Survival Instincts in place of Danger Sense.
    • At 5th level, may use Instinctive Pounce instead of Fast Movement.
  • Bard:
    • Add Bard Spells to spell list.
    • Add Magical Inspiration to Bardic Inspiration.
    • Add Spell Versatility to Spellcasting.
  • Cleric:
    • Add Cleric Spells to spell list.
    • At 2nd level, add Channel Divinity: Harness Divine Power to Channel Divinity.
    • At 8th level, replace Divine Strike or Potent Spellcasting with Blessed Strikes.
  • Druid:
    • Add Druid Spells to spell list.
    • At 2nd level, may use Wild Companion instead of Wild Shape.
  • Fighter:
    • May select Fighting Styles from new styles, including "Superior Technique."
    • Add Maneuver Versatility and Maneuver Options to Maneuvers.
  • Monk:
    • May use Monk Weapons instead of weapons in Martial Arts.
    • At 2nd level, add Ki-Fueled Strike and Ki Features to Ki.
  • Paladin:
    • At 2nd level, may select Fighting Styles from new styles, including "Blessed Warrior."
    • At 2nd level, add Paladin Spells to spell list.
    • At 3rd level, add Channel Divinity: Harness Divine Power to Channel Divinity.
  • Ranger:
    • May use Deft Explorer instead of Natural Explorer.
    • May use Favored Foe instead of Favored Enemy.
    • At 2nd level, may select Fighting Styles from new styles, including Druidic Warrior."
    • At 2nd level, add Ranger Spells" to spell list.
    • At 2nd level, add Spell Versatility and Spellcasting Focus to Spellcasting.
    • At 3rd level, may use Primal Awareness instead of Primeval Awareness.
    • At 10th level, may use Fade Away instead of Hide in Plain Sight.
    • Beast Master: At 3rd level, add Ranger Companion Options to Ranger's Companion.
  • Rogue
    • At 2nd level, add Cunning Action: Aim to Cunning Action.
  • Sorcerer
    • Add Sorcerer Spells to spell list.
    • Add Spell Versatility to Spellcasting
    • At 2nd level, add Font of Magic Options to Font of Magic.
    • At 3rd level, may select metamagic from Metamagic Options.
    • Warlock
    • Add Warlock Spells to spell list.
    • Add Spell Versatility to Pact Magic.
    • At 2nd level, may select eldritch invocations from Eldritch Invocation Options.
    • At 3rd level, may select Pact Boon Option: Pact of the Talisman.
  • Wizard
    • Add Wizard Spells to spell list.

Actions

Ready (Action)

  • When you Ready an action, in addition to declaring a specific action and what triggers it, you may also declare how much movement you are allocating to accomplishing that Action.
  • Normal: When you Ready an action, you declare only that action, but no movement as part of it.

Sneak Attack

  • You can perform a Sneak Attack (Rogue ability) with a Finesse, Light, or ranged weapon.
  • Normal: Sneak Attacks can normally only be performed with Finesse or ranged weapons.

Falling Tumble

  • When a character falls 30 ft or less, they may make a Dexterity (Acrobatics) check, DC of (total feet fallen - 10).
  • If successful, reduce the total distance fallen by 10 feet for the purpose of calculating falling damage.

Exploits

  • This campaign will be using Exploits, from the "Martial Exploits" PDF available from the DM's Guild.
  • Exploits are taught by mentors, who know a handful of Exploits.
  • Each rank of Exploit has a minimum proficiency bonus required for a character to learn them.
  • A character must have more Exploits of a lower rank than they have of higher ranks.
Rank Prof Req Time to Learn Cost to Learn
1 +2 1 tenday 50 gp
2 +3 2 tendays 200 gp
3 +4 10 tendays 2000 gp
4 +5 25 tendays 20,000 gp
5 +6 50 tendays 100,000 gp

Milestone Experience

Milestones Level
0 1st
1 2nd
3 3rd
6 4th
10 5th
15 6th
21 7th
28 8th
36 9th
45 10th
55 11th
66 12th
78 13th
101 14th
115 15th
130 16th
146 17th
163 18th
181 19th
200 20th

Because this campaign will have the possibility of player characters going out of their way to seek out additional tasks, rather than depend on the old stand by of "level every couple of game sessions", I am implementing this Milestone Experience system. Milestones are earned as a group.

Milestone Rewards

  • Discoveries: .5 Milestone. Unlocking and discovering key pieces of information pertinent to the campaign can reward milestones. These pieces of information are never simple to find, and may be the result of chasing down a chain of clues or trail of other discoveries. Those who pay attention to the revelations in the game will have an easier time of accomplishing this.
  • Accomplishing Goals: 1 to 2 Milestones. Accomplishing specific goals rewards the heroes with milestones toward level advancement as well. Standard missions and tasks usually have one of these, and complex ones may have several.
  • Defeating Key Adversaries: .5 to 1 Milestones. Defeating key adversaries results in the accrual of milestones as well. This defeat doesn't necessarily always have to be in combat; outmaneuvering them so they have no choice but to abandon plans, tricking or threatening them, and even allying with them can all result in the reward of these milestones.

Downtime Actions

Unless otherwise indicated, this campaign uses the Downtime Activities from Xanathar's Guide to Everything. This campaign explicitly uses Rivals, who will be created as part of character creation. See Dusken Glade Downtime Rules for more information.

Healing Rules

There are multiple ways for characters to gain the benefit of non-magical healing.

During Encounters

  • Healing Surge: As an action, you may spend a Hero point to roll a number of your Hit Dice (maximum equal to your Proficiency bonus), and add your Constitution bonus to each die result. You recover that many hit points.

Short Rest

  • Tending Wounds: There are two ways to end wounds by characters during a short rest.
    • Healer's Kit: You may use one use of a healer's kit to allow you to spend as many of your Hit Dice as you like to recover hit points. You may use this on yourself or on someone else. This constitutes both of your actions during the short rest.
    • Medicine Check: Alternately, another character may make a Wisdom (Medicine) check while working on you during the short rest. This is a DC 12 check, and constitutes both of your actions during the short rest. You may make a check for yourself, but this check is made at disadvantage.

Long Rest

  • Recuperating Strength: During a long rest, characters recover up to half of their Hit Dice.
  • Healing Rest: During a long rest, you may spend as many Hit Dice as you like in order to recover hit points. This comes about as a natural part of the long rest.

Lingering Injuries

Lingering-injuries-expanded.jpg
  • Anytime one of the following occurs, check for Lingering Injury, using this chart.
    • When a character takes a critical hit.
    • When a character drops to 0 hit points, but isn't killed outright.
    • When a character suffers a fall of 40' or more without any kind of mitigation.
  • Make a save based on the potential Lingering Injury; this is a Constitution save, DC 10 + the proficiency bonus of the attacker. Falls are at DC 10 + 1 per 10' beyond 40' fallen.

Hero Points

  • A character starts with 5 hero points at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character’s level.
  • Gain Advantage: A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw to make that check at advantage.
  • Gain a Reroll: On a failed roll, the player may spend a hero point to re-roll.
  • Healing Surge: As an action, you may spend a Hero point to roll a number of your Hit Dice (maximum equal to your Proficiency bonus), and add your Constitution bonus to each die result. You recover that many hit points.
  • Heroes can gain additional Hero Points through Social Traits.

Social Traits

  • Personality Traits: These are simply quirks and habits of the character. They do not gain Hero Points.
  • Bonds: These are the entities, places, and things that that character holds dear.
  • Ideals: These are the personal beliefs and philosophies that drive the character's decision making.
  • Flaws: These are the limitations, weaknesses, vices, and phobias that inhibit the character in some way.

Player-Generated Difficulties

  • When you roleplay your character's decision making with these in mind, you can gain additional Hero Points.
  • You must make a decision that is unwise, tactically unsound, or otherwise causes difficulties for you or the other PCs.
  • If this decision is motivated by one of your Social Traits, the DM may grant you an extra Hero Point.
    • Bonds can motivate decisions in order to preserve or assist your Bonds.
    • Ideals can motivate decisions as part of upholding that belief or philosophy.
    • Flaws can motivate decisions because of the character's limitations or weaknesses.
  • If you make such a choice, inform the DM of your doing so, and indicate which Social Trait you are motivated by.
  • If the DM agrees, they will award you 1 Hero Point. You may only gain 1 Hero Point in this way per encounter.

DM-Generated Difficulties

  • The DM may also choose to take advantage of your Social Traits in order to make the scene more difficult.
  • The effects of this may vary, but can include the triggering of traps, arrival of additional enemies, the infliction of disadvantage on a PC's roll or the addition of advantage to an NPC's roll.
  • When the DM does this, they will award you 1 Hero Point. You can only gain 1 Hero Point this way per encounter.

Magic Item Attunement

  • Characters can attune a number of magic items equal to their Proficiency Bonus +1.

Equipment

Add the following equipment and rules to characters.

Resting in Armor

Resting in medium or heavy armor is possible, but not comfortable. If you take a long rest in medium or heavy armor, the following rules apply:

  • You may only recover half the normal hit dice.
  • You may not roll any hit dice to recover hit points.
  • You do not recover any exhaustion levels.
  • Any Constitution saves made the next day are at +1 DC. This increases by +1 per subsequent night of sleep in armor.