The World of Andoria
The following are rules that will alter, change, or add to the game. These rules replace rules listed in the PHB. Some of these are taken from options in the DMG, and some I made up myself to better fit the type of games I like to run. If you have any questions about these rules, please let me know.
A short rest requires 30 minutes of non-physical activity. All other rules concerning short rests follows the normal rules in the Phb. Long rests require 8 hours as per the normal rules in the PHB. Also, after a Long Rest you regain all lost Hit Points and all spent Hit Dice.
FIRING INTO MELEE
When a character fires into melee they receive Disadvantage.
We will not be using the rules or cost for silver weapons listed in the Phb on page 148. Instead use the rules and cost for Alchemical Silver special material.
Fey creatures have Resistance against Bludgeoning, Slashing and Piercing damage, unless the weapon is made of cold Iron. Some very powerful Fey creatures may be Immune to Bludgeoning, Slashing and Piercing damage, unless the weapon is made of cold Iron. Magic weapons do not bypass this Resistance or immunity, unless the magic weapon also counts as Cold Iron.
HEALING KIT DEPENDENCY
A character cannot spend any Hit Dice after finishing a short rest until someone expends one use of a healer’s kit. Also, a character does not regain full Hit Points at the end of a Long rest unless someone expends one use of a healer’s kit, but they still regain all spent Hit Dice.
NEW ACTION OPTIONS
A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The Target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
When a creature tries to move through a hostile creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature’s Strength (Athletics) check. The creature attempting the overrun has advantage on the check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature’s space once this turn.
With this option, a creature uses the special shove attack from the Player’s Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.
A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn.
Flanking gives advantage on attack rolls against a common enemy. A creature can’t flank an enemy that it can’t see. A creature also can’t flank while it is incapacitated.
WILD SHAPE FORMS
Known Beast Shapes
When you gain the Wild Shape feature at 2nd level, you are deeply familiar with three beasts of your choice and can transform into them.
To choose the three beast shapes, you first need to determine whether your druid grew up in a temperate or a tropical region, consulting with your DM. Then refer to the Common Beast Shapes table that corresponds to the region you selected. That table lists the beasts you can choose from, based on your druid level. The table presents the animals that a druid is most likely to have seen as a novice, to have learned about through mystic research, or to have a special affinity with.
Each time you gain a druid level later, you can choose one more beast shape from the same table you used at 2nd level.
Common Beast Shapes – Temperate
*A member of the Circle of the Moon can choose this beast at 2nd level.
Common Beast Shapes – Tropical
*A member of the Circle of the Moon can choose this beast at 2nd level.
Gaining Extra Beast Shapes
In addition to the beast shapes you gain for free when you level up, you can acquire new shapes on your adventures. Do you see a dinosaur, a saber-toothed tiger, a giant eagle, or some other exotic critter that you want to turn into? This rule gives you a method for learning how to do so. It requires you to abide by the limitations in the Wild Shape feature (see the Beast Shapes table in the Player’s Handbook, page 66). When you see a beast whose shape you’d like to learn, you have two options:
Observation. You learn the beast’s shape after observing its behavior for at least 1 hour and succeeding on an Intelligence (Nature) check with a DC equal to 10 + the beast’s challenge rating. For this observation period, your vantage point—whether physical or magical— must be within 150 feet of the beast. If you previously spent at least 1 hour reading a scholarly work about the creature, you have advantage on the check.
Interaction. You learn the beast’s shape after interacting with it peacefully for 10 minutes and succeeding on a Wisdom (Animal Handling) check with a DC equal to 10 + the beast’s challenge rating. For this interaction period, you must be within 15 feet of the beast, and if you spend at least a minute petting it, you have advantage on the check.
Either of these options can be assisted by magic. For example, divination magic can be used to provide safe observation of a dangerous animal, and a spell like animal friendship can lay the groundwork for peaceful interaction.
THE FADING SPIRIT – RESURRECTION RULES
Character death can often prove to become a minor inconvenience in some campaigns once the adventuring party reaches a certain level, with spells being available to return fallen comrades from the afterlife with temporary setbacks, robbing a small element of danger, and threat to future conflicts and challenges within the story.
In order to retain the threat of death in the campaign, we will be using the following rules.
If a character is dead, and a resurrection is attempted by a spell or spell effect with longer than a 1 action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via a Contribution Skill Check. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be.
For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is.
After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 2 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1.
Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost.
Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the True Resurrection or Wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual. Although character returned this way count as having a resurrection for future Resurrection Challenges.
If a spell with a casting time of 1 action is used to attempt to restore life (via the Revivify spell or similar effects), no contribution skill checks are allowed. The character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 2 for each previous successful resurrection the character has undergone. On a failure, the character’s soul is not lost, but the resurrection fails and increases any future Resurrection checks’ DC by 2. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted.
RETRIEVING / DRINKING POTIONS
Pulling out and drinking a Potion yourself takes a bonus action. Feeding a potion to an unconscious or helpless ally takes an action.
The Intimidating Presence Barbarian Ability is based on Strength and not Charisma.
Inspiration work as it appears in the Player’s Handbook page 125, with the following exception:
Instead of granting advantage, Inspiration will be given out as a die to roll and add to the check of the player’s choice. This die could be a d6 or d10 depending on which the DM believes is appropriate.
Return to Main Page