# Classes ## Banned Subclasses - College of Eloquence (you can play this version: [Not found - D&D Beyond](https://www.dndbeyond.com/subclasses/2047217-college-of-eloquence-nerf) ) ### Allowed Third Party Classes Some third party classes are allowed including the Illrigger, [The Illrigger - Marketplace - D&D Beyond](https://www.dndbeyond.com/sources/dnd/tir/the-illrigger-revised) and the Blood Hunter. [The Blood Hunter Class for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond](https://www.dndbeyond.com/classes/357975-blood-hunter) ### ![[Pilot]] # Species You can play nearly any species. ## Dracon Here is the homebrew Dracon race for this campaign: [The Dracon Species for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond](https://www.dndbeyond.com/species/1803828-dracon) # Rest ## Short Rests In each 24 hour period your first short rest takes one hour. Subsequent rests takes 8 hours. ### Arduous Rally This involves one or more characters spending 15 minutes to rally their resolve in the face of coming peril, letting their adrenaline fuel the need to push on. A character who undertakes an arduous rally gains the benefit of a short rest, but any hit points restored by spending Hit Dice are halved. Moreover, the character gains one level of [exhaustion](https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Exhaustion). ## Long Rests A long rest takes 7 days of relatively harmless downtime. (If you are a martial class you can still strenuously train without it being considered combat that would break the rest.) Normally a Long Rest removes one level of exhaustion. If you spend the entire long rest recuperating, sacrificing any downtime activities, you may remove two levels of exhaustion. # Lifestyle Expenses [Player's Handbook - Sourcebooks - Marketplace - D&D Beyond](https://www.dndbeyond.com/sources/phb/equipment#LifestyleExpenses) | Lifestyle | Price/Day | | ------------ | ------------- | | Wretched | - | | Squalid | 1 sp | | Poor | 2 sp | | Modest | 1 gp | | Comfortable | 2 gp | | Wealthy | 4 gp | | Aristocratic | 10 gp minimum | # Downtime This campaign will have significantly more downtime than previous campaigns. There will be a variety of things you can do during this time, and you may want to look through the DMG [Dungeon Master’s Guide - Sourcebooks - Marketplace - D&D Beyond](https://www.dndbeyond.com/sources/dmg/between-adventures#DowntimeActivities) or Xanathar's [Xanathar's Guide to Everything - Sourcebooks - Marketplace - D&D Beyond](https://www.dndbeyond.com/sources/xgte/downtime-revisited#DowntimeActivities) for ideas, but I will summarize some of the mechanics below. ### Renown [2014 Dungeon Masters Guide - Marketplace - D&D Beyond](https://www.dndbeyond.com/sources/dnd/dmg-2014/a-world-of-your-own#Renown) Renown is a numerical value that starts at 0, then increases as a character earns favor and reputation within a particular organization. Benefits accrue as your renown grows, including ranks and titles within the organization and access to resources. A player tracks renown separately for each organization his or her character is a member of. For example, an adventurer might have 5 renown within one faction and 20 renown within another, based on the character’s interaction with each organization over the course of the campaign. #### Gaining Renown A character earns renown by completing missions or quests that serve an organization’s interests or involve the organization directly. Advancing an organization’s interests increases a character’s renown within that organization by 1. Completing a mission specifically assigned by that organization, or which directly benefits the organization, increases the character’s renown by 2 instead. For example, characters with connections to the noble Order of the Gauntlet complete a mission in which they free a town from the tyranny of a blue dragon. Because the order likes to punish evildoers, you might increase each character’s renown within the order by 1. Conversely, if killing the dragon was a mission given to the adventurers by a senior member of the order, completing the task might instead increase each character’s renown by 2, showing the adventurers as effective allies. Meanwhile, the party’s rogue might have looted a box of rare poisons from the dragon’s hoard and sold it to a fence who is secretly a Zhentarim agent. You might increase the rogue’s renown within the Zhentarim by 2 since this action directly increased that group’s power and wealth, even though the task was not assigned by an agent of the Zhentarim. #### Examples of Faction Ranks |Renown|Harpers|Order of the Gauntlet|Emerald Enclave|Lord’s Alliance|Zhentarim| |---|---|---|---|---|---| |1|Watcher|Chevall|Springwarden|Cloak|Fang| |3|Harpshadow|Marcheon|Summerstrider|Redknife|Wolf| |10|Brightcandle|Whitehawk|Autumnreaver|Stingblade|Viper| |25|Wise Owl|Vindicator|Winterstalker|Warduke|Ardragon| |50|High Harper|Righteous Hand|Master of the Wild|Lioncrown|Dread Lord| #### Benefits of Renown The benefits of increasing renown within an organization can include rank and authority, friendly attitudes from members of the organization, and other perks. **_Rank._** Characters can earn promotions as their renown increases. For example, a character might join the Lords’ Alliance after earning 1 renown within that organization, gaining the title of cloak. As the character’s renown within the organization increases, he or she might be eligible for further increases in rank. You can add rank prerequisites. For example, a character affiliated with the Lords’ Alliance might have to be at least 5th level before becoming a stingblade, at least 10th level to be a warduke, and at least 15th level to be a lioncrown. **_Attitudes of Organization Members._** As a character’s renown within an organization grows, members of that organization are increasingly likely to have heard of the character. You can set thresholds at which the default attitude of an organization’s members toward the character becomes indifferent or friendly. For example, members of the Emerald Enclave — a faction dedicated to preserving the natural order — might be less friendly toward characters who have not cultivated at least 3 renown within that organization, becoming friendly by default only when a character has gained 10 renown within the Emerald Enclave. These thresholds apply only to the default attitude of most members of an organization, and such attitudes aren’t automatic. NPC faction members might dislike an adventurer despite that character’s renown — or perhaps because of it. **_Perks._** Earning a rank within an organization comes with certain benefits, as defined by you. A character of low rank might gain access to a reliable contact and adventure leads, a safe house, or a trader willing to offer a discount on adventuring gear. A middle-ranked character might gain a follower, access to potions and scrolls, the ability to call in a favor, or backup on dangerous missions. A high-ranking character might be able to call on a small army, take custody of a rare magic item, gain access to a helpful spellcaster, or assign special missions to members of lower rank. **_Downtime Activities._** You might allow characters to spend downtime between adventures building relationships and gaining renown within an organization. For more information on downtime activities, see chapter 6, “[Between Adventures](https://www.dndbeyond.com/sources/dmg/between-adventures)”. #### Losing Renown Disagreements with members of an organization aren’t enough to cause a loss of renown within that organization. However, serious offenses committed against the organization or its members can result in a loss of renown and rank within the organization. The extent of the loss depends on the infraction and is left to your discretion. A character’s renown within an organization can never drop below 0. #### Piety With a few alterations, the renown system can also serve as a measure of a character’s link to the gods. It’s a great option for campaigns where the gods take active roles in the world. Using this approach, you track renown based on specific divine figures in your campaign. Each character has the option to select a patron deity or pantheon with goals, doctrine, and taboos that you have created. Any renown he or she earns is called piety. A character gains piety for honoring his or her gods, fulfilling their commands, and respecting their taboos. A character loses piety for working against those gods, dishonoring them, defiling their temples, and foiling their aims. The gods bestow favors on those who prove their devotion. With each rank of piety gained, a character can pray for divine favor once per day. This favor usually comes in the form of a cleric spell like [bless](https://www.dndbeyond.com/spells/2016-bless). The favor often comes with a sign of the divine benefactor; for example, a character dedicated to Thor might receive a spell accompanied by the boom of thunder. A high level of piety can also lead to a character gaining a more persistent benefit, in the form of a blessing or charm. ## Bastions We will be playing with the Bastion rules, with perhaps somewhat different 'costs' because of the difficulties of building on [[Rock of Bral]]. ### Current Facilities #### Basic Facilities Bedroom Dining Room Kitchen Storage #### Special Facilities - Smithy - Storehouse - Workshop ### Bastion Upgrades | Facility | Level | Increase in Upkeep | | -------------------- | ----- | ------------------ | | Arcane Study | 5 | 15 | | Archive | 13 | 30 | | Armory | 5 | 20 | | Barrack | 5 | 15 | | Demiplane | 17 | 10 | | Gaming Hall | 9 | 40 | | Garden | 5 | 10 | | Greenhouse | 9 | 20 | | Guildhall | 17 | 50 | | Laboratory | 9 | 30 | | Library | 5 | 20 | | Meditation Chamber | 13 | 10 | | Menagerie | 13 | 30 | | Observatory | 13 | 30 | | Pub | 13 | 0 | | Reliquary | 13 | 20 | | Sacristy | 9 | 20 | | Sanctuary | 5 | 20 | | Sanctum | 17 | 50 | | Scriptorium | 9 | 20 | | Stable | 9 | 20 | | Teleportation Circle | 9 | 10 | | Theater | 9 | 40 | | Training Area | 9 | 40 | | Trophy Room | 9 | 20 | | War Room | 17 | 100 | ## Crafting Magic Items To craft a magic item you will first need to find or invent a formula or instructions on how to craft the item. Generally enchanting will be limited to spellcasters, and it will be mostly limited to spell effects you can already create. Certain items might require to find specific components, or certain magical locations to finish the crafting. ### Crafting Magic Item General Difficulty and Cost [Xanathar's Guide to Everything - Sourcebooks - Marketplace - D&D Beyond](https://www.dndbeyond.com/sources/xgte/downtime-revisited#CraftinganItem) | Item Rarity | Workweeks* | Cost* | |-------------|------------|------------| | Common | 1 | 50 gp | | Uncommon | 2 | 200 gp | | Rare | 10 | 2,000 gp | | Very rare | 25 | 20,000 gp | | Legendary | 50 | 100,000 gp | You will also need to expend the appropriate spell slot each day you are crafting. If people work together on enchanting then they can accelerate crafting. ### Creating a Spell Scroll | Spell Level | Time | Cost | | ----------- | -------- | --------- | | Cantrip | 1 day | 15 gp | | 1st | 1 day | 25 gp | | 2nd | 3 days | 100 gp | | 3rd | 5 days | 150 gp | | 4th | 10 days | 1,000 gp | | 5th | 25 days | 1,500 gp | | 6th | 40 days | 10,000 gp | | 7th | 50 days | 12,500 gp | | 8th | 60 days | 15,000 gp | | 9th | 120 days | 50,000 gp | ### Creating a Potion of Healing | Type | Time | Cost | | ---------------- | ------- | ------ | | Healing | 1 day | 25 gp | | Greater healing | 2 days | 75 gp | | Superior healing | 5 days | 200 gp | | Supreme healing | 12 days | 600 gp | ### Crafting Nonmagical Items Requires proficiency in the appropriate tool and raw materials worth half the purchase cost. To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you need 5 days to make a Heavy Crossbow, which sells for 50 GP. ## Training Given enough free time and the services of an instructor, a character can learn a language or pick up proficiency with a tool. Resources. Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty doesn’t increase the time needed). Training costs 25 gp per workweek. # Heroic Sacrifice At any point while a PC is dying (at 0 HP and rolling death saving throws), the PC can chose to make a heroic sacrifice on their turn. Upon declaring this action, the PC pops up fully healed including fully restored spell slots and can take as many actions as they can on their turn. Once their turn is over, the PC dies and cannot be brought back to life. # Devil's Bargain At any point when a roll is made or about to be made, you may ask the DM for a Devil's Bargain, and the DM may grant it. If you accept the Bargain, the roll in question becomes a natural 1 or a natural 20 (whichever is to your advantage). At any point thereafter, the DM may use the Bargain to modify any roll concerning your character to a natural 1 or a natural 20. # Healing Surge As an action you can choose to roll up to half (minimum 1) of your hit dice and regain hit points. You regain half of what you roll on the dice, take one level of exhaustion, and are incapacitated until the end of your next turn. # Re-roll 1s on level-up When you level up you can re-roll 1s for health. # Death and Resurrection Based on: [Tal’Dorei Campaign Setting Reborn - Sourcebooks - Marketplace - D&D Beyond](https://www.dndbeyond.com/sources/tcsr/game-masters-toolkit#HarrowingReturn) ## Fading Spirits If magic is used to bring a character back from the dead (except for the [revivify](https://www.dndbeyond.com/spells/revivify) spell; see below), everyone present becomes part of a resurrection ritual. Up to three characters present for the ritual—typically members of the deceased’s adventuring party—can contribute to the ritual by attempting to call their ally’s spirit back. This could involve delivering a stirring speech, playing a song from their shared childhood, goading a rival back with a display of sword skills, confessing undying love for them, or anything else that the players or the GM consider emotionally stirring. ### Participating in the Ritual Each of the participating characters makes an ability check. A player can tell the GM what kind of check they want to make, but ultimately the GM decides what check is appropriate based on the character’s contribution to the ritual. The baseline DC of this check is 15, but the GM can raise or lower the DC (typically anywhere between 10 and 20) if the contribution seems particularly appropriate or particularly insincere. For example, praying to a fallen paladin’s god for mercy might require a participant to make a DC 10 Intelligence ([Religion](https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Religion)) check, whereas shouting at a dead friend’s corpse to get back up and stop lazing around might require a DC 20 Charisma ([Intimidation](https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Intimidation)) check. If the contribution is roleplayed in a particularly touching way, the GM can grant advantage on the check—even if the check’s DC remains high. ### Resurrection Check After all the characters’ contributions are completed, the GM rolls a single, final resurrection check with no modifier. The base DC of this check is 10, but it is modified in three ways: - The DC is increased by 1 for every time the character has returned to life before, as the soul’s connection to this world is slowly eroded by repeatedly dying and returning. - The DC is reduced by 3 for each successful contribution from the other participants in this ritual. - The DC is increased by 1 for each failed contribution to the ritual. If the resurrection check is successful, the character’s soul is returned to their body (if the soul is willing, as usual). If the check fails, the soul does not return—and the character is permanently unable to be raised from the dead. ### Revivify If a spell with a casting time of 1 action is used to restore life to a creature (including the [revivify](https://www.dndbeyond.com/spells/revivify) spell), no one but the caster can participate in the resurrection ritual. The caster makes a quick resurrection check by rolling a d20 and adding their spellcasting ability modifier, against a DC equal to 10 + 1 for every time the character has returned to life before. On a failure, the character’s soul is not lost, but the resurrection fails and increases the DC of any future resurrection checks by 1. Further attempts to bring the character back to life must involve a spell with a casting time longer than 1 action (including [raise dead](https://www.dndbeyond.com/spells/raise-dead) or [resurrection](https://www.dndbeyond.com/spells/resurrection)). # Combat ## Potions of Healing If you take a Potion of Healing using your action (instead of a bonus action) you heal the maximum amount. ## Flanking Flanking gives you a +2 bonus to your attack roll. ## Initiative Before the first round of combat you can voluntarily choose to reduce your initiative. # Magic ## Scroll Mishaps [Spell Scroll - Magic Items - D&D Beyond](https://www.dndbeyond.com/magic-items/5418-spell-scroll) A creature who tries and fails to cast a spell from a _spell scroll_ must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table. | d6 | Result | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | A surge of magical energy deals the caster 1d6 force damage per level of the spell. | | 2 | The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target. | | 3 | The spell affects a random location within the spell’s range. | | 4 | The spell’s effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a [fireball](https://www.dndbeyond.com/spells/fireball) might produce an area of harmless cold. | | 5 | The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell’s duration, or 1d10 minutes for spells that take effect instantaneously. For example, a [fireball](https://www.dndbeyond.com/spells/fireball) might cause smoke to billow from the caster’s ears for 1d10 minutes. | | 6 | The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s maximum range, if the target has moved away. | ## Spell changes ### Silvery Barbs Silvery Barbs is a 2nd level spell. [Not found - D&D Beyond](https://www.dndbeyond.com/spells/2737998-silvery-barbs-2nd-level) ### ![[Navigate]] ### ![[Abhorrence]] ### ![[Detect Life]] ## ![[Ancestor's Strength]] ### ![[Phantom Crew]] ### ![[Patch Ship]] ### ![[Binding Oath]] ### ![[Blood Spoor]] ### ![[Babble]] ### ![[Summon Asteroid]] ### ![[Create Atmosphere]] ### ![[Alchemical Form]] ### ![[Ally Aegis]] ### ![[Destroy Atmosphere]] ### ![[Blizzard]] ### ![[Sunflare]]