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11:37, 14th May 2024 (GMT+0)

Rules.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 1 post
Sun 7 Jan 2024
at 21:20
  • msg #1

Rules

Characters will start at 1st level. Material from the Player's Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything is allowed. Other sources will be considered on a case-by-case basis.

Use the 27-point-buy method for determining your Ability Scores. Don't roll for starting gold but take the equipment provided by your Class and Background. And feel free to sell at full price anything you don't want.

Use the character sheet provided in your Character Details page (and posted below).
Dungeon Master
GM, 2 posts
Sun 7 Jan 2024
at 21:23
  • msg #2

Character Sheet

----------------------------------------------------------------------------
Name  : xxxxx               | Race   : xxxxx           | Height: x'x"
Player: xxxxx               | Gender : xxxxxx          | Weight: xxx lbs
Update: xx/xx/xx            | Age    : xxx             | Eyes  : xxx
Align : xxxxx               | Size   : xxxxxx          | Hair  : xxx
Deity : xxxxx               | Speed  : xxft            | Init  : +xx
----------------------------------------------------------------------------
Strength     : 00 (+0)     00 point buy + 0 race + 0 level + 0 misc
Dexterity    : 00 (+0)     00 point buy + 0 race + 0 level + 0 misc
Constitution : 00 (+0)     00 point buy + 0 race + 0 level + 0 misc
Intelligence : 00 (+0)     00 point buy + 0 race + 0 level + 0 misc
Wisdom       : 00 (+0)     00 point buy + 0 race + 0 level + 0 misc
Charisma     : 00 (+0)     00 point buy + 0 race + 0 level + 0 misc
----------------------------------------------------------------------------
Class and Level     :
Background/Feature  :
Experience          :
----------------------------------------------------------------------------
          Current   Maximum   Temporary   |   DEATH SAVE SUCCESSES ( )( )( )
HP      :   XXX       XXX        XXX      |   DEATH SAVE FAILURES  ( )( )( )
----------------------------------------------------------------------------
Wound Threshold  :
Exhaustion Level :
----------------------------------------------------------------------------
          Total (Used)
HD Dxx  :   X   ( )
----------------------------------------------------------------------------
Armor          AC    Armor Class   Dex   Shield        Stealth Disadvantage?
xxxxxxxxxxxx : xx  =     xx      +  X  +   X                     x
----------------------------------------------------------------------------
SAVING                 Prof. Ability
THROWS         Bonus   Bonus   Mod
Strength     :  +X   =   X   +  X
Dexterity    :  +X   =   X   +  X
Constitution :  +X   =   X   +  X
Intelligence :  +X   =   X   +  X
Wisdom       :  +X   =   X   +  X
Charisma     :  +X   =   X   +  X
----------------------------------------------------------------------------
Weapon       Type    Atk   Dmg/Type   Wt    Range    Properties
xxxx        |xxxxxx| +xx | xdx+xx/x | xx | xxx/xxx | xxx
----------------------------------------------------------------------------
RACIAL TRAITS
 -
 -
 -
----------------------------------------------------------------------------
CLASS FEATURES
 -
 -
 -
----------------------------------------------------------------------------
PROFICIENCIES
Armor  :
Weapons:
Tools  :
----------------------------------------------------------------------------
LANGUAGES - Lettered? ( )
xxx
----------------------------------------------------------------------------
SPELLS - Awakened? ( )
Spellcasting Class  :                               Spell Save DC      : xx
Spellcasting Ability:                               Spell Attack Bonus : +xx

Level/Slots          Known
  x   ( )( )( )( )   xxx
----------------------------------------------------------------------------
                               Prof. Ability
SKILLS                 Bonus   Bonus   Mod  Misc.
Acrobatics      (Dex) : +X   =   X   +  X  +  X
Animal Handling (Wis) : +X   =   X   +  X  +  X
Arcana          (Int) : +X   =   X   +  X  +  X
Athletics       (Str) : +X   =   X   +  X  +  X
Deception       (Cha) : +X   =   X   +  X  +  X
History         (Int) : +X   =   X   +  X  +  X
Insight         (Wis) : +X   =   X   +  X  +  X
Intimidation    (Cha) : +X   =   X   +  X  +  X
Investigation   (Int) : +X   =   X   +  X  +  X
Medicine        (Wis) : +X   =   X   +  X  +  X
Nature          (Int) : +X   =   X   +  X  +  X
Perception      (Wis) : +X   =   X   +  X  +  X
Performance     (Cha) : +X   =   X   +  X  +  X
Persuasion      (Cha) : +X   =   X   +  X  +  X
Religion        (Int) : +X   =   X   +  X  +  X
Sleight of Hand (Dex) : +X   =   X   +  X  +  X
Stealth         (Dex) : +X   =   X   +  X  +  X
Survival        (Wis) : +X   =   X   +  X  +  X
----------------------------------------------------------------------------
EQUIPMENT
xxx
----------------------------------------------------------------------------
TOTAL LOAD         :
CARRYING CAPACITY  :
Encumbered?        : ( )
Heavily Encumbered?: ( )
----------------------------------------------------------------------------
WEALTH
CP: xx
SP: xx
EP: xx
GP: xx
PP: xx

TREASURE   : xxx

MAGIC ITEMS: xxx
----------------------------------------------------------------------------
SOUL
Ideal             :
Personality Traits:
Bond              :
Flaw              :
----------------------------------------------------------------------------
CHARACTER HISTORY


----------------------------------------------------------------------------

This message was last edited by the GM at 19:08, Mon 08 Jan.
Dungeon Master
GM, 3 posts
Sun 7 Jan 2024
at 21:34
  • msg #3

Awakening to Magic

Only an Awakened character can use magic. If s/he has chosen a spellcasting class, s/he can cast spells. If his/her race has innate magic powers, s/he can use those. A character who is not Awakened to magic cannot use magic powers, whatever their nature.

To determine if your character is Awakened at character creation, roll 1d20. On a roll of 20, your character is Awakened to magic. You may repeat this roll each time your character gains a new level.
Dungeon Master
GM, 4 posts
Sun 7 Jan 2024
at 21:54
  • msg #4

Tieflings: Dark Instincts

The following special rules apply to Tiefling characters:
  • Evil Resurgence: Fiends are deeply evil by nature, and tieflings are filled with their essence. When a tiefling is in danger or exposed to temptation, the evil, selfish, and violent beast within him tries to take control for an instant in order to perform an evil act. The tiefling must make a DC 5 Wisdom saving throw or the beast can take a free action of its choice. The beast cannot make another attempt until the tiefling has finished a long rest.
  • Plea to the Night: Once per long rest, a tiefling may use an action to call on the dangerous protector of tieflings, granting him advantage on his next Stealth check and giving his enemies disadvantage on their next Perception check due to subtle divine intervention.

Dungeon Master
GM, 5 posts
Sun 7 Jan 2024
at 22:20
  • msg #5

Religion

The official religion of the Crimson Empire is monotheistic, worshipping only the One with Many Names, though, especially in the far reaches of the Empire, idolatry has recently become more prevalent, with many worshipping idols derived from the One's many names. Additionally, veneration of nature, ancestors, spirits, and powerful magic-users remains widespread.

Clerics of the One choose a Divine Domain per the standard rules; this Domain reflects their specialization in a single Name.
This message was last edited by the GM at 22:20, Sun 07 Jan.
Dungeon Master
GM, 6 posts
Sun 7 Jan 2024
at 22:28
  • msg #6

Reading and Writing

Characters can speak but not write the languages they are proficient in unless they are considered lettered. A character is considered to be lettered if he is proficient in at least one of the following: Arcana, History, Investigation, Nature, Religion, calligrapher's supplies, forgery kit.
Dungeon Master
GM, 7 posts
Sun 7 Jan 2024
at 22:38
  • msg #7

Armor

CategoryDonDoff
Light Armor1 minute1 minute
Medium and Heavy Armor10 minutes5 minutes
Half plate, Splint, Plate25 minutes with help10 minutes with help
Shield1 action1 action
Barding20 minutes20 minutes


Heavy and medium armor reduces the wearer's ability to move quickly, stealthily, and freely. Heavy armor reduces a wearer's speed by 10 feet unless he has the minimum Strength score listed below. Additionally, some armors also give the wearer disadvantage on Athletics checks for swimming and on Acrobatics checks.

ArmorStrengthDisadvantage: Swimming/Acrobatics
Chain shirt-X
Scale mail11X
Breastplate-X
Half plate11X
Ring mail11X
Chain mail13X
Splint15X
Plate15X
Shield-X

This message was last edited by the GM at 22:53, Sun 07 Jan.
Dungeon Master
GM, 8 posts
Sun 7 Jan 2024
at 23:28
  • msg #8

Firearms

The following firearms are Martial Ranged Weapons:
FirearmCostDamageWeightProperties
Concealed pistol120 gp1d8 piercing1 lb.Ammunition (range 20/60), loading
Double pistol300 gp1d8 piercing4 lbs.Ammunition (range 25/75), reload (2 shots)
Pistol250 gp1d10 piercing3 lbs.Ammunition (range 30/90), loading
Repeater rifle2,000 gp1d10 piercing6 lbs.Ammunition (range 40/120), reload (6 shots), slow loading, two-handed
Rifle500 gp1d12 piercing5 lbs.Ammunition (range 50/150), slow loading, two-handed
Bullets3 gp-2 lbs.-

Slow loading weapons require two actions to reload (i.e., two actions, two bonus actions, or one action and one bonus action).
Dungeon Master
GM, 9 posts
Mon 8 Jan 2024
at 17:18
  • msg #9

Encumbrance

If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet. If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Dungeon Master
GM, 10 posts
Mon 8 Jan 2024
at 17:23
  • msg #10

Recovery Time

The duration of a long rest is one-fifth of the time since the last long rest, with a minimum of one entire day and a maximum of one month.

You can take a maximum of three short rests per day.

When you finish a short rest, you can regain a number of features that you can only regain with a long rest equal to your proficiency bonus. If you choose to regain spell slots, they cannot be of a level higher than your proficiency bonus.
Dungeon Master
GM, 11 posts
Mon 8 Jan 2024
at 17:31
  • msg #11

Rendering Unconscious

When attempting to knock out an opponent with a melee attack, you must declare your intent to knock out your target before you make the attack roll, which gives you disadvantage on your attack. If the attack is successful and the damage reduces the target to 0 hit points, it doesn't die and is instead rendered unconscious and stable.
Dungeon Master
GM, 12 posts
Mon 8 Jan 2024
at 17:59
  • msg #12

Wounds

Most of the damage adventurers take are just bruises and superficial cuts. Wounds, however, are violent blows that cause the adventurer more lasting harm.

Whenever you take a Wound, you also take a level of exhaustion.

Whenever you lose a number of hit points equal to or higher than your Wound threshold, you take a Wound. Your Wound threshold is equal to the highest of:
  • a quarter of your maximum hit points (rounded up)
  • 4 + your Constitution modifier
Whenever your maximum hit points or Constitution modifier changes, your Wound threshold is recalculated accordingly. Only creatures with maximum hit points equal to or higher than 4 have a Wound threshold.

Whenever you take a Wound, you roll a corresponding disability whose effects can only be healed with time or through the use of magic. Roll 1d10 to determine what part of the body has been hit and what penalties the character thus suffers from. If the result rolled does not make sense, you are winded (equivalent to the poisoned condition).

d10Location and effects
1Face. You are blinded for 1 minute. Afterward, you have disadvantage on ability checks based on sight and on attack rolls.
2-3Back. You are paralyzed for 1d4 rounds. Afterward, you have disadvantage on ability checks and on attack rolls based on Strength or Dexterity.
4-5Lower limb. Your speed is halved and you have disadvantage on ability checks and attack rolls that require the use of the Wounded limb.
6-7Upper limb. You cannot hold two-handed items and have disadvantage on ability checks and attack rolls that require the use of the Wounded limb.
8-9Torso. You are winded (equivalent to the poisoned condition).
10Head. You are stunned for 1d4 rounds. Afterward, you have disadvantage on ability checks and attack rolls based on Intelligence, Wisdom, or Charisma.

When you take a Wound, it must be dressed, or it will never heal. Each Wound requires a successful DC 13 Medicine check. If the check is successful, the Wound is dressed and can now heal; on a failure, no further check can be attempted until the next day.

To recover from a Wound, you must either wait for it to heal naturally or use magic. Once your Wound has been dressed, it heals with long rests. When you finish a long rest, you can choose to either remove a Wound (and the corresponding level of exhaustion) or recover your maximum hit points. Magic can heal a Wound. The magic effect must heal hit points. Compare the amount of hit points healed to your Wound threshold: if it is equal to or higher than your Wound threshold, the effect removes a Wound (and the corresponding level of exhaustion) instead of healing hit points.
Dungeon Master
GM, 13 posts
Mon 8 Jan 2024
at 18:06
  • msg #13

Death

A creature that drops to 0 hit points immediately takes 6 levels of exhaustion. Once the creature is stable, it is brought back to an exhaustion level of 5. The levels of exhaustion must then be removed normally.

When damage reduces a character to 0 hit points and there is damage remaining, he dies if the remaining damage equals or exceeds his Constitution score.
Dungeon Master
GM, 14 posts
Mon 8 Jan 2024
at 18:09
  • msg #14

Ritual Magic

The additional casting time for rituals is 30 minutes.
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