Pen and Paper RPG House Rules

Making our favorite games even better

The Unfinished D&D

When two masters fence…wiles and deceits. Use Deceits as maneuvers or techniques. Giganti second book p 74.

If he advances on a hanging guard, oppose him

with the same guard; lower your body by suddenly

bending your knees, and pass your left

hand under your  right  wrist,  seize  his stick,  advance

your  left foot  and  knee  behind  his  right,

and  dart  the pommel  of  your  stick  in  his  face,

striking  up  his right foot at the same instant.

Martial forms of damage technique opening up better performance for the combat specialist. Poleaxe that does martial blunt countering blunt resistance.

half blows that do just the dice damage but interrupt an enemy attack as a reaction and provide a penalty to their to hit total. mezzo tempo half time-Vadi

precision pointwork. use prof die per dm instead of str or dex for damage.

use d6 for simple piercing, d8 for civilian, d10 for martial and a bump up for 2 hands.

jesus malverde

Giganti giant fencer no thank you evil.

 

phlegmatic fighting style:

The Phlegmatic’s lack of a motivation becomes their driving need: to protect their low energy reserve

you may use an attack action to take a defensive stance and add your proficiency to your AC.

sanguine fighting style:

The Sanguine is driven by the need for attention, and tries to sell themselves through their charm, and accepts others before those others can reject them. Their self-esteem crashes if they are nevertheless rejected. Yet, they will regain the confidence to keep trying to impress others.

You are energetic and strike first. Add your proficiency modifier to Initiative totals.

choleric fighting style:

The Choleric is motivated by their goals, in which other people are tools to be used

Use a bonus action to add your charisma modifier to your next damage roll.

melancholic fighting style:

For the Melancholic, the motivation is fear of rejection and/or the unknown. They have a low self-esteem and, figuring that others do not like them, they reject others first

use a bonus action to add your int or wis mod to one atttack to hit roll.

Supine fighting style:

The Supine also has low self-esteem, but is driven to try to gain acceptance by liking and serving others

By spending an attack action you distract or imbalance your opponent allowing an ally or yourself to have advantage on their next attack or grapple against that opponent if it is before your next turn.

martial expertise: learn two maneuvers.

martial superiority: Gain a number of superiority dice equal to your proficiency modifier.

martial flourish: allow a bard to convert a maneuver and use it as if it was a flourish replacing superiority dice with bardic inspiration and gains

an additional use of flourish.

counterspell

songmaster techniques

bardic maneuvers: flamboyant magic.

Subtle magic weaving your spells into the words you say like a jedi and causing disadvantage on attempts to

skalding words: when casting spells the bard can spend an inspiration to cause fire damage equal to the inspiration roll to every target of the spell to any targets of the spell.

Resonant frequency: increase thunder damage by one step on each die and the DC increases by the inspiration die roll.

Staging: Add your inspiration die roll to your own Perfomance check

Choreographer: You can spend inspiration to help an entire troupe performing instead of just one individual.

Virtuoso: Add your inspiration die roll to any instrument tool check

ritualistic performance: You can cast a spell as if it was a ritual by making music or doing a play that fits with the theme of the spell and add your die to the DC.

It takes 10 minutes per level in addition to the normal casting time.

 

Cloakfighting technique (Prerequisite Dex of 13+ and athletics proficiency)

Cloakfighting technique gives proficiency to using cloaks in combat. Without proficiency a cloak provides +1 to AC if unarmored or lightly armored and uses a free action to “draw the cloak” around your arm. With proficiency it provides a +2 AC if unarmored or lightly armored by padding the arm with the cloak and hiding movements and obfuscating intentions making it more difficult for enemies to strike you or catching missile weapons in the folds of the cloak.

entangled: An entangled creature has disadvantage on attacks, grappling checks, dexterity saves, and the terrain acts as if it is difficult terrain for movement purposes.

Cloakfighting: Using your Bonus Action, with a free hand grasping your cloak you can make a special melee attack to entangle a creature with your cloak to entangle and possibly blind them. If your cloak is thrown at your enemy and you release the cloak you gain advantage on your grapple check but the cloak is no longer available for you to use until you pick it up.

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you entangle the target and if you succeed on the check by 10 or more then you blind the target in addition to entangling them.

On the defender’s turn they may use their bonus action if they have a free hand to disentangle themselves with no roll required. Remember characters can drop an item for free but picking one up isn’t as easy. If they don’t have a free hand they can  make an acrobatics or athletics grapple check against a dc of 10 with an attack action as if they were grappling against the cloak and begin to free themselves though they will have the entangled condition influencing the check. Following a successful disentangle action the character will remove the entangled and the blinded condition at the end of their turn.

Tactics: Since entangled creatures are at disadvantage when entangled it can be very effective for the attacker after using the cloak to entangle the enemy to then initiate a regular grapple action or even a shove to prone action as the enemy will be less able to resist. Remember that this technique does not give your target the grappled condition.

 

Great Gauntlet: A large gauntlet of buff leather or other type of armor such as mail that covers the arm at least to the elbow. If unarmored or lightly armored it adds +1 to your AC as long as a shield isn’t equipped. If trained in the Closing and Seizing technique then the bonus increases to +2 to AC.

 

Closing and Seizing technique

Closing and Seizing technique enables proficiency with a new type of grappling action that closes distance to your enemy and reach out with an open hand to either grab a limb or to grab a weapon to prevent the enemy from defending themselves with that weapon effectively or even disarm their enemy.

If you are wearing heavy armor or have a “great gauntlet” or you are cloakfighting you can seize a bladed weapon directly without harm but otherwise seizing a bladed weapon causes 1d4 + your strength damage to yourself making it a dangerous option to take. If the weapon is hafted like an axe or a spear than this is safe and often quite effective option to take in combat. Many fencing manuals focusing on defending against canes and clubs explain this method of self defense.

 

Seizing Grapple: Using your Bonus Action, with a free hand you can make a special melee attack to seize an enemy and possibly even disarm them if they are armed with a weapon or if they are holding some other type of object.

The target has disadvantage on attack rolls while you are grappling unless you disarm them then they are no longer grappled or have disadvantage on their attacks.

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you seize the target and if you succeed on the check by 10 or more then you disarm the target of a one handed weapon instead of seizing them. If they have both hands on their weapon then you roll a second d20 as if you had disadvantage on the check and if both die rolls are successful by 10 or more they are disarmed. The seized target has the grappled condition and they are also at disadvantage when making attacks until the grapple is ended. If disarmed though then you have the weapon in your hand but they are not grappled or have disadvantage on their attacks.

 

DM’s guide Campaign Setting Weapon Design:

 

Weapon quality, materials, and design vary greatly depending on the locale and the time period in history. In a world with advanced magics, interplanar travel, and smiths with centuries of experience you might expect a wide range of weapons with different mechanical and descriptions.

I’m making this guide partly to provide the DM the ability to allow their players to use the weapon they want to use per “fluff” or roleplaying needs without overly worrying about the risks of the weapon being unbalanced. Does it really matter from a mechanical point of view if the Greataxe is called a Poleax or a Nodachi sword if the mechanics and costs are the same? There is such a variation in weapons anyway that

Most weapons can do damage in multiple ways though their effectiveness would differ depending on the type of effect. Like a pole arm that did d10 piercing would be able to do a d4 bludgeoning with the butt.

As a rule piercing weapons are more variable in damage than slashing weapons. Bludgeoning weapons are the least unless it is a headshot. An easy way of using mechanics to show this would be to have a piercing weapon have a large single die vs a slashing weapon having two smaller dice and a bludgeoning weapon have a small die but a higher critical chance. Axes are fa

I will be making general categories for the weapons and traits for those weapons that will effect their damages, cost, and weight. Often in weapon design you can optimize for certain kind of attacks against certain types of armor in certain contexts. For example an estoc came into being to punch into armor and is basically a long spike sword that can’t cut. When you enhance one thing you can lose something else and there is a law of diminishing returns and vastly increased costs for small improvements. This is good because it gives the players something to shoot for. A masterly crafted sidesword made by a famous smith may cause more excitement than a shortsword +1 and may be more effective as well.

I will split weapons into four categories. Simple, Civilian, Martial, and Siege.

Simple weapons are ones that can be made at a low technological level and are widely available across societies from the stone age on. Civilian weapons are those designed to be used by people outside of a martial context. Civilian weapons are convenient but not necessarily the best when in a formation. You can’t very well carry a 21 foot Pike when you’re trying to buy groceries at the market. Martial weapons are weapons designed for war and not the convenience of daily use or wear. It is very common for martial weapons to be stored in an armory or carried by beasts of burden or auxillaries until shortly before combat. Siege Weapons are weapons that are designed to defeat fortifications, naval or aerial vessels, or as anti-personnel weapons on the field of battle. They are unlikely to be used at all in many campaigns involving dungeon delving or city intrigue or wandering the wilds but could be common in many other situations like a pirate ship or flying castle.

Damage modifiers are calculated starting a d6 with a step down being a d4 and a step up being a d8, two steps up a d10 and another d12. An extra die would be 2d6.

Traits:

Damage types: Piercing, Slashing, Bludgeoning (others? Like a radiant sword for celestial?)

Melee, thrown, or Ranged.

Size: Small, medium, large, siege.

Concealability.

Convenience: ease of porting around. Daggers are a favorite as they are small and light and stay out of the way. Axes without proper sheathing of the head can be very inconvenient for a walk about town compared to a short sword. Rapiers because of their complex hilts get in the way a little bit more than a viking sword but war shields are unpopular for civilians because of their size and body shields are impossible.

Weight: Light (-1 step damage), medium (0 step damage), Heavy (+1 step damage)

Finesse: Able to be used effectively and with great agility. (most swords piercing specialists particularly)

Category: Simple, Civilian, Military, Siege.

Design: see armor.

Protective: Add +X to AC when using the weapon. This is how you make shields, parrying daggers and complex hilted scottish broadswords, sabres, or Spanish rapiers or Italian Sideswords.

Renaissance tech:  base cost is normal.

Medieval tech: base cost is two times higher.

Classical tech: base cost is five times higher.

Ancient tech: base cost is ten times higher. Flint arrows weren’t replaced by bronze because bronze was better but because metal casting was cheaper and had a lower barrier to entry. Flint knapping took years to become proficient vs simple low quality metal casting can be shown over a weekend. Ancient tech in a magical world can be quite good. A magical porcupine that gets plucked might provide a better dart head to be attached to a reed base than tempered steel and requires much less technological innovation. A 15th century cannon ball does more damage than a bullet from an H&K.

Material Grade: low +1, medium +2, high +3, superior +4, exceptional +5, Legendary +6.

Design and Manufacture: Munition grade -1 to hit (base cost), Standard 0 to hit (x2 cost), Fine +1 to hit (10 times cost).

Sap. It is small but quite heavy so it wouldn’t have the light feature despite being small.

 

Dm’s Guide to Personalizing and Designing Armor for your setting.

https://www.metmuseum.org/toah/hd/aams/hd_aams.htm

https://en.wikipedia.org/wiki/Mail_(armour)

https://en.wikipedia.org/wiki/Tatami_(Japanese_armour)

Armor is variable depending on time, locale, and tech level. Most d&d games seem to be at a 15th to 17th century advanced european-persian-hindi-china-japan level of weapons and armor with plate armor and rapiers. In other locales you might run into hide armor of exceptional strength hardened and stitched together to cover the entire body but be very restrictive and loud or plate armor that is a work of art and designed and tailored so well to its owner that they can do gymnastics in the armor almost silently.

The rules here are not really meant for the player but for the dm to personalize different tech levels in different places and to provide more options such as ugly poorly made armor for the down on their luck soldier to armor for ceremonial or to show status to providing something for the very wealthy to spend their hard earned cash. Some suits of armor were so advanced and artistically made to be more expensive than fielding and arming a small army of a thousand men with munitions grade pole arms and early guns or crossbows wearing half plate.

I’ve broken down the process of designing unique armor into a few traits which have modifiers to price and weight that are added up and then depending on the civilization you apply those modifiers to find the final price and weight of the armor. Those traits give the mechanical traits of the armor which are very bland and simple. The gm should take those generic traits and make up a cool description of the armor. A mithril bespoke riveted wedge mail shirt dyed indigo with dye made by master alchemists to be antibacterial and to self mend overnight worn over a quilted jack of padded drider silk and fine cotton from Larbia made and enchanted by the last of the dwarven smiths of Malda that the player commissioned after becoming Earl and gaining the treasure trove of the vampire coven of Balmar is a better descriptor than chain shirt of mending +1.

Armor has traits: Coverage, weight, material strength, fit, loudness, and armor appearance. These dictate the mechanics of the armor such as AC, Weight, Max Dex, and whether the armor provides Disadvantage on Stealth checks. I am introducing also the appearance of the armor can influence some but not all social checks.

Armor has components: Most armor is built of layers. A padded jack or leather buff coat is worn under metal armors for example. So, a warrior can build up their armor piece by piece from light padded at the beginning of their adventuring to medium padded to medium mail to heavy mail with light coat of plates.

The starting point with armor is 1 gold piece and 5 pounds of weight at a 17th century technological level in germany, italy, india, or japan. For less advanced material civilizations or less martially adept civilizations then increase cost and certain qualities of armor are either unavailable or hugely expensive. It would be easy to have a fantasy world in which a dwarven kingdom had an advanced material civilization and would provide high quality goods for an elven kingdom with master elven smiths with centuries of experience in armorsmithing to make armor at a pinnacle of quality and for the price that would beggar most human nobles. Or a powerful orc smith with a few apprentices could crank out relatively decent and simple munitions grade armor at a volume surpassing the output of an entire elven guild of smiths with dozens of masters and hundreds of employees.

Most armor worn in most places in history was padded armor by itself or as a base for other armor to attach too or be worn underneath. Sometimes leather but more often hide would be used instead of cotton, silk, or linen but at least in europe most wore linen layers and others wore quilted leather with the japanese using an indigo dye that was stylish and also antibacterial. Sometimes multiple materials would be used. Leather by itself is not a very good form of armor but it is very good at being something that armor is connected by either with stitching or rivets or leather strings or straps. “Studded leather” is actually a 19th century misunderstanding of leather that is the base material with metal plates attached on the inside with studs which show on the outside. It is a heavy and effective armor that is quite maneuverable but the leather doesn’t provide any of that protection it is the metal underneath that does that job.

Using this system you can explain the benefits of your armor and what it is however you like. Is your leg armor made of splinted plates and are you wearing a bringandine cuirass and a sallet? Ok cool. But the actual protection is light, medium, or heavy with traits like superior material, stylized apperance and well fitted ready to wear tailoring.

The DM should provide at character creation a half dozen armor sets to choose from. Later after a major treasure trove is discovered they may find themselves approached by agents of smithing guilds offering their expertise and connections for a price for bespoke mithril plate or quilted dragonskin leather scale armor in the fashion of the highest ranked courtiers in a nearby kingdom. After all that neighboring kingdom is the land of great opportunity and wearing designs worn by the highest status individuals in the kingdom is very advantageous to an up and coming adventurer seeking social advancement.

Light Armor covers about half the body. Medium Armor covers about three quarters the body. Heavy Armor covers the whole body.

Renaissance tech:  base 5 gold + 5 gold x multiplier weight 5 pounds + 5 pounds x modifier

Medieval tech: base 5 gold + 10 gold x multiplier. Base weight 5 pounds + 7 pounds x modifer.

Classical tech: 10 gold + 25 x multiplier. Base weight 10 pounds + 10 pounds x multiplier.

Ancient tech: 25 gold + 50 x multiplier. Base weight 15 pounds + 10 pounds x modifer.

Material Grade: low +1, medium +2, high +3, superior +4, exceptional +5, Legendary +6. Multiply base weight by this. AC bonus +1 to +5. Cost is multiplied by this as well.

Design and Manufacture: Munition grade -1 AC (base cost), Standard 0 ac (x2 cost), Fine +1 AC (10 times cost).

Armor Coverage: Light: +1 (Max Dex +1), Medium +2 (Max Dex 0), Heavy +3 (Max Dex -1) Weight and Cost is multiplied by this modifier.

Material Weight: Special: 50% weight base (10 times base cost). Superior 75% weight base (5x cost). Standard: 100% (triple cost). Inferior: 125% (Double cost). Munitions grade 150% (base cost).

Armor Fit: Munition Poor fit (max dex=0 and Stealth Disadvantage) base cost, Ready to wear that good fit (Max Dex=1) base cost x2, Ready to wear great fit (Max Dex=2) base cost x4 and proficient tailor with a large stock of different sizes to choose from, Made to Measure (Max Dex=3) base cost x6 and time, Bespoke (Max Dex=4) base cost x8 and time, Bespoke Masterwork (Max Dex=5) base cost x10 and time.

Armor Appearance: Munitions grade, Inferior, Standard, Stylized, Masterpiece (this doesn’t have any effect on how the armor is used but people can react differently to people based on first impressions. A soldier wearing munitions grade armor while on campaign may not have any social penalties while a warrior wearing munitions grade armor trying to gain access to a social gathering of middle class townfolk may get a mild penalty and disadvantage on a social check with nobility except for possibly intimidation as the rich sometimes fear the poor. A stylized or masterpiece armor should occasionally be brought up in game and will impress some people giving a mild bonus or advantage in some environments with some people at least some of the time.

A metal breastplate that is fitted doesn’t restrict your movements any more or less than a leather buff coat or chain shirt.

Stealth: Disadvantage: Most wealthy civilians don’t want to be clanging or swishing around during their daily lives so they will pay extra for the silence. Most soldiers on the other hand just want something that works in the field and guards like the warning to others that the sound of an armored guard makes as they go about their rounds.

Plate +8 65 pounds disadvantage 1500 gp.

 

 

 

Stylized armor can provide advantage or bonuses to social checks depending on the region or locale especially when certain designs or colors are limited to specific high ranking birth, castes, military ranks, or social statuses. Say a kingdom only allows a lion motif on armor after a warrior has earned a distinction for bravery in war. In that case many people from that kingdom will overlook social faux paux’s and idolize any character wearing such armor though a stolen valor character would make an enemy of most. Stylized armor should cost fifty percent or more than normal quality armor. Many people who are already paying for fitted armor like to add something unique to the armor whether fluting or etching or clean and simple aesthetics with quality finishing or dye. This can sometimes lead to huge increases in cost with some ceremonial plate armors running into hundreds of thousands of gold pieces.

Different social groups or organizations may prefer certain stylized armor and a knowledgeable warrior or courtier may be able to glean important info by simply looking at the style of armor worn and any embellishments to the armor. In the real world in europe armor made in germany of the gothic style looks far different then armor made in Italy or armor made by the english royal armouries.

 

 

 

 

 

 

Many weapons can be used to do damage with different types of damage. A sword pommel can do blunt while a thrust could do piercing and a hew could do slashing. So, different training techniques can be used with the same weapon. And for good practice when dealing with beings with resistances and immunities the player should describe if they are striking with a piercing attack or slashing or blunt when making an attack.

 

 

 

Each character gains specialized combat training at their second character level and at the second level of each tier as they progress. These are no longer learned when multiclassing into a class that offers a fighting style. You may also spend an asi to learn a combat specialization and increase an appropriate attribute by 1.

combat and magical specializations.

 

edge alignment: add prof to slashing damage. +1 to str

Precision point work: Damage die increases by one step with piercing strikes , +1 to hit. +1 to dex

Martial manuever: Martial artists or Battlemasters gain an extra superiority die and a maneuver.

Armor expertise: Any properly fitted armor that is either tailored for the wearer or magically sized to fit the wearer provides +1 to AC. +1 to con. Putting on and off armor in half the normal time. Fitted armor designed and tailored to the wearer is three times the normal price but counts as half the weight for encumbrance because of how the weight is distributed across the body.

Two weapon fighting: Allows you to use your bonus action to attack with a second weapon or shield and add your ability modifier to that damage. Can combine with shield expertise and use the shield as a weapon and add strength for a war shield or use a dueling shield with dexterity.

Grace and Finesse: Allows you to use your dexterity with piercing or slashing weapons instead of strength. +1 to Dexterity. (takes away the automatic use of dex with finesse weapons) Monks gain this as part of their class features with unarmed and monk weapons. May use a finesse weapon in one hand and a light weapon in the other.

Archery: Gain a +1 to hit and damage is increased by 1 step when using a ranged weapon. +1 to Dexterity.

Bullseye: Gain a +1 bonus to any attack made at range be it a spell, throwing dagger, or bow.

Duelist: By focusing completely on your opponent and reading their small movements and telegraphing you gain a +1 to hit with attacks or grapple checks  and +1 to AC when fighting one on one. +1 to Wisdom. Must be proficient with insight to learn this specialization. If expert with insight the bonus doubles to +2 to hit and +2 to AC when fighting one on one.

Proper biomechanics: When you roll a 1 or a 2 on a damage die for an attack with a melee weapon or unarmed strike you can reroll the die and must use the new roll.

Shield mate: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Shield expertise: Use the rules I created for claiming the center as a bonus action and something for using a reaction. Allows the shield to be professionally used for damage as a bonus action as well.

Shield Defense: May use a reaction to add their proficiency modifier to AC against an Attack that would hit normally causing it to hit the shield and miss.

Two-Weapon Fighting: May add your ability modifier to the damage done using your bonus attack when using your second weapon as long as it is a weapon you can use one handed and if it is a crossbow it is already loaded. If you have shield expertise you can combine it with this to do a shield bash and add your strength modifer to damage.

Mariner (UA: Waterborner Adventures): As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Close Quarters Fighting: When fighting extremely close up in the same 5 feet square or in narrow alleyways, tunnels, corridors or bridges you use your understanding of fighting in this environment to great benefit. Gain a +1 to AC, melee, spell, and ranged attacks with light or finesse weapons, and grapples checks in this environment.

Close Quarters Shooter: Make a ranged spell or weapon attack at a target within five feet without having disadvantage.

Short Range Shooter: Make a ranged spell or weapon attack at a target within 30 feet and ignore half cover. Gain a +1 bonus to ranged spell or weapon attacks.

Parrying stance: Use your bonus action when you have a weapon in hand and gain half your proficiency bonus to AC until the next turn or if no longer holding the weapon.

Preferred Weapon: +1 to hit and damage with a specific major weapon type like shortsword or halberd or longbow.

Opportunistic stance: use your reaction to be make an attack of opportunity with advantage.

Fast Loading: Ignore loading quality in ranged weapons you’re proficient with.

Clobbering strike:

When striking with a blunt attack or with a two handed weapon and you have advantage then if both rolls would hit you knock the enemy back five feet or force them to make a Dexterity save against a DC of 10 or half the damage they take, whichever number is higher or they fall prone.

Horseshoes and Hand Grenades:

Whenever you have disadvantage with an attack roll and the higher roll would’ve hit you can add the appropriate type of damage equal to the appropriate attribute modifier for the type of attack if the attack misses because of the disadvantage status.

Shield Disruption: Use an attack to knock aside, hit, or hook your opponent’s shield. This attack doesn’t do damage but if it hits it gives advantage to the next attack rolled against that opponent by you or an ally. Popular with Great Weapon Masters wanting to hit hard or partnered with a sneak attack.

Shield Counter: Using a bonus action and a weapon that is flexible or curved or when using a shield or second weapon to use your bonus action with it you interfere or evade your opponent’s shield gaining a +2 bonus against that enemy until the start of your next turn. Popular with flail, whip, and halberd users (halberds and many polearms are designed to displace or evade shields because of the shape).

Coming into measure: Whenever an enemy comes into the reach of your weapon they provoke an opportunity attack from your weapon. Must be proficient with Perception or Insight skills to take this specialization. Popular among polearm users.

Butt attack: You can use a bonus action to make a strike with your sword pommel or butt of your polearm or staff. The damage is d4 and bludgeoning.

Shield Smash: Use a bonus action to shove a creature within five feet of you with your shield using your shield. This action uses grappling.

Shield Evasion:  If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Simple Expert: Increase the damage die of a simple weapon by one step up to a d8 when you use two hands to make an attack. Popular among folk heroes using clubs, short bows, quarterstaffs, and spears.

Preparing for the Buffel: You set your weapon, brace your weapon, or otherwise prepare yourself for a charging enemy who is unconcerned with protecting themselves. As a bonus action you prepare for any enemy in front of you who uses their action to enter your reach on its next turn before your next turn. Once prepared for the buffel the defender can use a reaction to make an attack of opportunity attack against it. If charging from more than 20 feet away the attack does an extra die of damage. The attack goes off before the enemy gets to attack so if they are incapacitated by the attack they don’t get to try and hit you. You can’t use this ability against a creature that will use the disengage action before moving.

The Springing Strike: As a bonus action you lunge and release one hand on a two handed weapon in mid strike and holding it by just one hand thus getting an extra five feet of reach. In fencing it is called Das Gayzlen or Geisel. This attack does not get to add any bonuses to the damage die from the weapon and if versatile the damage die is the one handed die.

Down and Dirty brawler: You’re proficient with any improvized weapons you find near you. Unarmed strikes use a d4 for damage.

Grappler: As long as you have an open hand you can as a bonus action begin a grapple with a target in range as long as you make an attack action this turn. This is the equivalent of two weapon fighting but instead of striking with a weapon in your second hand you are grappling.

Heavy Armor Training: Prereq: medium armor proficiency. You gain proficiency with heavy armor.

Light Armor Training: Gain proficiency with light armor.

Medium Armor Training: Proficiency with light armor. Gain medium armor and shields proficiency.

Weapon Training: Gain proficiency in three weapons of your choice.

Armored Mastery. When wearing tailored or fitted armor designed for you (three times normal cost) or magically sized armor then you gain damage reduction of half the total AC bonus of your armor provides rounding down against non-magical weapons doing bludgeoning, piercing, and slashing damage.

Armored Stealth: If wearing fitted and tailored armor (three times normal cost) or magical armor that is sized to you and designed for silence (increase final cost by 50%) then you don’t have disadvantage on your dex stealth checks.

Armored Agility: If wearing fitted and tailored armor or magically sized armor you can add an additional +1 to your AC if your Dexterity is high enough to provide a bonus when wearing that armor. In plate armor a Dex of 12 or higher would be needed.

Defensive Duelist: Allows you to use your reaction when proficient and equipped with either a shield or a finesse weapon to add half your proficiency bonus to your AC against a melee attack that hits you potentially causing the attack to miss you.  Prereq dex of 13 or higher.

Defensive mastery:  Allows you to use your reaction when proficient and equipped with either a shield or a finesse weapon to add your full proficiency bonus to your AC against a melee attack that hits you potentially causing the attack to miss you.  Prereq dex of 13 or higher and Defensive Duelist.

Two Weapon Defense: When using two weapons you add half your proficiency bonus to AC against melee attacks you are aware of and can move your weapons to defend against.

Iaido: Allows you to as a free action draw whatever weapon/s and/or shield you choose to equip. Add half your proficiency bonus to your initiative when you are drawing at least one weapon.

Advanced Two Weapon Fighting: You are so capable fighting with two weapons that you can use two weapons that don’t have the light or finesse traits as long as those weapons can be used in one hand for your size.

Ringen Am Schwert (Wrestling at the Sword) : You have advantage on melee weapon attack rolls against a creature you’re currently grappling.

Grappling expertise: You have advantage with grappling checks if both your hands are free. Many grapplers launch a grapple with both hands free then after successfully grappling if they have more actions then use a free action to draw a dagger or a sap to strike.

Brutal strike: When using a heavy melee weapon you are proficient with you can take a -5 penalty to your attack roll to add +10 to that attack’s damage.

Cleaving Slash: If you score a critical hit with a melee weapon doing slashing damage or reduce a creature to 0 hit points with a slash you can make one melee weapon attack as a bonus action.

Distracting strike: When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Mage Slayer: When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

Close Quarter Magical Defense: You have advantage on saving throws against spells and spell-like abilities cast by creatures within 5 feet of you.

Savage Buffel: When you initiate combat against a new opponent on your first successful strike you can reroll the weapon’s damage dice and use the highest total.

Long Shot: You’re able to see clearly and aim accurately long distances. Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls. If you can cast a spell then the spell’s range is doubled.

Sniper: Your ranged weapon and ranged spell attacks ignore half cover.

Sniper Expertise:  Prereq: Sniper. Your ranged weapon and spell attacks ignore three quarters cover.

Brutal Shot: Before you make an attack with a ranged weapon or spell attack that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Tough: You know have an additional hit point per level.

Focused Concentration:  You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Opportunistic Magic:  When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

War Caster: You can perform the somatic components of spells when both hands are in use.

Symbolic Magic: You can cast spells that require non-monetary material components using items that have your holy symbol or arcane symbols and writings that are etched, embossed, or drawn on it or incorporated in some other fashion. A druid might use a staff made from a tree considered holy by their magical tradition and an eldritch knight might have a shield or sword with extensive runes etched into complex patterns of magical defense and containing each of their spells or made from star iron and specially set gems designed to harness magical energy.

Magical Dabbler: You can learn a cantrip of your choice and your spellcasting ability for this cantrip depends on the spell list you choose from.

Vibrant magic: Cast magic in with a magically booming voice, large movements, and extra pyrotechnic or shadowy special effects like a video game wizard. +1 to spell save DC when using this technique and +1 to any spell attack rolls. This is automatically noticed by anyone within a 120 feet and opposing spellcasters have advantage when identifying your spell or when trying to counterspell.

Casual magic: invest your magic into your casual speaking with the measure, tone, and beat of your words holding the magic for verbal spells rather than using a magical language and vocabulary. Your gestures are natural and most people would not think you’re casting a spell but simply talking with your hands. Popular with bards and arcane tricksters this allows them to cast many spells without the targets noticing at all any non-obvious magical effects if they don’t have Arcana proficiency and even then they might not equate the smooth talker with causing the magical effect. Think bene gesserit or jedi. People trying to identify the spell are at disadvantage unless maintaining Detect Magic or truesight. This can be very advantageous to those wishing to avoid being targeted in battle by enemies hoping to geek the mage.

Countermagic: Look up the ideas for the bard college and the wizard antagonist tradition.

Defensive Magics: It is harder to affect you with spells and spell like abilities. Gain a +2 to your saves against magic.

Subtle Gestures: Somatic components of spells can be done while holding weapons or shields in both hands. Keep in mind that you can hold a two handed weapon in one hand and use your second hand to provide somatic and material components of a spell so this is mainly for those going sword and board or two weapon style.

Opportunistic Magic: When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Cautious Sorcery: By taking your time you can build up your magic for more powerful castings. Take Spell Slot level + 1 rounds when casting a spell that would normally take one action to use a metamagic you know at a cost of 1 less Sorcery Point to a minimum of 0.

Metamagical Genius: You may take this once and learn an additional metamagic.

Font of Magic: You have an additional amount of Sorcery Points equal to your proficiency modifier. If you’re not a sorcerer but a spellcaster you can use this to gain additional spell slots just like a sorcerer.

Siege Spell:  You may learn or create a spell designed for siege combat and large scale battle formations. The spell is cast like a ritual in that it takes 10 minutes plus the normal casting time.

Take a basic spell with an area effect that does damage and increase the range by tenfold, increase area of effect by double and the save is easier to notice and evade so the targets get advantage on their save if they can move. This spell now uses a spell slot one level higher than the base spell and counts as a new learned spell.

Take a basic spell with an area effect with concentration and increase the range by ten fold,  duration is increased to Concentration with no limit other than exhaustion, double the area effect or length of the wall and give targets advantage on their spell save if they can move. After every 10 minutes the caster must make a Concentration check equal to the number of minutes the siege spell has been maintained divided in half. If the caster fails they take 1 level of exhaustion.

Take a basic spell with an area effect without concentration et al and it lasts ten times longer than normal.

List all the possibilities and allow 1 for a +1 spell slot 2 for +2 etc. So siege range would be 1. Siege area of effect would be 2. Etc.

Leomund’s Giant Hut.

 

Brew Potion Batches:

Check my scribe scrolls rules

 

 

 

Duel rules: Have a wisdom check that handles the vor/initiative and influences the rest of the actions in the duel until out of measure/5 feet.

Have a duel start when coming into long measure for as long as the duelists are in measure. Have a technique that gives control of the vor and allows stealing of it with indes. Extra attack actions against a single opponent.

 

Sources for ideas. Antler guy and worm/ward/pact

Godhinho iberian swordplay

Rattan singlestick.

Cancel prime pantry.

Look at gaming stuff for Worm.

https://www.spymuseum.org/education-programs/news-books-briefings/language-of-espionage/

https://www.topspysecrets.com/spy-dictionary.html

NOC.

Legend

A spy’s claimed background or biography, usually supported by documents and memorized details.

Double agent game. Easy 3 assets 10 coins. Standard 5 assets 15 coins. Expert 7 assets 25 coins.

 

Martial fighting techniques Good for groups or against armored foes. Taking advantage of help actions. Using spears in combo with an ally/ies.

Dueling fighting techniques Good for one on one unarmored usually or lightly armored in a civilian context. Spears are rarely used by dueling fighters because spears are inconvenient to carry around in civilian life but if you were to use a spear you would fight as an individual like a simple fighter.

Simple fighting techniques Good for “natural blows” as giganti in his second books says. Using natural athleticism and solid simple weapons like clubs, maces, or staves. Using a spear as an individual even if fighting with allies.

 

double agent. assets and treasury.

Agent provocateur forces piece to move costing a coin or an action.

The asset at the pregame costs pt value. Costs only 1 coin during game per instance.

Agent freezing costs a coin per round or costs an action.

You would say bishop asset agent provocateur. At some point in game the bishop can be forced to use a move or the opponent can use a burn notice and kill the piece and not have to spend their action moving the piece.

 

https://archiveofourown.org/works/10842429?view_full_work=true antler guy story.

 

Dis watches the videos. “I don’t understand.” “Master you never do.” What do you mean and how did you get in here?” “You didn’t understand the last fifteen times you discovered secrets from the Dawn Age. Once again though you surprise us by discovering such a quality relic.” Thank you Master. Who are you? No one master. No one. Sleep my Master. Sleep. Dream. You will so enjoy the secrets you will learn as you forget the ones you uncovered now. The balance must be maintained in all things.

demons are fiends who turned their back on the prime. The blood war

is a war between the forces sworn to protect the cosmos and those

who seek power at any cost for selfish reasons.

 

Along the river styx nodules will form that can when nourished by will

and the flow of one of the rivers of the dead, mortal souls, or

mortal worship. Demons raid the rivers closest to the heart of the abyss

because the dreampearls are more common the deeper you go. Flames

of Phlegethos drain or enhance fiends.

 

Fiends that don’t serve Asmodeus are commonly regarded as demons.

Mercenary or neutral fiends reject that definition and apply it to those who

reject the prime and the prime’s vision for the cosmos. Some regard

any creature that rejects the prime and is not an abberation that lives

in the abyss as a demon.

 

The infernal host was once united to defend the abyssal heart

but when the prime dreamer died many broke their faith.

Later powerful generals sought independence from asmodeus and pulled

their layer outside of his purview. Other powers penetrated Nessus

and forged their own planes or diverted the Styx to make new layers

under their rule.

There are nine layers now under the direct rule of asmodeus and at

least twice that which will ally for the right payment.

 

A student’s notes scrawled during kekeri training. With pictures.

 

demilayer. Mammon soul trade. Kanije fort.

 

Phlegethos 3 and 7 numerology.

 

ambrosia is the drink made from the nectar of souls gathered by fiends of

gardens. Some make unguents of it before stepping into the nightmare flames

to evolve.

 

The leviathans of the abyss and its tributaries puke out ambergris.

 

Flock of angels bring ambrosia.

 

The dead arise in the heart of the abyss and flow out from the rivers.

 

Haoma plants grow on the banks of the rivers of souls.

Soma is a drink made from distilled and pressed haoma with the fluid

while the resin is made into lasar coins.

Milk from animals who eat haoma.

Lasar coins made of the resin of haoma in laminated hearts pierced

through the center for a necklace or bracelet.

 

 

Idunn: Nehalennia apples of hel. disablot sacrifice festival. Dis woman

goddess. dead. disir. valkryes.

 

Landis stones mark the territorial bounderies and guard the banks

of the styx from plunderers and invaders.

 

Amrit was made by the demons when they churned the ocean at the heart

of the abyss and extraordinary things and beings were released

into the soul rivers.

 

30 peaches each age grow from the tree in Nessus granting thousands of

years of life. Peach Blossom spring utopia free from the blood war

protected by Asmodeus as part of an ancient pact.

 

Jizo deity steals lost souls of children from demons.

shozuka no baba hag

 

dry riverbed land of dead children. sandy beaches.

tirthas fords allowing safe crossing of the soul rivers.

 

Ten Yama Kings Eighteen levels of hell. Diyu. Youdu capital of a layer of

hell. Ox head and horse face hell guards.

 

Hell money that releases its power upon being burned as an offering to

the dead or fiend. prison or Diabolical court money.

 

River of clanging weapons. Bridge over the river to a new layer.

trees equals rivers. serpents, death, and regenesis. milk of heidrun/mead.

the pool from which all waters arise is the abyss. all rivers rise.

the three realms chaos, the gods, and the mortals.

 

 

styx river of hatred

lethe river of sleep dreams oblivion and forgetfulness.

river of memory. borders elysium and celestia.

acheron lake woe and pain. ferryman hellmouth connects the abyss and

the material.

phlegethon river of fire prison and judgement.

cocytus. river of wailing and wandering that doesn’t flow into the

abyss.

asphodel meadows

teufelsdrek.

unguent makes fiends vulnerable to phlegethos flames taken from

the river of fire to the court of eternal flame.

 

We must defend the Tower or face the fate of the world Stygia to

become a territory of the nine hells of asmodeus.

 

rebellion led to various heirarchies with Asmodeus representing

those who never betrayed their loyalty.

 

Many generals served under the Prime and not all fiends served

asmodeus. Those who turned on the Prime before or after its death

are known by all as demons and the faithless. Each of the generals and

other leaders went their own way. The yama kings rule the ten hells

and often work with or are hired by asmodeus and hate demons.

few of the faithful fiends were able to survive as independent

from asmodeus or the hordes of the many demon princes.

 

stygian whales ambergris. perfume. used in the prep of ambrosia

and nectar drinks and foods.

 

The anomaly or void of the aberrants. The prime closed the anomaly

with its sacrifice preventing the aberrants from entering

our cosmos.

 

 

The heirarchy in the ten hells has ten levels while 13 are found

in the nine hells.

 

glory and credit can be gained as money in the nine hells by killing

aberrations or demons. Some mortals might not know that they are

owed diaboles (gold coins minted in minarous.)

 

the heart and the onion. The abyssal sea is at the heart and from it flows

the rivers of souls. Around the heart are the abyssal layers. Beyond

the abyssal periphery lies the astral sea and the material/elemental

planes and celestia. Celestia is just a term for divine realms

that aren’t a part of the abyss or the material.

 

lore skalds are needed to learn the cosmology of the abyss

come up with a name for the abyss periphery.

skalds who can socially interact with fiends well are needed too.

 

cosmology like a milky way galaxy with the rivers being the arms

and the heart of the abyss being a black hole.

 

stygia is a world the anomaly was going to envelop and consume.

 

Just talked with ambassadors from a place called the ten hells

under the rule of the Yama Dragon Empress and her ten Kings. Always

a new surprise.

 

Ergosphere. Perfect for the abyss. ergon or work/obligation in the infernal

heirarchy or duty.

abbysal horizon. Abyssal heart. White hole. maelstroms. read rebma for abyss.

rip currents used by astral pirates and demon pirates to leave the abyss

with great speed.

 

in the vortices of the blood of the logos made.

 

the abyssal marches are those who rule demilayers between layers.

 

Kings of the hells. Demon princes. Dukes are powerful infernals or

independent devils with a lot of power. Counts rule sections of layers.

Marquis rule marches. Barons rule worlds in the material or cities

in the abyss or the minor planes on the Abyssal rim.

 

Provinces are the territory of a lord or lady of the abyss.

 

sinkholes/rifts allowing deep access to layers from the periphery of the abyss.

Made by the aberrations during their invasion of the abyss they are now

used for trade and invasion along paths not as well defended

as the soul rivers.

 

The abyss is often equated to a planet’s atmosphere. exo thermo

meso strato tropo with exo on the periphery and tropo onto the surface

of the deep.

 

Or maybe have the abyss be the anomaly? the void and the abyss.

 

Infernal script and the abyssal and infernal dialects.

 

Learn languages with the same script with half the effort.

 

Domains, layers, realms. The orderly parts of the Abyss.

 

The maelstrom. The region of the abyss distorted by the Void.

 

The void is inside the Abyss distorting it. The area around the void

is the maelstrom. The maelstrom is a force for chaos and home of the

demons. The void is the source of the aberrations.

 

The most ancient demons were infernals who were turned by the Enemy

and used against their kin. Now they ravage everywhere they can reach.

 

river of memory passes through and feeds the feywild and the elves

in arvandar.

 

Lloth saw into the void and that which is fixed in absolute nothing

and decided to try fixation.

 

The well of worlds that nourishes all. The Grand Staircase.

The Labyrinth of doors.

 

arvandor is a trap for elvenkind designed by the seldarine to feed

off of the memories and lore of their people. arvandor gets

elves high and increases their passions and energy output.

 

lolth saw the profit in using the elves as tools to expand

their power into the material by using their faith to power the

seldarine. corellon didn’t want the responsibility or to make

a strong connection to them. Lloth forged the web that connected

the seldarine to elvenkind. When she was cast out she sundered

her web from the rest using it to empower her in the maelstrom.

 

The rest of seldarine found themselves connected to these creatures

and chose to use this connection “reluctantly”. The seldarine

needed the power to fight the aberants was the excuse.

 

Fomorians sought to prevent the seldarine from influencing

the feywild. They failed and the seldarine hurt them by

making there form hideous.

 

The feywild protects elves from the selandine offering an escape.

the sealdrine didn’t realize that the eladrin would evolve

outside of their care and reject arvandor for their own fate

allowing them to become archfey or joining a court.

 

many of the first creature in bestiary were made by elves discovering

the secret of the seldarine.

 

The Primal era when the prime was alone or alone with its direct creations.

The Dawn era when the first sentience was born in the material and

elemental and primal powers rise with Dragons and Giants.

The Golden era before the Void and the Maelstrom when mortals rise

and Gods are made.

 

Lloth made the change and rather than elevated her to an equal

corellon chose to remain supreme. Lloth then tried to use her rhetoric

on the elves and lost. Corellon offered to allow her to remain

as a second class power and she refused and fled with a small

force of elves and half the web she made. Then the void became and

the maelstrom become a place to hide and build a home.

On world after world she sends her emissaries to enable

rebellion to her servitude. Freedom! freedom with new locks but the

same chains. The descent of the drow to the maelstrom in each world

takes place at different times as lloth has only so many agents.

She takes a joy in turning female elves with ambition in patriarchies.

 

Dark seldarine. entering the void. souls feed the demonweb pits.

The reason the number of elves and elven empires are declining or

were shattered is because of the dark seldarine siphoning off

the souls and soul energy of the elven people away from the seldarine

and the feywild.

 

the event horizon of the void. horizon walkers.

ghaunadar a seldarine who was remade in the void. Betrayed corellon

with lloth and betrayed lloth by become a void walker and a

great old one.

 

elistrae shadowfell and feywild. Where they bleed into each other are

her places of power in a manyfolded demiplane. Like an origami

animal but instead made of the fabric of three planes of reality.

 

yochlols are made from seldarines whose wills have been erased

and are tools of lloth.

 

fortress of memories raven queen end of the river of souls in shadowfell.

The nagpas were the wizards who sided with the dark seldarine

for power and were operating at her behest as a tool to weaken

the seldarine.

 

the raven queen sought freedom for her people from the seldarine

and the dark seldarine by invading arvandar and was driven mad

and killed during the process and the connection expanded the river

of memories from arvandar to the shadowfell. lolth manipulated the

wizards to betray their mortal queen.

 

Those elves who survive the trial of the raven queen are freed

from the chains of the seldarine or webs of Lloth. The act

strengthens the raven queen by transferring the soul knowledge

of the elf to her and the energy from their bondage.

 

Story idea. My friend the elf who wishes to join the horizon

has to undergo the raven trial before initiation to the higher

mysteries.

 

Shadar kai are the freed elves of shadowfell who choose to serve

her lady of sorrow and hand her their chains or webs rather than

be freed. They like the elves under the purview of the seldarine

are under the influence and can be reborn in the shadowfell

with their memories.

 

raven queen enjoys the silt/sediment of the river styx. her hate.

 

long ago correlon was wandering and found a world with a type of humanoid.

correlon liked playing with them and started teaching them.

correlon left after awhile and the elves followed him back to arvandor

this surprised him and the seldarine. Correlon sent them back and others

showed them the feywild. Some stayed in the feywild and stayed free.

Lloth discovered how to trap them.

 

The enemy through the illithids enslaved the dwarves and their

victims became the duergar. The mining wasn’t into earth on a

material plane as that is a metaphor. The digging was to a demiplane

that the invaders had made and then drawn the duergar to like a magnet.

 

In time agents of Asmodeus discovered the enslaved dwarves

and aided rebels such as laduguer in revolt to the void’s illithids.

 

After the duergar fought their way out of the maelstrom’s section

of the material plane back to their long lost homeworld they found that

there was no love lost and came to hate their kin for making no effort

to find them or care about them.

 

The great scientist Moradin forged dwarves out of humans to be workers

in his workshop and on high gravity worlds or asteroids where they

would not have sunlight.

 

Moradin is a human god who needed useful servants. Moradin wasn’t

a great programmer so the drives of the dwarves are overly rigid

and inflexible.

 

In time you may discover that most of the truths you learned on your

homeworlds are watered down at best and often quite silly. Potent

insight into the universe doesn’t come without pain and pursuit of

novelty and that won’t be found often in the tales those who stay

home whether in their mind or their body. Truth is for those who

seek it out and that are open to it.

 

by making the dwarves have a built in devotion to kin and by making

moradin all father he weaves control into all his children though

the duergar reject that control with social peer manipulation.

Should a duergar tribe be isolated and forget Moradin and the illithid

enslavement and should they then be contacted by an agent of moradin

they would instinctively want to obey or at the very least deeply respect

any request because of that kin-web of influence.

 

the first generation of “dwarves” were automations but lacked the

flexibility of living minds so Moradin made a compromise race

using some of his own lifeforce/dna.

 

Moradin is short for an Ancient and made his children shorter than

himself in a moment of vanity.

 

Some of us fought in the war of the void and most of us know secrets

that would destroy entire societies, religions, and empires if widely

shared.

 

the dwarves were tunneling through elemental earth connecting thousands

of worlds throughout the prime material plane via the elemental

material plane. Tunnels that enter and leave the elemental plane

of earth are called wyrmtunnels. hehe.

 

Hellmouths to the abyss usually infernal. Wyrmtunnels for earth.

Dwarves would sometimes contract with dragons for aid in making

wyrmtunnels in the ancient world during the void war.

Dragon currents in the air. Mizuchi gyres are regions of eleemental water

bound to the prime connecting a world to other gyres on other worlds.

They are in the deep and few surface mortals know of them.

Ekman transport currents take you on the surface to other worlds.

Air pocket Druk thunder dragons. Thunder gates of the Druk.

White Plumes are gates to the fire elemental world.

abyssal breaches are demon tainted incursions.

rip rifts form rip currents to the maelstrom ripping the energies

of the material into the void. At times there is a backwash when the

void sends some of the energy back but it is twisted and alien by the

elder gods of the void. Illithids are one such creation used by twisting

octopus and humanoids together with void energies.

The void doesn’t create it just changes. Voidal floodgates when the

pull of the void is reversed and energies pour into the material or

conceptual planes. The way conceptual planes work are changed by this

energy basically the rules of reality become different allowing the old ones

or the demons to invade with ease without worrying about he structure of the

plane interfering and weakens or removes a deity’s ability to influence

the plane in the vicinity. In the material the energies twist the creatures

and materials in the material planes.

 

Abbathor long ago hired dragons to make the original wyrmtunnels.

Much later he stole the secrets of their making from them leading to

the enmity of some of dragonkind towards dwarves. The masters of

wyrmcrafting were manipulated by the void’s illithid tools to carve a

wyrmtunnel to the maelstrom allowing easy access for the void to many

parts of the material planes. Most of the masters were enslaved for centuries.

On many worlds the secrets to wyrmcrafting have been forgotten. On those

it hasn’t the wyrmcrafters are heavily regulated and watched to prevent

another occurence.

 

Conceptual planes: Celestia, Arvandar, Dragonhome, Gianthome. Makerhome.

Abyssal planes: The various hells and domains around the well and the maelstrom.

Material planes. Prime material, feywild, shadowfell, and elemental.

 

empyrean is the well and the stuff from which new universes are made.

The Rivers of souls are laced with empyrean. The attempt to forge

a path from the material to arvandor by the angry queen of the elves

was sabotaged and the backlash of empyreal energies and the dark energies

from the maelstrom and the void created the shadowfell and the raven queen.

The river of memory flowed from its point in arvandor along the path

the queen forged into the material world and pulled that world as fuel

for the shadowfell and the egg from which the shadowfell was born. The

river nourished the new plane allowing it to grow from a single demiplane world

into a vast connection of demiplanes interwoven with the prime material.

 

many deurgar join the horizon. Most look at dwarves who join

as deluded and clueless. They often take a cruel schaudenfreude when

dwarves learn the truth about moradin. The first children of Moradin

are robots. the mordinsamman are the lab assistants of Moradin.

 

 

prime material plane was made by the prime.

The elemental planes were made by other dreamers who then decided to

connect their dreamings to the prime’s while maintaining a degree

of separation.

 

The conceptual planes flow along the dreamtree or rivers of souls

from the well of souls.

the material plane

 

The Dark Age the war of the void and death of the prime.

The New Age. Now.

 

Dreamers: conceptual beings who predate the planes the prime, seldarine.

Blessed: Material Beings who became conceptual via belief and worship.

Celestial: Conceptual Beings of Celestia.

August: Beings of ancient power that predate the void war.

Empyreal: Beings that tap into the well of souls for power. Creators.

Eminent: Beings that are important enough to be known to more than a

handful of powers. Local rulers of demiplanes, Royalty of empires. Gods.

Demon Princes. Lords of Hell. Dukes of the Abyss. Titans. Godlings.

 

 

The well, the abyss and the maelstrom.

The well on the good side and void on the other

the heart is where sigil stands and the infinite staircase.

The well was the heart but was disturbed by the void and pushed out.

The rivers of souls flow from the well.

 

Empyrean, from the Medieval Latin empyreus, an adaptation of the Ancient Greek ἔμπυρος empyrus “in or on the fire (pyr)”,

 

So empyrean could have more to do with the hells… if the heart of the

empyreal is the well and the hells are the ones closest to it.

Maybe have a small heaven or utopia (myth?) adjacent to the well

cared for by the norns and pact with asmodeus to protect. Maybe

the first children of the prime went their when killed by the void.

maybe the prime exists there now as a child reverted back.

 

Empyreal heavens. The conceptual realms nourished by the rivers of souls

from the heart or well of souls. Inside the well of souls is the empyrean

realm of pure sublime fire. The fire of creation.

 

empyrean energies. empyreal realms are conceptual planes not material planes

and they are made and sustained directly by belief and/or the empyrean

energies from the font or well of souls which usually flow to the realm

via a river of souls.

 

Empyrean vs empyreal. empyreal has to do with the heavens. Empyrean has to

do with the well of souls. Since most of the power of the empyreal

flows from the empyrean it is easy to get them mistaken.

 

The greatest concentration of empyrean is guarded by asmodeus and the Nine

Lords of Hell in the form of the well or font of souls.

 

Don’t believe the propaganda on dragon scale color. Dragons on different

worlds evolved in different environments. Probably the most dangerous

are brown dragons or wyrms as they are masters of shapechanging and rule

a large part of the elemental plane of earth and responsible for discoverin

how to create wyrmtunnels from one world to another through the earth

and the underdark. They are the single most powerful force in the underdark.

It is rumored that there are entire underdark regions in which every power

in the region is led in secret by a shapeshifted brown dragon or wyrm. Lolth is very displeased by this idea.

eclipse gates. For short periods of time an area is connected to every other world in which there is an eclipse going on and to the shadowfell. Those worlds with a strong grasp of astronomy are able to plan for these events and take advantage of trade opportunities or for raiding purposes. Underdark portals will flair up regardless of where they go as the shadowfell energies flow which can cause danger in underdark metropolises or create opportunities for some or allow long dead ruins to come back to life as travelers from other worlds move in.

Moradin the dreamer needed tools to compete with the prime dreamer. So he made dwarves. First he made them out of lifeless metal and gems and breathed a kind of life in them but they were inflexible if incredibly powerful. Each was made of a physical form designed for their task so there are humanoid robots and dwarves who are bridges or porticulises or windmills. Later it decided to take the humanoids of the material realms as a template and gave them physical life. figure out name for first children.

 

laduguer managed to get asmodeus to divert forces from the maelstrom to help free the duergar in return for the duergar helping craft for him in the future. There are always duergar craftsman available to the lord of hell making prisons and magical donjons.

the duergar reverted back to early programming and fight without emotion or individuality like the automatons they were based on.

The duergar help connect the hells to elemental earth which then connects to a myriad of worlds in the prime. This is the origin of the idea that hell is below the earth because so often the infernal enter the world from the deep.

 

asmodeus holds contempt for moradin and correlon. He serves the vision of the prime. The other dreamers for the most part he regards as interlopers. Thus, the opportunity to steal the duergar from moradin was priceless to him just for denying moradin access to them with their assistance fighting the void the icing on the cake. While moradin is like correlon mostly seeing themselves as independents they are untrustworthy allies from the pov of asmodeus.

 

ladugeur received divinity from abbathor himself in exchange for help fighting lolth and the abyss/void/maelstrom.

 

In mirroring moradin the deurgar stole the secret of automation from moradin and use their psionics rather than empyreal energies to power them. Their recent creation of wyrmgolems are feared in the deep earth as they connect one world to another or to one of the hells itself. With this advent they have taken to raiding drow cities and dwarven citadels by using forces from more than one region or even across worlds with their infernal allies at their side. Few drow cities can withstand the forces of a dozen duergar strongholds from a dozen worlds and a legion or two from hell. They fulfill their pledge to asmodeus with this raids on lolth strongholds and expand infernal influence in the prime material.

 

Garral Longseer the tool of the void and aboleth avatar warlock of the old ones who stole the immortality and memories of an aboleth. A fearsome enemy.

The aboleth empires were destroyed one by one. Some lived in formless demiplanes fed by empyrean while others were in the prime were the void had made beachheads both before and after the death of the prime.\

The prime material plane.

The other dreamers each made a material plane or they made and empyreal plane. One for each element. The shadowfell was made from part of the prime plus part of the abyss plus part of arvandor. The feywild was made by Seconde.

u+2032 prime. The 2032 sentient races of the prime material plane rose up to fight the hordes of the abyss/maelstrom and the void.

Prime seconde tierce quarte quint, sixte, septime, octave.

prime made the pmp. seconde made the feywild. Seconde merged its realm with Prime’s lightly in the ancient times and when Prime died it entertwined its world with Prime’s so that Prime’s creation would survive. Seconde would then avenge Prime and erase the Old Ones in our reality and banish the rest from entering with its last energies. Now Prime and Seconde’s creations are one but separate like they were in existance.

On occasion archfey do visit the nine hells and throw a great party when they do. The lords of hell will help those of the feywild of their own will in remembrance of shared cause.

Five rivers.

 

astral? vlaakith lich queen tu’narath metropolis built on the corpse of Seconde when it died fighting the void. They honor and use the remnants of it’s existance which causes some of those of the feywild enmity while others see it as only natural and fitting that those who once lived in her material plane now live in her corpse. The gith were long ago from the feywild when the void arrived and enslaved them. Thus, they are at home in the astral wastes far from the soul rivers or any large amounts of empyrean energies.

Tiamat aided Gith in the war against the void.

Gith died with Seconde but was killed by treachery by Vlaakith and put in a situation where Gith would fight to the death with no way out and crossed into the void to shut the dreadgate from the inside. Any attempts to discover Gith’s fate fails because Gith’s fate is on the other side of the event horizon of the void.

Gith in their hearts crave the novelty that they once enjoyed in the feywild.

Tu’narath not seconde’s corpse. It was the dead body of their god who was slain when the gith were enslaved. Few know the ancient’s name or even the name of the Gith people before the enslavement.

 

campaign idea of an adventuring group in the district of discards. Horizon team sent to save someone who may be in the district. Since time behaves weirdly in the astral people don’t age and thus don’t die of old age so the person may be ancient.

 

Gith is a she and evil according to the githzerai. She wasn’t evil but the gith queen made Zerthimon think she was evil thus purging the githyanki population of those she couldn’t control.

Limbo is a section in the maelstrom that the eddies of the void don’t taint like the eye of a hurricane. Limbo does move around relative to other sections of the abyss and the maelstrom but since it is so large a creature could live in an area of limbo and never leave it for centuries if they happen to be in the right part or

 

Pandemonium the warren created by the deurgar connecting the material planes of prime and earth with the infernal.

Carceri

Mechanus is the conceptual world created by Moradin the dreamer.

empyreal made of fire.

 

The outlands and sigil lie between the well of souls and the void and it’s maelstrom within the abyss.

 

A lot of time mortals will call a plane by the name of a local region. It is like namig a world because you visited a major city there. “Oh, did you enjoy the plane of Waterdeep?”

The far realm is what is beyond the void in the maelstrom.

river oceanus flows through the astral sea giving the only real anchor point for travel. Those lost pick a direction and hope they arrive at the river and eventually a settlement. It is also a favorite place for predators.

 

ethereal lacking material substance. The abstract conceptual realms exist in the ethereal and connect to the material through the ethereal via the rivers of souls which flow through the material planes to the abstract realms. The border ethereal is the ethereal in the material planes and the deep ethereal is the conceptual realms.

The ethereal exists where the rivers exist. In the deep astral away from the river the ethereal fades like not enough butter on toast.

berk berk berk. the swedish chef. No one knows the origin of this saying but it is a well known saying to imply that you are in the know among planewalkers.

The boundles is arvandor. a heavenly refuge that consumes its visitors for corellon.

the semblance, the labyrinth/mazes. Moil. Wyrmscape the network of wyrmtunnels that connect the plane of earth the  prime and the abyss.

the ethereal exists where the rivers of souls flows. The astral sea is where the conceptual realms exist. Where the rivers fade in strength any spells that depend on the ethereal get weakened by either lessening damage or giving advantage to saves based on the dm’s call.

Powerful spellcasters may carry a bit of the ethereal with them even into places lacking in ethereal energies. ethereal equals empyreal? This can lead to a spell or two working normally and then possibly even complete failure of ethereal spells.

The empyreal energies in the ethereal can be used to make new demiplanes usually very minor ones outside of great powers.

The so-called ghost elves are the elves that the Seldarine used and discarded in the ethereal plane. There bodies exist with muted colors as do their spirits. They don’t worship any gods and hate the drow. Like the ethereal they live in their eyes are mirrors and their body in the material has a slight glow. They have pastel and grays as colors for skin and hair as faded as their souls.

Haven demiplane trade city in the ethereal.

Maybe have the infinite staircase as the hall of doors or worlds run through the ethereal. The place inbetween. Planes that exist far in the astral sea that have low ethereal energies far from a soul river can’t be portaled to normally as ethereal energies are needed to connect planes or realms or domains.

The ethereal is what binds the feywild and shadowfell to the prime. A weave connects the three realms together with the four elemental realms. If you were to look at the 7 realms as a spectrum the gaps between them are what most would call the ethereal but from a certain pov the whole thing is ethereal.

The abyss is vast with the five great rivers and the three great singularities. The well of souls, the grand staircase of sigil, and the void which lies within the maelstrom. The abyss is where soul energies arise and return if there is no interference with that soul or its energies.

A purpose of baptism or other initiations is to bind an empyrean energy to a Power. This allows a Power to reconstitute that mortal like a soul clone.

Dying in the abyss can be problematic because the closer the pattern of the abyssal being is to the abyssal realm or layer’s pattern they are in the more likely the energies are just going to merge with the base energies upon death basically ending the individuality of that being. If an Abyssal Power wants to expend some effort they can usually retrieve that energy but usually it is a better return on the investment to just let a new creature/s form naturally from that base energy and begin anew.

This is the origin of the myth about fiends being destroyed if they die in their plane.

 

The curtains of the ethereal and the pools of the astral are simply places where the soul river energies have coalesced and connected somehow to another place that ethereal flow connected to. So, you can fairly easily from the well of souls take a portal to almost any place in the cosmos but it can take more effort to return or go places that aren’t the well of souls. Basically the rivers flow out from the well and it is easier to follow the flow and it is also easier to reverse the flow than it is to travel off of the rivers or their tributaries. Everything tends to return to the abyss in the end.

Curtains are doors on the infinite staircase.

Maybe make the elemental planes really not a separate place per se but the connected places within the prime material that have been tinged with ethereal/empyreal energies. So, the earth plane is a myriad of locales in various planets within the prime material and also places with that ethereal pattern in other planes. So, an underdark citadel could have the earth plane pattern and exist as a part of the planet Toril and also as a part of the infernal and connected via a wyrm tunnel to Oerth. When an areas ethereal energies become stamped with the pattern of a Power it becomes part of it.  When a demon infestation happens it is the empyreal energies of the maelstrom polluting the ethereal energies of the region on the prime material until finally it can become a part of the abyss while also continuing to float around a star in the prime.

The regions can be entangled so they are one but those connections can decohere over time. Breaking these entanglements is a common way for Powers to take territory away from other Powers.

Inevitables were made by Moradin early in the universe while he dreamed to hunt down rogue nightmares he created long ago.

Yugoloths are mercenaries willing to work for any power anywhere and to hire them is the main reason to go to the world Gehenna in the abyss.

 

The trade city of Thar induces planar bleed to move their city from one plane to another. It locates itself somewhere else on another world or another plane. It basically changes its ethereal signature to that of somewhere else until it snaps there.

The winding road but five rivers or roads cosmology.

Xaxox is a keep run by Daruth winterwood an elven wizard who bleeds void energies into worlds through his keep of madness and is a patron of many warlocks.

Ancient elves opened the void and began the maelstrom long ago by making a vast portal to the Far Realm. Raven Queen birth?

bardic magic that can change the resonance or signature of a region to that of another region. Useful for gates or for changing entanglements.

ambient empyreal energies

empyreal feedback during a gate can create a terrible soul shriek standing wave that can rip a locale into a demiplane.

Attenuated a region is to weaken its entanglements.

Ducking using an item to blunt the area’s entanglements to make it easier to cast spells that connect to other planes. For example a fire aligned region would be hard to gate to a water aligned region but if you use a ducking device you can make it like the area isn’t entangled thus making the travel as easy as going from the pmp to the water aligned region.

Fletcher Munson Curve A graphic representation of average hearing responses of carbon based units at particular sound pressure levels.

 

Foldback an output, that by splitting an input signal (independently of the mixer controls), allows that signal to be sent a separate device. Foldback makes it possible for a performer to create his/her own monitor mix without affecting the front of house mix.

 

Gate An electronic device that increases dynamic range by cutting off a signal when its level falls below a specific threshold. Used to control leakage of sound source into adjacent mics (ie drums)

Empyreal inductance is the resistance of a region to oppose its current ambience or entanglement.

Empyrealloscope. A device that displays on a clear gem a representation of the area’s ambient empyreal energies. Empyreal spectrum analyzer scope or empyreal domain reflectometers. EDR.

empyreal Pressure level. Measurement of empyrean energy in a region.

Change the toe-in on your bardic harmonies (change the angle the music is facing or angled toward each other).

A wedge is a monitor that shows to the performers how the planar harmonies are working.

adamantine citadel of the githzerai are used to track the aberrants. rrakkmas illithid hunting parties.

Sha’sal khou seek to create a gith harmony.

the dreamer Yondalla known as Five had no creations but discovered the halflings within the prime’s dream and took them in as her own. She watches over them and elevates those halflings that exemplify traits she likes to godhood. She watches over the gnomes. The halflings were share the same ancestors as the gnomes but were of tribes that the gnome leadership had long lost.

Gnome gods are children of Seconde and the feywild or risen up from the gnome people.

Golden Hills in Celestia with seven gods of gnomes.

Dispater of Dis collects secrets. Decipher the codes of the diary.

Prime made pmp, Seconde made feywild, Tierce made arvandor and stole the elves, Quarte was moradin always building in blocks and five was yondalla of the kind heart and five fingers of the nurturing hand. her symbol is an open palm or a cornocopia.

The dwarves hired the gnomes to invent the wyrmtunnellers.

Tiamat is on avernus to protect the well and also to keep an eye on it and the devils there.

Evermeet was a creation of elves that greatly mimicked the tragedy of the raven queen and now exists as a demiplane on the river of memory between the feywild/shadowfell, the pmp and arvandor.

 

phlegmatic fighting style:

The Phlegmatic’s lack of a motivation becomes their driving need: to protect their low energy reserve

you may use an attack action to take a defensive stance and add your proficiency to your AC.

sanguine fighting style:

The Sanguine is driven by the need for attention, and tries to sell themselves through their charm, and accepts others before those others can reject them. Their self-esteem crashes if they are nevertheless rejected. Yet, they will regain the confidence to keep trying to impress others.

You are energetic and strike first. Add your proficiency modifier to Initiative totals.

choleric fighting style:

The Choleric is motivated by their goals, in which other people are tools to be used

Use a bonus action to add your charisma modifier to your next damage roll.

melancholic fighting style:

For the Melancholic, the motivation is fear of rejection and/or the unknown. They have a low self-esteem and, figuring that others do not like them, they reject others first

use a bonus action to add your int or wis mod to one atttack to hit roll.

Supine fighting style:

The Supine also has low self-esteem, but is driven to try to gain acceptance by liking and serving others

By spending an attack action you distract or imbalance your opponent allowing an ally or yourself to have advantage on their next attack or grapple against that opponent if it is before your next turn.

martial expertise: learn two maneuvers.

martial superiority: Gain a number of superiority dice equal to your proficiency modifier.

martial flourish: allow a bard to convert a maneuver and use it as if it was a flourish replacing superiority dice with bardic inspiration and gains

an additional use of flourish.

counterspell

songmaster techniques

bardic maneuvers: flamboyant magic.

Subtle magic weaving your spells into the words you say like a jedi and causing disadvantage on attempts to

skalding words: when casting spells the bard can spend an inspiration to cause fire damage equal to the inspiration roll to every target of the spell to any targets of the spell.

Resonant frequency: increase thunder damage by one step on each die and the DC increases by the inspiration die roll.

Staging: Add your inspiration die roll to your own Perfomance check

Choreographer: You can spend inspiration to help an entire troupe performing instead of just one individual.

Virtuoso: Add your inspiration die roll to any instrument tool check

ritualistic performance: You can cast a spell as if it was a ritual by making music or doing a play that fits with the theme of the spell and add your die to the DC.

It takes 10 minutes per level in addition to the normal casting time.

Harmonic sensitivity. Feel the plucking of the weave. Make a perception or investigation check. Advantage if no spells have been cast recently and disadvantage if several have been cast recently over prof bonus. Like, detect magic give amplitude and school without any real-world clues through the weave.

Disharmonic note. Counterspell spells you successfully detect of a level less than your prof mod as a bonus action or a spell targeting you as a reaction by using a spell slot of equal strength. A bardic master can shut down easily a caster who relies on cantrips.

Insightful Magic:

Gain a +1 to Spell DC after researching a being with an investigation test vs their complexity.
Gain a +1 to Spell DC after making an insight action while within 30 feet.
Gain a +1 to Spell DC when you have a fresh tissue or fluid sample from the being or an item intrinsically important to it like a sword in their family for generations or a necklace from a dead parent or their spellbook. The tissue or fluid loses magic upon the next gloaming or twilight unless a successful alchemy test is made then it can last a month. If a potion is made using the sample it lasts indefinitely. Equiv of healing potion.
Gain advantage after succeeding with all of the above.

Magical and social voids. Passive defense. Apotropaocs can allow mundanes some resistance.

Damage from a slice or piercing attack that is deep take same damage for proficiency rounds each round.

Can make a con save to keep going even while dying or dead with the tn equal to negative hp.

Loading a blow. Getting hit before your tempo when making a multiple tempo strike.

Tempo wis + dex +prof
Highest tempo acts with each action lowering tempo until another character matches. When matches both actions take place at same time. Active defense uses tempo usually.

So attacker 6 tempo moves to strike defender 5 tempo. Using 1 tempo to move means defender can strike instead of defending or can parry or take other actions. If attacker strikes on tempo 5 and defender strikes on tempo 5 it is possible that both may kill each other.

Different classes may gain abilities for free actions like lunge allowing 1 tempo to be spent moving and attacking. Ieyado is similar allowing sword to be drawn and struck in 1 movement. Shueld rush allowing a shield user to move and try and knock over an enemy or disorient for advantage. Block allowing a free active defense etc.

Physical social mental
Specialist or generalist
Choose secondary
Choose tertiary

Monk
Physical primary
Hand to hand specialist
Insight secondary
Rogue tertiary move silently.

Fighter: comprehensively and widely trained professional soldier or merc focused on war or battle. Probably literate. Probably urban.
Weapon is being prepared, tactics, and any weapon or no weapon.

Warrior: probably a specialist in battle and focused on one on one duels and usually finds honor or the lack of honor as important. Probably rural. Tough. Weapon is skill and passion.

Sage:  spellcaster focused on learning and the mind and akin to scientists and engineers. Weapon is academic knowledge and curiosity.
Aesetic: focused on attunement and connection to the world or a concept. Druids, monks, philosphers. Weapon is insight and self control self knowledge and focus.
Face: focused on connecting and manipulating others in society. Weapon is personality and force of will. Politicians, crime lords, merchant princes, musicians.
Jack: focused on whatever gets your attention until you get okay at it and then moving on to the next. Weapon is general knowledge of just about everything.

Holy: adds divine tag.
Warlock: adds pact.
Rogue: adds deception and thieving
Arcane: adds arcane tag

Childhood:
Primary class +6 to attributes
Secondary +3 to attributes
Tertiary path +1 to attributes

Pick a primary and a secondary and a tertiary
Primary has full basic proficiency in weapons and skills for that class physical, social, or me tal and 3 specializations.
Secondary has full familiarity in weapons and skills in that class. Has 1 specializiation.
Tertiary has proficiency in 1 skill or weapon or magic.

Fighter primary Sage secondary and rogue tertiary. Commando special forces soldier in charge of destabilizing threatening nations. She is trained in every major martial, civilian, and simple weapon on the continent to be proficient so that she can be in any situation and survive and has proficiency on all physical tests. As a sage she has familiarity with academic tasks with a specialty in politics. In order to penetrate enemy locations her tertiary class is that she is proficient with disguise allowing her entry into places she needs to be.

Paladin
Fighter primary holy secondary face tertiary.

Dragon Sorceror
Arcane primary face secondary warrior tertiary.

Comprehensive tag: all skills of a given category. Comprehensive martial weapon proficiency or comprehensive martial weapon familiarity. Comprehensive academic familiarity.
Specialization tag: one skill or weapon of a given category. Longsword expertise. It can bump up a skill that had previously been improved with a competency from a comprehensive skill.

Competency: alien, ignorant, familiar, proficient, expert, master, grandmaster.
-2, 0, +1, +2, +3, +4, +5.

Specializations: Add level to cost +1. 0 to +1 costs 1 +1 = 2 competency points.

Comprehensive square the specialist cost.
0 to +1 = 2 sqaured or 4. To +2= 1+2= 3 x3=9. Starting from 0 to +2= 4+9=13.

Hit die type. Starts at 0 with +1 as d4, +2 to as d6, +3 as d8, +4 as d10 and +5 as d12. Same cost as comprehensive skills.

Comprehensive: academic, athletic, and social. Civilian and martial. Simple is a subcategory of civilian that everyone is familiar with so if you take no civilian skills everyone gets the simple ones for free.

Hit Points: constitution + level + die type max.
Luck points: level and die type.

Hit points are how actual tough you are.
Luck points are how well you can evade bad stuff and gets burned quickly in combat. It is partly positional so for example getting tossed to the ground could reflect burnt luck points or getting hit with an arrow that happens to get deflected by a bracer on your arm instead of landing in your inner elbow or even just that your sword was batted aside and now you are vulnerable to a thrust.
Luck points are used instead of hit points whenever skill or luck could save you from being hurt.

If you’re tied to a chair and someone stabs you the damage goes to hit points. If you have untied yourself and fall from the chair evading the blade you lost luck points.

 

Max sprint 150 to 200 feet a round.
Max endurance about 3 to 4 rounds before speed halves.
Sprint: 90 with +15 per +1 to dex. -2 dex mod means sprint is no better than a dash action.
Temp exhaustion levels: 1 + Con rounds of Sprint action before penalty. If score is 0 or less penalty starts that round. So, a con +1 would have no exhaustion at round 1 but on round 2 would be on disadvantage. Round 3 still on disadvantage. Round 4 speed would halve speed. Etc every 2 rounds gives another level of exhaustion up to speed reduced to 0.
48 hour rule for exhaustion. If you get to 0 you gain 2 levels of exhaustion. If you stop at step 4 you gain 1 level. Temp exhaustion recovers at a short rest.
Chase:
Can dash a number of times equal to 3+ Con mod. Each additional reqs a dc 10 con check or gain a level of exhaustion.
Look at encumbrance. No armor. Now weapons and shield.
Virtuoso:
Instrument and performance.
Expertise in one lets you take a roll of 7 or less and makes it an 8. An expert musician is able to play and perform at a minimum level despite being drunk and exhausted as the show must go on. So, it might not be a good performance but at the very least it will be better than the local barely proficient crooner on the worst day.
The show must go on.
Expertise in both gives advantage.
Instrument allows you to play the instrument technically.
Jack of all trades gives familiarity to all ability checks.
Stellar performance
Minor illusion plus expert instrument plus expert performance.
One man show bard ritual illusion 5th
Vsm
1 minute to visualize. 11 minute ritual.
Material is alcohol consumed by the bard and the audience worth at least 1 sp per member of the audience and 1 gp for the bard. The bard has Advantage if the alcohol is good quality or quantity increasing the cost of the alcohol tenfold.
The bard runs a performance as a one bard show using illusionary images, sounds, smells, tastes, and vibrations.
The type of performance could be anything from a band or orchestra, a play, or a re-enactment of a famous scene or battle.
The performance is maintained by concentration and lasts up to an half an hour if the bard is familiar (jack if all trades) with Performance, an hour if proficient in performance and two hours if expert.
The audience must be willing and consume the alcohol to be in the audience.
The audience has disadvantage on perception checks during the performance if they are paying attention to the illusion. At any time the illusion can be rejected but you can’t re-enter the ritual once left.
If playing music the bard can create music for instruments they are proficient in up to 1 + int mod at a time while any they are expert in are not limited. So two expert instruments and two proficient instruments for a bard with and int mod of +1.
Audience participation 6th level illusion ritual. The audience can play parts in the play, band, or re-enactment even if they can’t actually play the instrument as the illusion makes the sounds.

A potionmaster with expert tool use and expert in the skill can make a potion batch. It takes a workday to make but it is easy to do while doing other things as you only need to check for a minute every couple of hours. Make a batch equal to proficiency bonus of potions of the same type. This becomes a big deal with high end potions.

Have the potions improve over time so if you have to stop early the potions are still as good as the finished version. So if you’re making a greater healing and have to stop on day 3 they are still healing potions. Distilling only requires light effort with at least a check up twice a day so it can be done without interfering with other activities done at the same location.

A pc can supervise a number of batches at once equal to intelligence mod.

A wisdom complication can be spell doom for a batch if the pc forgets or gets distracted.

The first day takes an hour of work to get started. It takes a day to get a kit setup as a lab before work can start.

Lab vs kit. Travel kit can be done on the road but requires more care and work and a batch cannot be made without setting up a portable lab in a wagon or ship’s cabin.

Scrolls and helpful scribes. Tools and arcana expertise.

Supervising and crafting.

Expert in kit make batches.
Proficiency in skill lets you do portable.
Expert in skill cuts time.
Expert in both cuts time and batch portable.

Cut ingredient cost?

Use skill to collect ingredients for free?

Make a herb garden. Collect seeds.

Look up alchemist unearthed arcana.

The master sparks the magic by building the spell matrix and filling it with a power reserve for the scroll or potion. Then the magic seeps into the mundane item and slowly permeates it. Using ingredients that help bridge the planes and bind the matrix to the mundane item and help contain the power speeds and improves the process.

The assistant tends the item and ensures adequate flow and absorption. Periodically at least once a week an expert needs to tend to the item to ensure progress is being made on schedule or the process will be slowed to half until a master intervenes. This typically takes around an hour per item.
Once the time is completed the master needs to seal the magic into the item which finalizes its final form.

Weapons. Make a category and modify it.
Each customization multiplies base cost and is then increased exponentially as masterwork and tailored items are very expensive.
2 gp x3 = 6gp 6x6x6= 216 gp.

Hook: counters shield ac bonus and +2 bonus on trip manuevers.
Nimble: has quality distal taper and balance. Required for medium or larger finesse weapons. +1 to +3 to hit with each + being a modification.
Durability: resistant to breaking with a higher hardness and tempering. Advantage to any saving throw for breaking the sword.
Guard hand protection: bonus to ac by protecting the hand from sniping hits. Medieval cross guard or a nagel +1, complex hilt +2, basket hilt +3 (can’t be on a finesse weapon as it restricts hand movement and grip to provide better protection).
Tapering point. + 1 step damage on piercing.
Tip heavy: +1 step damage on slashing.
War pommel: do base damage as blunt.

Armor:
Torso, helmet, gauntlets, arms, legs, feet.

Each piece has a dr and an ac.
Gambeson padded armor is under complex armor.
Full body plate.
Plate.
Hit unprotected areas. Full body armor gives disadvantage to strikes as there are no weaknesses to target.

Self garb. This armor is designed so a person can put on the armor without help.

Medicine: add prof bonus to any heal action. Add prof bonus to poison use. Bonus to potion making. Nature bonus to gathering potion ingredients and alchemy.

 

Bloodline trace.
Multicultural.
Throwback.
Multiracial.

Armor proficiency isn’t about wearing armor as good armor is like wearing clothes. It is about maintenance and taking armor on and off. Weapons and armor require constant care and maintenance for proper use. Someone wearing plate without proficiency can use it just fine but it is going to take them a long time to take it on and off and after awhile the armor will degrade without a little sewing here or a strap fixed there or a good oiling and if you want to avoid stink a good washing.

An interesting way to look at care would be a rich knight who was never a squire so they never learned how to do the basic stuff. Now they have a squire put on the armor and wash the surcoat and make new leather straps when they get cut or break. So, imagine the squire graduates and becomes a knight and now the adventurer is stuck without someone to help with the armor and has to pay a party member to help him out or they start taking a penalty to social interactions because their surcoat is covered in blood mud and shit because the knight doesn’t have any clean ones left etc.

Combat reactions duels. Opportunity attacks.

Stop thrust seizing initiative as a reaction action.

Feint 8 + pro + cha. Deception insight prof. Fails wis save disadvantage.

Armed grapple. Cloak. Buckler. Bind.

Insight and deception roger notling article a out communication and hema. Feint and measure. Saving throw.

Measure. Proficincy with weapon or game tool or persuasion or skill used in conflict. Expertise ready action to gain a bonus to hit equal to wisdom+prof bonus to AC from one attack against them by the target or on their next action or attack which must be against that opponent.

Boon charms mantles.
Hero points dmg as luck. Death/unc. Damage reduction.
Luck points are for beings that have agency. Mooks working for an evil overlord in a sort of mindless obedience would have no luck points and neither would the guards in a castle though the guard who takes bribes to look the other way may have agency if she chooses to take the bribes while a guard who is bullied into taking a bribe might not. Heroes and villains have agency and are more awake to their power. Most people and outsiders do not. A librarian burning with the need to gain vengeance on a wizard who burned her library to hide that he stole some books has luck points and bends fate to protect her and to succeed on her journey.

If the players remember a character’s name they have luck points is a good heuristic to use to decide who are mooks and who are agents. Really good for monsters too. The tiger who ate a person because they were starving is not an agent. The lions who stalked humans for pleasure in ghosts of darkness are agents.

Health points is all that non sentient or beings without free will have. So outsiders bound to a power or territory lose access to luck points. Thus when they are injured they truly get wounds as they are not able to bend reality to protect themselves. Undead who have their own will and motivation have luck points but any which are enslaved or automated have only health points.

Use proficiency bonus to reduce hit points and ac. Replace hit points with Luck and Health Points.

Add bleeding from a cut and infection from wounds that do health damage if not cared for by a professional.

Luck is max class die/level + Wis Modifier x Proficiency.

Health is 10 + Con Modifier x Proficiency.

Wounds you can’t evade or avoid like being restrained or paralyzed do damage to health points. Luck points can be burned to avoid health damage or to provide up to proficiency bonus to a skill check or saving throw.

Any time a crit is rolled the damage that gets through evasion and armor is health points.
Any time the damage to health points is greater than Constitution than it will have complications with 1 point of health damage a round until minimal care is taken and then 1 point of health damage is taken each day until healed with rest and proper care as the wound worsens.

Tactical awareness: add wisdom skill to attacks or AC using luck points when in a skirmish or battle. Or skirmishing or tactics.

 

Removing classes.
Pact based power. Paladin, warlock, ranger, druid, cleric.
Intellect based power. Wizard and Fighter.
Instinct based power ranger, sorcerer barbarian.

Some rangers would gain their abilities from devotion to nature or gods while others from instinct and experience.

 

Dnd and my game replace classes.
Each minor tag gives a +1 major +2 primary +4 to a key attribute and gives proficiency in some thing or activity. Add up a standard build stats and find a base attribute to start from. Everyone gets a primary and then at least one major and at least one minor.

Divine and infernal give abilities and statuses.
Arcane gives action instant abilities.
Ritual makes permanent or long lasting changes.
Schools of magic or divine categories give proficiency.
Wizard has proficiency in all schools and ritual.
Look at feats.
Second sight. Allows divine or arcane or infernal or elemental perceptions. Can be permanent concentration or just an instant.

Holy
Wild
Pact warlock cleric paladin druid
Barbaric
Arcane
Martial
Charming
Manipulative
Athletic
Sage
Craftsman
Traveler
Duelist
Soldier
Knight
Ordained clergy
Outsider
Maker specific/category/field
Bladesmith/weaponsmith/martial smith
Drawer/Painter/Visual Artist
Singer/musician/bard
Personality.
Skills are minor.
Cunning. Backstabbing both in combat and socially.

Alignment tags
Lawful gives expertise in getting people to believe and trust your word and prof bonus is added to resist chaos from magic or persuasion. You are resistant to being changed or made to break the law.
Chaos gives expertise in getting around organizational bottlenecks and changing yourself or your environment by making something new or novel. People are drawn to your joie d vivre and your ability to make life interesting. Disguise, persuasion, designing an avante garde pair of shoes.
Good. People are often able to sense your nature and trust your good intentions.

 

Civilian vs Martial Magic Items and Spells.

A martial magic item will be obvious in use while a civilian item could be a liability. You don’t want a shield magic flare up when your ring protects you from an arrow in a back alley.

Sizes and fitting armor. Dex penalty.

Make a save to stay alive and do a death action. Or stay conscious for a non fatal blow. Double kills and afterblow.

Counter tempo attack defense when achieving expert.

Familiar, proficient, expert, and master. Have advantage when 2 or more steps more advanced.

Base ac: 10 + armor
Passive ac: 10 + armor + wisdom (used when out of tempo)

Active ac: 10 + armor + wisdom + dexteritu + proficiency 1 tempo per defensive action.

Noticing environment perception key to not getting hit.

Cabal of scientists discover how to aspect magic in an area using geometry and binding allowing a locale to connect with other planes and worlds bleeding through. They also learn how to create domains bent to ideals, people, or positions like kings or high priestess. Later they learn how to strip access to magic in an area.

In a bid for power a disgraced merchant prince wanting a new trade route forces a binder to connect to the infernal planes and creates a beachhead through which scouting forces come through and elevate the merchant prince to a demigod and start infiltrating society. Binders discover this and start a coup to stop the infernal coup and civil war begins. Another binder seeks to counter the infernal by connecting to the divine planes which escalates the war into the main proxy war in the material plane.

Culture. A bow culture a sword culture etc…part of character building.

 

Skill roll. Pick tactic. Skill more important than attribute. Difference in attribute important. Add modifiers like shields cloaks or hand protection or two weapon. Apply reach. Make roll. AC lessens damage and resistance to types of attack. Tempo. AC provides minimum to hit when not defending actively.
Dexterity for a crossbow. Strength for bow sling for dex.
Wisdom mod when using a tempo to aim.
Wisdom for measure. Int for siege weapons.
Armor light 1 med 2 heavy 3. AC gives DR to type of damage. Modded by material quality and tailoring.
Agile weapons that reward skill more than simple weapons. Swords and daggers and unarmed.
Strength once you hit the min don’t do much for damage but help with greater speed and initiative or reaction.
Simple and brutal weapons reward strength.
Ooda loop
Observe per check.
Orient
Act roll reaction
Decide init after applying action mod
Roll for action.
Initiative passes back and forth as tempo in an engagement. No reaction roll until engagement ends.
Quick casting. Deep casting channels more power but takes more time and allows an opportunity attack tempo.
Familiarity with int mod schools and prof in 1 at 1st level. Or weapons.
Familiarity, prof, and expertise.
Nachreisen stealing inititiative by attacking as the opponent is prepping for an attack. Perception test in observe as you strike while they chamber their attack by noticing their tell. Feinting and faking a tell is useful.
Shallow attacks are quicker
Deep attacks do more damage but slower reaction.
Core or head shots for humanoids are harder to hit hurt reaction but do the most damage.
Dupleiren double strike. Used in the same round. If first strike hits than it does no damage but gives all further strikes that round advantage on your second attack and deals core damage. Core die max + prof + str mod + normal roll and mod. If crit target goes prone.
Reaction
Dex + reach + prof for weapons if prof or use familiarity. Dex + prof for combat magic.
Dagger 1, mace 2, arming sword 3, long sword 4, war sword staff, short pole arm 5, med pole arm 6, long pole like pike 7.
Observe wisdom
Cut and thrust swords.
Point balanced for more precision in thrusts.
Hew balanced for cuts allowing double proficiency as damage.
Polearms breaking down. Quality of haft is number of 20’s parried against or 1’s rolled.
Tempo. 1 tempo actions. Parry than riposte is 2 tempo. Counterattack parries and strikes in 1 tempo.
Only get extra tempo when using proficient abilities.
Add prof for ac and dam.
Block use str for ac
Parry use dex for ac to redirect.
Rebat.
Evade.
Half tempo reaction opportunity  attack.
No prof 1 tempo
Familiarity 1.5 tempo
Prof 2 tempo
Extra attack 3 tempo.
Movement 1/2 tempo.
move .5 tempo
Cast spell 1 tempo
move .5 tempo
Paladin w/ +1 extra attack
Cast spell 1 tempo
Parry 1 tempo
Riposte 1 tempo
Spells. .5 tempo per component? Look at other options. Quick spells/reaction spells?
Sidearms and military arms.
Block with strength, evasion with dex, brace with con which gives dr on bludgeoning attacks or attacks converted into bludgeoning like a bullet stopped by Kevlar. Parry with proficiency and wisdom.
Armor gives AC and can convert damage from one type to another and damage resistance to attacks as well.
Observe prof and wisdom.
Orient prof and int.
Spear hit points theshold from quality. One hit break or cumalative.
Positional damage. Situational damage as a penalty to actions like neing thrown or sand in the eye.
Sword types. Materials. Design. Use.
Iron equal to bronze but easier to make and cheaper. Steel. Pattern welding. Single or double. Estoc. Chinese sabre. Backsword.
Single edged. 2 handed. Simple Guard. Pattern welded. Piercing basic, slashing advanced.
reaction to use shield to block attack adding prof +2 to ac.
Mace is basically a higher end club.
Fiends are worlds that feed on mana. Mana comes from ambrosia or fruit from the world tree like idun’s apples. On the pmp those fruit are living beings and we live by eating life. Thus fiends trade for souls for power and life.
Life on earth is the maggots from the dead giant dwarf legend.
Domains of Dread in the Shadowfell are prisons for the weapons the Dreamers of the Shadowfell created, evolved, or allowed to exist to fight the aberrations.
feywild and shadowfell were created when their dreamers tried to save the heartdreamer from dying and unsuccessfully merged with the far too complex dream as an overlay and an underlay to the greater dreaming.
The celestials cut off much of the mana going to the fiend worlds. Now there is deep inequality and suffering.
Good and evil isn’t so cut and dry.
The dreams of gods make planes and are planes made manifest. The dreamer and the dream are one or many in the case of some planes shared by gods.
Long ago life grew from the dreams of different gods and traveled to other dreams and gods discovered each other and their children fell in love with each other.
Some dreams were smaller or less complex so a few of the dreaming gods merged their creations when they fell in love.
New dreams were born and new gods were being discovered by the horizon walkers who explored the universe.
Dragons and Giants and Primordials strode the universe until they disturbed an unknown. The outsiders poured into the known universe threatening all dreams.
The god who dreamed up giants, primordials, and the god who dreamed up dragons among many others pooled their energies along with many other lesser gods until they made a new dream at the center of the known universe at the heart of the dreamtree that connected all the dreams. The invaders sought to take it and their children seeded that world with abominations who conquered and enslaved their children.
The invaders slew the dreamers and tried to conquer the dream which spun out of control without a guiding hand. In response to the deaths of rhe gods the children rose up and fought back and defeated the invaders and cast the invader gods outside of the dreamtree. Now the horizon walkers hold the line against the enemy. We live in the former garden of the mightiest gods but we have surpassed them. Our creators are dead and we live in their corpse which is no longer a walled garden but blends and bleeds into neighboring dreams at special places and the dreamtree connects to places too.
Many gods lived and there and some lived and spun their dreams away from the dying giant. Even to this day there are natural ways available to the horizon walker who knows the mysteries. The feywild and the shadowfell and the elemental worlds.
The aberrations seek to kill the tree which binds all the dreams together. Without the tree nourishing the dreams then each dream and dreamer stands alone and vulnerable to fall one by one.
Some dreams are carefully planned and gardened. Others are wild and untamed on purpose.
Some dreamers died but the dream survived like the abyss. Without gods the princes dominate.
Life and fiends grow from the tree. In some dreams the mana is actually fruit to be plucked. Thus the celestials live with plenty while the pmp and the fiends do not.
Evolved life vs created life vs nurtured life. Designed life.
 The old healer pulled out his nyckelharpa and told about legends using illusions and magical sounds to spice up her story.
Archetype feats that give bonus to saves from aberrations.
Dwarves were the first people and grew like maggots from the dying god. Others were made when the dwarves went to new dreams and those dreamers made new children in the dwarven image. In the fey the elves were born. In the shadows. Humans were born from the mixing of the many tribes. Halflings were born with the lucky and love of food from Bounty plane. Orcs were born.
When a dreamer dies the dream can live on. It grows wild.
The fey prefer stasis so their living mana live long. Others live shorter.

Mantles chosen ones hierophants legendary creatures as an epic boon.

Myth we are the dwarves. The maggots who evolved on the surface of dead ymir.

Class or archteype feats. Horizon walker can sense portals open and close. New portal rituals. Sense teleportation and circles. Eyes on the horizon.
Monster slayer apply mage slayer to montsers and spell like abilities.

Cultural background. Racial background. Socioeconomic status. Occupational background.

Handling the divine. Think of two tuning forks. The power is in both. Divine might isn’t a gift from gods or spirits it is a connection to life and heart and mind that permeates everything.

Post starfaced creature. whirligig beetle.

Post character divine soul. Born and raised in a holy temple warded with forbiddance and other antimagical suppressions along with other divine children. This supressed the expression of aasimar traits, divine guidiance, and natural sorcery development. The demons and dead flood the world and the caretakers are summoned away and never return leaving acolytes and the children. Tradition calls for the execution and sacrifice of the divine on their 21st birthday but no one comes to perform the ceremony. Character escapes the temple to the village that supports the temple and finds out no one has come back from leaving more than a mile from the temple which is surrounded by terrible darkness. Character is a teacher and envourages the light to always shine through their magic. War magic training. Paladin feywild escape.

Complex armors vs heavy armors. Armor tech new than x10 cost for state of the art.

Magical book that scans plants and materials for magic or medicinal properties and then makes potion formulas to extract those energies.

The treant’s apothecary and brewery. Locale. New rules.

Alchemist equals distiller.

Magical alcohol for drawing out the magical energy from a material into something you can drink. Instead of infusing magic into a potion you are drawing out the magic from the ingredients slowly into the alcohol.
Treant named Penzhi raised by gnome ilusionists and alchemists. Bard gnome hair dresser plant sculpter and apprentice using prestigidation to dry and clean customers.

Harvesting with nature arcana and survival.
Healing potion herbalist kit and medicine.
Alchemical fire alchemist tool and nature.

Expertise in both tool and skill.

Tincture. Expensive but can be built in bulk. Use magical ingredients.
Expert in both tool and skill. Take 10. Advantage. Special effect. A performance that reaches into the heart and changes people.
Unarmed disarm for monks and grapplers.

Craft a charm. Make an item and imbue a number of uses equal to arcana total.

 

Wilderness lifestyle either solitary or a band of bandits like robin hood. Look at skills to provide quality.

Traveling camp life
style of a lone merchant with a couple of guards or huge caravans or shipborne. Higher lifestyle means more stops at inns or wagons and horses or larger better boats.

Simple lifestyle like Modest but rural with less meat but abundant food of local production and lower tech amenities and construction. Adobe huts of solid construction or wood cabins in a place with abundant nearby wood or mud. Access to local homemade brewery of modest quality and cottage industry products with the occasional trinket or good purchased from a traveling merchant.

Wholesome lifestyle is a rural and of fine quality construction if lower tech than available to city folk. Has access to fresh meat and food provided locally and quality tools and cookware of local manufacture with maybe the rare item from a far off place like a bottle of quality wine purchased in the big city a few years back saved for a celebratory day.

half skill total +1 gp skilled including Modest lifestyle as payment.

half cost for additional people sharing lifestyle. The first person pays full cost with each additional paying half. A husband and wife paying for modest lifestyle would only pay 1.5 gp/day instead of 2.

Estate lifestyle is a quarter cost of the base lifestyle cost for servants, guards or employees with a lower type of lifestyle if over 10 total paid by the employer or lord.

Owning a lifestyle drops all maintenance costs by an additional half. The cost for owning a lifestyle is 1000 times the base cost of a day for that lifestyle.

A lifestyle in absentia is 1/2 personal base cost if rent is still being paid or 1/4 cost while the owner is away.

 

DM’s guide Campaign Setting Weapon Design:

 

Weapon quality, materials, and design vary greatly depending on the locale and the time period in history. In a world with advanced magics, interplanar travel, and smiths with centuries of experience you might expect a wide range of weapons with different mechanical and descriptions.

I’m making this guide partly to provide the DM the ability to allow their players to use the weapon they want to use per “fluff” or roleplaying needs without overly worrying about the risks of the weapon being unbalanced. Does it really matter from a mechanical point of view if the Greataxe is called a Poleax or a Nodachi sword if the mechanics and costs are the same? There is such a variation in weapons anyway that

Most weapons can do damage in multiple ways though their effectiveness would differ depending on the type of effect. Like a pole arm that did d10 piercing would be able to do a d4 bludgeoning with the butt.

As a rule piercing weapons are more variable in damage than slashing weapons. Bludgeoning weapons are the least unless it is a headshot. An easy way of using mechanics to show this would be to have a piercing weapon have a large single die vs a slashing weapon having two smaller dice and a bludgeoning weapon have a small die but a higher critical chance. Axes are fa

I will be making general categories for the weapons and traits for those weapons that will effect their damages, cost, and weight. Often in weapon design you can optimize for certain kind of attacks against certain types of armor in certain contexts. For example an estoc came into being to punch into armor and is basically a long spike sword that can’t cut. When you enhance one thing you can lose something else and there is a law of diminishing returns and vastly increased costs for small improvements. This is good because it gives the players something to shoot for. A masterly crafted sidesword made by a famous smith may cause more excitement than a shortsword +1 and may be more effective as well.

I will split weapons into four categories. Simple, Civilian, Martial, and Siege.

Simple weapons are ones that can be made at a low technological level and are widely available across societies from the stone age on. Civilian weapons are those designed to be used by people outside of a martial context. Civilian weapons are convenient but not necessarily the best when in a formation. You can’t very well carry a 21 foot Pike when you’re trying to buy groceries at the market. Martial weapons are weapons designed for war and not the convenience of daily use or wear. It is very common for martial weapons to be stored in an armory or carried by beasts of burden or auxillaries until shortly before combat. Siege Weapons are weapons that are designed to defeat fortifications, naval or aerial vessels, or as anti-personnel weapons on the field of battle. They are unlikely to be used at all in many campaigns involving dungeon delving or city intrigue or wandering the wilds but could be common in many other situations like a pirate ship or flying castle.

Damage modifiers are calculated starting a d6 with a step down being a d4 and a step up being a d8, two steps up a d10 and another d12. An extra die would be 2d6.

Traits:

Damage types: Piercing, Slashing, Bludgeoning (others? Like a radiant sword for celestial?)

Melee, thrown, or Ranged.

Size: Small, medium, large, siege.

Concealability.

Convenience: ease of porting around. Daggers are a favorite as they are small and light and stay out of the way. Axes without proper sheathing of the head can be very inconvenient for a walk about town compared to a short sword. Rapiers because of their complex hilts get in the way a little bit more than a viking sword but war shields are unpopular for civilians because of their size and body shields are impossible.

Weight: Light (-1 step damage), medium (0 step damage), Heavy (+1 step damage)

Finesse: Able to be used effectively and with great agility. (most swords piercing specialists particularly)

Category: Simple, Civilian, Military, Siege.

Design: see armor.

Protective: Add +X to AC when using the weapon. This is how you make shields, parrying daggers and complex hilted scottish broadswords, sabres, or Spanish rapiers or Italian Sideswords.

Renaissance tech:  base cost is normal.

Medieval tech: base cost is two times higher.

Classical tech: base cost is five times higher.

Ancient tech: base cost is ten times higher. Flint arrows weren’t replaced by bronze because bronze was better but because metal casting was cheaper and had a lower barrier to entry. Flint knapping took years to become proficient vs simple low quality metal casting can be shown over a weekend. Ancient tech in a magical world can be quite good. A magical porcupine that gets plucked might provide a better dart head to be attached to a reed base than tempered steel and requires much less technological innovation. A 15th century cannon ball does more damage than a bullet from an H&K.

Material Grade: low +1, medium +2, high +3, superior +4, exceptional +5, Legendary +6.

Design and Manufacture: Munition grade -1 to hit (base cost), Standard 0 to hit (x2 cost), Fine +1 to hit (10 times cost).

Sap. It is small but quite heavy so it wouldn’t have the light feature despite being small.

 

Dm’s Guide to Personalizing and Designing Armor for your setting.

https://www.metmuseum.org/toah/hd/aams/hd_aams.htm

https://en.wikipedia.org/wiki/Mail_(armour)

https://en.wikipedia.org/wiki/Tatami_(Japanese_armour)

Armor is variable depending on time, locale, and tech level. Most d&d games seem to be at a 15th to 17th century advanced european-persian-hindi-china-japan level of weapons and armor with plate armor and rapiers. In other locales you might run into hide armor of exceptional strength hardened and stitched together to cover the entire body but be very restrictive and loud or plate armor that is a work of art and designed and tailored so well to its owner that they can do gymnastics in the armor almost silently.

The rules here are not really meant for the player but for the dm to personalize different tech levels in different places and to provide more options such as ugly poorly made armor for the down on their luck soldier to armor for ceremonial or to show status to providing something for the very wealthy to spend their hard earned cash. Some suits of armor were so advanced and artistically made to be more expensive than fielding and arming a small army of a thousand men with munitions grade pole arms and early guns or crossbows wearing half plate.

I’ve broken down the process of designing unique armor into a few traits which have modifiers to price and weight that are added up and then depending on the civilization you apply those modifiers to find the final price and weight of the armor. Those traits give the mechanical traits of the armor which are very bland and simple. The gm should take those generic traits and make up a cool description of the armor. A mithril bespoke riveted wedge mail shirt dyed indigo with dye made by master alchemists to be antibacterial and to self mend overnight worn over a quilted jack of padded drider silk and fine cotton from Larbia made and enchanted by the last of the dwarven smiths of Malda that the player commissioned after becoming Earl and gaining the treasure trove of the vampire coven of Balmar is a better descriptor than chain shirt of mending +1.

Armor has traits: Coverage, weight, material strength, fit, loudness, and armor appearance. These dictate the mechanics of the armor such as AC, Weight, Max Dex, and whether the armor provides Disadvantage on Stealth checks. I am introducing also the appearance of the armor can influence some but not all social checks.

Armor has components: Most armor is built of layers. A padded jack or leather buff coat is worn under metal armors for example. So, a warrior can build up their armor piece by piece from light padded at the beginning of their adventuring to medium padded to medium mail to heavy mail with light coat of plates.

The starting point with armor is 1 gold piece and 5 pounds of weight at a 17th century technological level in germany, italy, india, or japan. For less advanced material civilizations or less martially adept civilizations then increase cost and certain qualities of armor are either unavailable or hugely expensive. It would be easy to have a fantasy world in which a dwarven kingdom had an advanced material civilization and would provide high quality goods for an elven kingdom with master elven smiths with centuries of experience in armorsmithing to make armor at a pinnacle of quality and for the price that would beggar most human nobles. Or a powerful orc smith with a few apprentices could crank out relatively decent and simple munitions grade armor at a volume surpassing the output of an entire elven guild of smiths with dozens of masters and hundreds of employees.

Most armor worn in most places in history was padded armor by itself or as a base for other armor to attach too or be worn underneath. Sometimes leather but more often hide would be used instead of cotton, silk, or linen but at least in europe most wore linen layers and others wore quilted leather with the japanese using an indigo dye that was stylish and also antibacterial. Sometimes multiple materials would be used. Leather by itself is not a very good form of armor but it is very good at being something that armor is connected by either with stitching or rivets or leather strings or straps. “Studded leather” is actually a 19th century misunderstanding of leather that is the base material with metal plates attached on the inside with studs which show on the outside. It is a heavy and effective armor that is quite maneuverable but the leather doesn’t provide any of that protection it is the metal underneath that does that job.

Using this system you can explain the benefits of your armor and what it is however you like. Is your leg armor made of splinted plates and are you wearing a bringandine cuirass and a sallet? Ok cool. But the actual protection is light, medium, or heavy with traits like superior material, stylized apperance and well fitted ready to wear tailoring.

The DM should provide at character creation a half dozen armor sets to choose from. Later after a major treasure trove is discovered they may find themselves approached by agents of smithing guilds offering their expertise and connections for a price for bespoke mithril plate or quilted dragonskin leather scale armor in the fashion of the highest ranked courtiers in a nearby kingdom. After all that neighboring kingdom is the land of great opportunity and wearing designs worn by the highest status individuals in the kingdom is very advantageous to an up and coming adventurer seeking social advancement.

Light Armor covers about half the body. Medium Armor covers about three quarters the body. Heavy Armor covers the whole body.

Renaissance tech:  base 5 gold + 5 gold x multiplier weight 5 pounds + 5 pounds x modifier

Medieval tech: base 5 gold + 10 gold x multiplier. Base weight 5 pounds + 7 pounds x modifer.

Classical tech: 10 gold + 25 x multiplier. Base weight 10 pounds + 10 pounds x multiplier.

Ancient tech: 25 gold + 50 x multiplier. Base weight 15 pounds + 10 pounds x modifer.

Material Grade: low +1, medium +2, high +3, superior +4, exceptional +5, Legendary +6. Multiply base weight by this. AC bonus +1 to +5. Cost is multiplied by this as well.

Design and Manufacture: Munition grade -1 AC (base cost), Standard 0 ac (x2 cost), Fine +1 AC (10 times cost).

Armor Coverage: Light: +1 (Max Dex +1), Medium +2 (Max Dex 0), Heavy +3 (Max Dex -1) Weight and Cost is multiplied by this modifier.

Material Weight: Special: 50% weight base (10 times base cost). Superior 75% weight base (5x cost). Standard: 100% (triple cost). Inferior: 125% (Double cost). Munitions grade 150% (base cost).

Armor Fit: Munition Poor fit (max dex=0 and Stealth Disadvantage) base cost, Ready to wear that good fit (Max Dex=1) base cost x2, Ready to wear great fit (Max Dex=2) base cost x4 and proficient tailor with a large stock of different sizes to choose from, Made to Measure (Max Dex=3) base cost x6 and time, Bespoke (Max Dex=4) base cost x8 and time, Bespoke Masterwork (Max Dex=5) base cost x10 and time.

Armor Appearance: Munitions grade, Inferior, Standard, Stylized, Masterpiece (this doesn’t have any effect on how the armor is used but people can react differently to people based on first impressions. A soldier wearing munitions grade armor while on campaign may not have any social penalties while a warrior wearing munitions grade armor trying to gain access to a social gathering of middle class townfolk may get a mild penalty and disadvantage on a social check with nobility except for possibly intimidation as the rich sometimes fear the poor. A stylized or masterpiece armor should occasionally be brought up in game and will impress some people giving a mild bonus or advantage in some environments with some people at least some of the time.

A metal breastplate that is fitted doesn’t restrict your movements any more or less than a leather buff coat or chain shirt.

Stealth: Disadvantage: Most wealthy civilians don’t want to be clanging or swishing around during their daily lives so they will pay extra for the silence. Most soldiers on the other hand just want something that works in the field and guards like the warning to others that the sound of an armored guard makes as they go about their rounds.

Plate +8 65 pounds disadvantage 1500 gp.

 

 

 

Stylized armor can provide advantage or bonuses to social checks depending on the region or locale especially when certain designs or colors are limited to specific high ranking birth, castes, military ranks, or social statuses. Say a kingdom only allows a lion motif on armor after a warrior has earned a distinction for bravery in war. In that case many people from that kingdom will overlook social faux paux’s and idolize any character wearing such armor though a stolen valor character would make an enemy of most. Stylized armor should cost fifty percent or more than normal quality armor. Many people who are already paying for fitted armor like to add something unique to the armor whether fluting or etching or clean and simple aesthetics with quality finishing or dye. This can sometimes lead to huge increases in cost with some ceremonial plate armors running into hundreds of thousands of gold pieces.

Different social groups or organizations may prefer certain stylized armor and a knowledgeable warrior or courtier may be able to glean important info by simply looking at the style of armor worn and any embellishments to the armor. In the real world in europe armor made in germany of the gothic style looks far different then armor made in Italy or armor made by the english royal armouries.

 

 

 

 

 

 

Many weapons can be used to do damage with different types of damage. A sword pommel can do blunt while a thrust could do piercing and a hew could do slashing. So, different training techniques can be used with the same weapon. And for good practice when dealing with beings with resistances and immunities the player should describe if they are striking with a piercing attack or slashing or blunt when making an attack.

 

 

 

Each character gains specialized combat training at their second character level and at the second level of each tier as they progress. These are no longer learned when multiclassing into a class that offers a fighting style. You may also spend an asi to learn a combat specialization and increase an appropriate attribute by 1.

combat and magical specializations.

 

edge alignment: add prof to slashing damage. +1 to str

Precision point work: Damage die increases by one step with piercing strikes , +1 to hit. +1 to dex

Martial manuever: Martial artists or Battlemasters gain an extra superiority die and a maneuver.

Armor expertise: Any properly fitted armor that is either tailored for the wearer or magically sized to fit the wearer provides +1 to AC. +1 to con. Putting on and off armor in half the normal time. Fitted armor designed and tailored to the wearer is three times the normal price but counts as half the weight for encumbrance because of how the weight is distributed across the body.

Two weapon fighting: Allows you to use your bonus action to attack with a second weapon or shield and add your ability modifier to that damage. Can combine with shield expertise and use the shield as a weapon and add strength for a war shield or use a dueling shield with dexterity.

Grace and Finesse: Allows you to use your dexterity with piercing or slashing weapons instead of strength. +1 to Dexterity. (takes away the automatic use of dex with finesse weapons) Monks gain this as part of their class features with unarmed and monk weapons. May use a finesse weapon in one hand and a light weapon in the other.

Archery: Gain a +1 to hit and damage is increased by 1 step when using a ranged weapon. +1 to Dexterity.

Bullseye: Gain a +1 bonus to any attack made at range be it a spell, throwing dagger, or bow.

Duelist: By focusing completely on your opponent and reading their small movements and telegraphing you gain a +1 to hit with attacks or grapple checks  and +1 to AC when fighting one on one. +1 to Wisdom. Must be proficient with insight to learn this specialization. If expert with insight the bonus doubles to +2 to hit and +2 to AC when fighting one on one.

Proper biomechanics: When you roll a 1 or a 2 on a damage die for an attack with a melee weapon or unarmed strike you can reroll the die and must use the new roll.

Shield mate: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Shield expertise: Use the rules I created for claiming the center as a bonus action and something for using a reaction. Allows the shield to be professionally used for damage as a bonus action as well.

Shield Defense: May use a reaction to add their proficiency modifier to AC against an Attack that would hit normally causing it to hit the shield and miss.

Two-Weapon Fighting: May add your ability modifier to the damage done using your bonus attack when using your second weapon as long as it is a weapon you can use one handed and if it is a crossbow it is already loaded. If you have shield expertise you can combine it with this to do a shield bash and add your strength modifer to damage.

Mariner (UA: Waterborner Adventures): As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Close Quarters Fighting: When fighting extremely close up in the same 5 feet square or in narrow alleyways, tunnels, corridors or bridges you use your understanding of fighting in this environment to great benefit. Gain a +1 to AC, melee, spell, and ranged attacks with light or finesse weapons, and grapples checks in this environment.

Close Quarters Shooter: Make a ranged spell or weapon attack at a target within five feet without having disadvantage.

Short Range Shooter: Make a ranged spell or weapon attack at a target within 30 feet and ignore half cover. Gain a +1 bonus to ranged spell or weapon attacks.

Parrying stance: Use your bonus action when you have a weapon in hand and gain half your proficiency bonus to AC until the next turn or if no longer holding the weapon.

Preferred Weapon: +1 to hit and damage with a specific major weapon type like shortsword or halberd or longbow.

Opportunistic stance: use your reaction to be make an attack of opportunity with advantage.

Fast Loading: Ignore loading quality in ranged weapons you’re proficient with.

Clobbering strike:

When striking with a blunt attack or with a two handed weapon and you have advantage then if both rolls would hit you knock the enemy back five feet or force them to make a Dexterity save against a DC of 10 or half the damage they take, whichever number is higher or they fall prone.

Horseshoes and Hand Grenades:

Whenever you have disadvantage with an attack roll and the higher roll would’ve hit you can add the appropriate type of damage equal to the appropriate attribute modifier for the type of attack if the attack misses because of the disadvantage status.

Shield Disruption: Use an attack to knock aside, hit, or hook your opponent’s shield. This attack doesn’t do damage but if it hits it gives advantage to the next attack rolled against that opponent by you or an ally. Popular with Great Weapon Masters wanting to hit hard or partnered with a sneak attack.

Shield Counter: Using a bonus action and a weapon that is flexible or curved or when using a shield or second weapon to use your bonus action with it you interfere or evade your opponent’s shield gaining a +2 bonus against that enemy until the start of your next turn. Popular with flail, whip, and halberd users (halberds and many polearms are designed to displace or evade shields because of the shape).

Coming into measure: Whenever an enemy comes into the reach of your weapon they provoke an opportunity attack from your weapon. Must be proficient with Perception or Insight skills to take this specialization. Popular among polearm users.

Butt attack: You can use a bonus action to make a strike with your sword pommel or butt of your polearm or staff. The damage is d4 and bludgeoning.

Shield Smash: Use a bonus action to shove a creature within five feet of you with your shield using your shield. This action uses grappling.

Shield Evasion:  If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Simple Expert: Increase the damage die of a simple weapon by one step up to a d8 when you use two hands to make an attack. Popular among folk heroes using clubs, short bows, quarterstaffs, and spears.

Preparing for the Buffel: You set your weapon, brace your weapon, or otherwise prepare yourself for a charging enemy who is unconcerned with protecting themselves. As a bonus action you prepare for any enemy in front of you who uses their action to enter your reach on its next turn before your next turn. Once prepared for the buffel the defender can use a reaction to make an attack of opportunity attack against it. If charging from more than 20 feet away the attack does an extra die of damage. The attack goes off before the enemy gets to attack so if they are incapacitated by the attack they don’t get to try and hit you. You can’t use this ability against a creature that will use the disengage action before moving.

The Springing Strike: As a bonus action you lunge and release one hand on a two handed weapon in mid strike and holding it by just one hand thus getting an extra five feet of reach. In fencing it is called Das Gayzlen or Geisel. This attack does not get to add any bonuses to the damage die from the weapon and if versatile the damage die is the one handed die.

Down and Dirty brawler: You’re proficient with any improvized weapons you find near you. Unarmed strikes use a d4 for damage.

Grappler: As long as you have an open hand you can as a bonus action begin a grapple with a target in range as long as you make an attack action this turn. This is the equivalent of two weapon fighting but instead of striking with a weapon in your second hand you are grappling.

Heavy Armor Training: Prereq: medium armor proficiency. You gain proficiency with heavy armor.

Light Armor Training: Gain proficiency with light armor.

Medium Armor Training: Proficiency with light armor. Gain medium armor and shields proficiency.

Weapon Training: Gain proficiency in three weapons of your choice.

Armored Mastery. When wearing tailored or fitted armor designed for you (three times normal cost) or magically sized armor then you gain damage reduction of half the total AC bonus of your armor provides rounding down against non-magical weapons doing bludgeoning, piercing, and slashing damage.

Armored Stealth: If wearing fitted and tailored armor (three times normal cost) or magical armor that is sized to you and designed for silence (increase final cost by 50%) then you don’t have disadvantage on your dex stealth checks.

Armored Agility: If wearing fitted and tailored armor or magically sized armor you can add an additional +1 to your AC if your Dexterity is high enough to provide a bonus when wearing that armor. In plate armor a Dex of 12 or higher would be needed.

Defensive Duelist: Allows you to use your reaction when proficient and equipped with either a shield or a finesse weapon to add half your proficiency bonus to your AC against a melee attack that hits you potentially causing the attack to miss you.  Prereq dex of 13 or higher.

Defensive mastery:  Allows you to use your reaction when proficient and equipped with either a shield or a finesse weapon to add your full proficiency bonus to your AC against a melee attack that hits you potentially causing the attack to miss you.  Prereq dex of 13 or higher and Defensive Duelist.

Two Weapon Defense: When using two weapons you add half your proficiency bonus to AC against melee attacks you are aware of and can move your weapons to defend against.

Iaido: Allows you to as a free action draw whatever weapon/s and/or shield you choose to equip. Add half your proficiency bonus to your initiative when you are drawing at least one weapon.

Advanced Two Weapon Fighting: You are so capable fighting with two weapons that you can use two weapons that don’t have the light or finesse traits as long as those weapons can be used in one hand for your size.

Ringen Am Schwert (Wrestling at the Sword) : You have advantage on melee weapon attack rolls against a creature you’re currently grappling.

Grappling expertise: You have advantage with grappling checks if both your hands are free. Many grapplers launch a grapple with both hands free then after successfully grappling if they have more actions then use a free action to draw a dagger or a sap to strike.

Brutal strike: When using a heavy melee weapon you are proficient with you can take a -5 penalty to your attack roll to add +10 to that attack’s damage.

Cleaving Slash: If you score a critical hit with a melee weapon doing slashing damage or reduce a creature to 0 hit points with a slash you can make one melee weapon attack as a bonus action.

Distracting strike: When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Mage Slayer: When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

Close Quarter Magical Defense: You have advantage on saving throws against spells and spell-like abilities cast by creatures within 5 feet of you.

Savage Buffel: When you initiate combat against a new opponent on your first successful strike you can reroll the weapon’s damage dice and use the highest total.

Long Shot: You’re able to see clearly and aim accurately long distances. Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls. If you can cast a spell then the spell’s range is doubled.

Sniper: Your ranged weapon and ranged spell attacks ignore half cover.

Sniper Expertise:  Prereq: Sniper. Your ranged weapon and spell attacks ignore three quarters cover.

Brutal Shot: Before you make an attack with a ranged weapon or spell attack that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Tough: You know have an additional hit point per level.

Focused Concentration:  You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Opportunistic Magic:  When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

War Caster: You can perform the somatic components of spells when both hands are in use.

Symbolic Magic: You can cast spells that require non-monetary material components using items that have your holy symbol or arcane symbols and writings that are etched, embossed, or drawn on it or incorporated in some other fashion. A druid might use a staff made from a tree considered holy by their magical tradition and an eldritch knight might have a shield or sword with extensive runes etched into complex patterns of magical defense and containing each of their spells or made from star iron and specially set gems designed to harness magical energy.

Magical Dabbler: You can learn a cantrip of your choice and your spellcasting ability for this cantrip depends on the spell list you choose from.

Vibrant magic: Cast magic in with a magically booming voice, large movements, and extra pyrotechnic or shadowy special effects like a video game wizard. +1 to spell save DC when using this technique and +1 to any spell attack rolls. This is automatically noticed by anyone within a 120 feet and opposing spellcasters have advantage when identifying your spell or when trying to counterspell.

Casual magic: invest your magic into your casual speaking with the measure, tone, and beat of your words holding the magic for verbal spells rather than using a magical language and vocabulary. Your gestures are natural and most people would not think you’re casting a spell but simply talking with your hands. Popular with bards and arcane tricksters this allows them to cast many spells without the targets noticing at all any non-obvious magical effects if they don’t have Arcana proficiency and even then they might not equate the smooth talker with causing the magical effect. Think bene gesserit or jedi. People trying to identify the spell are at disadvantage unless maintaining Detect Magic or truesight. This can be very advantageous to those wishing to avoid being targeted in battle by enemies hoping to geek the mage.

Countermagic: Look up the ideas for the bard college and the wizard antagonist tradition.

Defensive Magics: It is harder to affect you with spells and spell like abilities. Gain a +2 to your saves against magic.

Subtle Gestures: Somatic components of spells can be done while holding weapons or shields in both hands. Keep in mind that you can hold a two handed weapon in one hand and use your second hand to provide somatic and material components of a spell so this is mainly for those going sword and board or two weapon style.

Opportunistic Magic: When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Cautious Sorcery: By taking your time you can build up your magic for more powerful castings. Take Spell Slot level + 1 rounds when casting a spell that would normally take one action to use a metamagic you know at a cost of 1 less Sorcery Point to a minimum of 0.

Metamagical Genius: You may take this once and learn an additional metamagic.

Font of Magic: You have an additional amount of Sorcery Points equal to your proficiency modifier. If you’re not a sorcerer but a spellcaster you can use this to gain additional spell slots just like a sorcerer.

Siege Spell:  You may learn or create a spell designed for siege combat and large scale battle formations. The spell is cast like a ritual in that it takes 10 minutes plus the normal casting time.

Take a basic spell with an area effect that does damage and increase the range by tenfold, increase area of effect by double and the save is easier to notice and evade so the targets get advantage on their save if they can move. This spell now uses a spell slot one level higher than the base spell and counts as a new learned spell.

Take a basic spell with an area effect with concentration and increase the range by ten fold,  duration is increased to Concentration with no limit other than exhaustion, double the area effect or length of the wall and give targets advantage on their spell save if they can move. After every 10 minutes the caster must make a Concentration check equal to the number of minutes the siege spell has been maintained divided in half. If the caster fails they take 1 level of exhaustion.

Take a basic spell with an area effect without concentration et al and it lasts ten times longer than normal.

List all the possibilities and allow 1 for a +1 spell slot 2 for +2 etc. So siege range would be 1. Siege area of effect would be 2. Etc.

Leomund’s Giant Hut.

 

Brew Potion Batches:

Check my scribe scrolls rules

 

 

Cloakfighting technique (Prerequisite Dex of 13+ and athletics proficiency)

Cloakfighting technique gives proficiency to using cloaks in combat. Without proficiency a cloak provides +1 to AC if unarmored or lightly armored and uses a free action to “draw the cloak” around your arm. With proficiency it provides a +2 AC if unarmored or lightly armored by padding the arm with the cloak and hiding movements and obfuscating intentions making it more difficult for enemies to strike you or catching missile weapons in the folds of the cloak.

entangled: An entangled creature has disadvantage on attacks, grappling checks, dexterity saves, and the terrain acts as if it is difficult terrain for movement purposes.

Cloakfighting: Using your Bonus Action, with a free hand grasping your cloak you can make a special melee attack to entangle a creature with your cloak to entangle and possibly blind them. If your cloak is thrown at your enemy and you release the cloak you gain advantage on your grapple check but the cloak is no longer available for you to use until you pick it up.

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you entangle the target and if you succeed on the check by 10 or more then you blind the target in addition to entangling them.

On the defender’s turn they may use their bonus action if they have a free hand to disentangle themselves with no roll required. Remember characters can drop an item for free but picking one up isn’t as easy. If they don’t have a free hand they can  make an acrobatics or athletics grapple check against a dc of 10 with an attack action as if they were grappling against the cloak and begin to free themselves though they will have the entangled condition influencing the check. Following a successful disentangle action the character will remove the entangled and the blinded condition at the end of their turn.

Tactics: Since entangled creatures are at disadvantage when entangled it can be very effective for the attacker after using the cloak to entangle the enemy to then initiate a regular grapple action or even a shove to prone action as the enemy will be less able to resist. Remember that this technique does not give your target the grappled condition.

 

Great Gauntlet: A large gauntlet of buff leather or other type of armor such as mail that covers the arm at least to the elbow. If unarmored or lightly armored it adds +1 to your AC as long as a shield isn’t equipped. If trained in the Closing and Seizing technique then the bonus increases to +2 to AC.

 

Closing and Seizing technique

Closing and Seizing technique enables proficiency with a new type of grappling action that closes distance to your enemy and reach out with an open hand to either grab a limb or to grab a weapon to prevent the enemy from defending themselves with that weapon effectively or even disarm their enemy.

If you are wearing heavy armor or have a “great gauntlet” or you are cloakfighting you can seize a bladed weapon directly without harm but otherwise seizing a bladed weapon causes 1d4 + your strength damage to yourself making it a dangerous option to take. If the weapon is hafted like an axe or a spear than this is safe and often quite effective option to take in combat. Many fencing manuals focusing on defending against canes and clubs explain this method of self defense.

 

Seizing Grapple: Using your Bonus Action, with a free hand you can make a special melee attack to seize an enemy and possibly even disarm them if they are armed with a weapon or if they are holding some other type of object.

The target has disadvantage on attack rolls while you are grappling unless you disarm them then they are no longer grappled or have disadvantage on their attacks.

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you seize the target and if you succeed on the check by 10 or more then you disarm the target of a one handed weapon instead of seizing them. If they have both hands on their weapon then you roll a second d20 as if you had disadvantage on the check and if both die rolls are successful by 10 or more they are disarmed. The seized target has the grappled condition and they are also at disadvantage when making attacks until the grapple is ended. If disarmed though then you have the weapon in your hand but they are not grappled or have disadvantage on their attacks.

 

 

 

 

 

 

 

 

 

 

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