Liminal Shattered House Rules
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Training
- Advancing in level after 4th level requires a measure of training.
- This takes ten days of training for levels 5 - 10, twenty for levels 11 - 16, and thirty for levels 17+.
- This training does not have to be done all at once, an in fact can be "stored up" until the character levels, allowing them to level up immediately.
- Neither does this training have to be accomplished all at the same time, permitting the characters to accrue a few days of training here and there in preparation for their next level.
- Characters can also discover training manuals, trade secrets and other lore that functions to grant a certain amount of training.
Hero Points
- A character starts with 5 hero points at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character’s level.
- A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw to make that check at advantage.
- On a failed roll, the player may spend a hero point to re-roll.
- In addition, whenever a character fails a death saving throw, the player can spend one hero point to turn the failure into a success.
- Heroes gain Hero Points instead of Inspiration, although the normal methods of gaining Inspiration still apply - that is, significant roleplaying that cleaves to the hero's Ideals, Bonds and Flaws.
Healing Rules
- Healer's Kit: A character can’t spend any Hit Dice after finishing a short rest until someone expends one use of a healer’s kit to bandage and treat the character’s wounds.
- Healing Surge: As an action, a character can use a healing surge and spend up to half his or her Hit Dice.
- For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier.
- The character regains hit points equal to the total.
- The player can decide to spend an additional Hit Die after each roll.
- Slow Natural Healing: At the end of a long rest, characters recover up to half of their Hit Dice.
- Additionally, at the end of a long rest, characters may spend as many Hit Dice as they like to heal their characters.
- Hit Dice may only be spent in a short rest through the use of a Healer's Kit (above).
Lingering Injuries
- Anytime one of the following occurs, check for Lingering Injury, using that chart in the DMG.
- When a character takes a critical hit.
- When a character drops to 0 hit points, but isn't killed outright.
- Make a save based on the potential Lingering Injury; this is a Constitution save, DC 10 + the proficiency bonus of the attacker.
Fear
- Adventurers that encounter threats they have no hope of overcoming, the DM may all for a Wisdom saving throw, at a DC he sets.
- A character who fails the save becomes frightened for 1 minute.
- The character can repeat the saving throw at the end of each of his or her turns, ending the effect on the character on a successful save.
Horror
- Horror involves more than simple fright. It entails revulsion and anguish.
- Often it arises when adventurers see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth.
- A character in such a situation must make an Intelligence saving throw to resist the horror, with a DC established by the DM.
- On a failed save, a character gains a short-term or long- term form of madness, per the DMG.