Liminal Shattered House Rules

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Training

Level

  • 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.

Proficiencies

  • Characters can also learn new proficiencies with time spent in training. This training does not include any that is gained via other character mechanics, such as multiclassing, those gained by class advancement, or those gained from Feats.
  • Armor or Weapon Proficiency: These can only be gained by level advancement or Feats.
  • Saving Throws: These can only be gained by level advancement or Feats.
  • Skills: It takes 250 days of training to learn a new Skill Proficiency.
  • Tools: It takes 250 days of training to learn a new Tool Proficiency.
  • Languages: It takes 250 days of training to learn a new Language.

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

There are multiple ways for characters to gain the benefit of non-magical healing.

During Encounters

  • Healing Surge: As an action, you may roll a number of your Hit Dice (maximum equal to your Proficiency bonus), and add your Constitution bonus to each die result. You recover that many hit points.

Short Rest

  • Tending Wounds: There are two ways to end wounds by characters during a short rest.
    • Healer's Kit: You may use one use of a healer's kit to allow you to spend as many of your Hit Dice as you like to recover hit points. You may use this on yourself or on someone else. This constitutes both of your actions during the short rest.
    • Medicine Check: Alternately, another character may make a Wisdom (Medicine) check while working on you during the short rest. This is a DC 12 check, and constitutes both of your actions during the short rest. You may make a check for yourself, but this check is made at disadvantage.

Long Rest

  • Recuperating Strength: During a long rest, characters recover up to half of their Hit Dice.
  • Healing Rest: During a long rest, you may spend as many Hit Dice as you like in order to recover hit points. This comes about as a natural part of the long rest.

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.