Character Creation
Campaign Starts at Level 1.
The Campaign will be using milestones. New characters are created at the same level as the rest of the party.
Players can choose between average hp or rolling hp. The decision can be made at every level. For example getting to level 2 you may choose to roll, and then at level 3 choose to go to average, then back to rolling for level 4.
Player’s can select content from the 2024 edition of D&D 5e. Characters are created directly in foundry.
Evil characters are permitted but should want to work with the group. Even if you plan on backstabbing the group at some point that is ok, discuss this with the DM first though. Playing the character shouldn’t cause other players to not enjoy the game. Final decision on whether a character is acceptable is up to the dm.ion, select one level 1 feat from https://www.dndbeyond.com/sources/one-dnd/character-origins that you would like to have. Let the dm know which one you choose and it will be added to your character sheet.
Homebrew Rules
Homebrew Rules
General
Identifying magical items
Magical items can only be identified by use of the identify spell, the study action, or an NPC knowledgeable in magical items. A short rest does not identify a magical item. Some feats may be discoverable, ie press a button to make an immovable rod to stop moving, or may automatically apply, ie attacking with a +2 long sword, however the player/character will not know the exact details.
Sprinting
A character may use its action and bonus action to sprint. A sprint allwos a character to move 5 times their regular speed in a straight line. Any opportunity attack made against a sprinting character are made at advantage.
Stealth Rolls
Stealth rolls are not rolled at the time of declaring your action, instead they are rolled when appropriate. This may mean that while stealthing you may make multiple rolls. For example you may be breaking into a mansion to steal something. You pass the first room which has guards in it and choose not to go in. This will require a stealth roll to see if they notice you or not. If they do not and you continue, you now decide to go down a corridor hiding in the shadows from another set of guards. This will require a second roll.
Targeting
Spells and abilities that only specify creatures as valid targets may be used to target other things at the DMs discretion. The effect is also at the DMs discretion. Examples of some things which would be allowed: Using Thornwhip to grab a 5ft diameter rock and pull it closer to you (potentially pulling it off a ledge and landing on an enemies head). Examples of what would not be allowed: Repeatedly using Eldrtich Blast to dig your way out of a collapsed cave. Interesting and unique ideas are more likely to be accepted. If allowed, the DM will set any AC to achieve goal, or may request something other than a traditional attack roll. The DM may also put a limit on the number of times the player can try before it is determined they are unable to achieve their goal.
Combat
Movement
Movement will use the optional rule for diagonals. When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.
Flying and Falling
When flying through a magical means that is not turned off, such as the fly spell or winged boots, that keeps you from falling even if knocked prone, you cannot fall while the spell is active. Gravity is not affecting you at this time.
When flying with non magical wings, if you choose to fall, you will hit the ground, taking fall damage and landing prone.
Spells
Wish
The stress from casting Wish for an effect other than duplicating a spell slot only applies if it is cast using a spell slot or class feature. Casting wish through a magical item does not result in the stress, however, as per usual, the wish may not have the intended results.
Clarifications
Rules Clarifications
These are clarifications of rules as I run them. In all cases, these are the general rule, there may be feats and abilities that may make these rules no longer apply.
General
Hiding/Stealthing
In order to hide or stealth you must not be readily visible to the target. If they are aware of your presence, this means total cover or heavily obscured vision. Some things may also alert the enemy of your location even if they can’t see you. For example. if you have a lit torch and are hiding behind a wall you may still not be able to hide properly as the light will give away your presence. ¾ Cover may be enough to hide from people that have not yet seen you.
Crawling
When crawling each foot you travel counts as double the distance, under regular terrain this would be 2 feet per every foot.
Verbal Spell Components
When casting a spell with verbal components the spell cannot be cast silently/stealthily without use of a spell or feat, such as the Subtle Spell metamagic or having a silence spell between the caster and someone hearing the spell.
Casting Spells While Falling
Spells with a spell casting time of action or bonus action may only be completed during falls if the fall is greater than 500 feet.
Combat
Natural 20s and Natural 1s
Nat 20s are only automatic successes on attack rolls, and are considered a critical hit. Critical hits roll double the normal number of damage dice. Nat 1s are only automatic misses on attack rolls. Skill check and saving throws are not affected by either of these.
Movement and Stealth
You can move at full speed and still use stealth/hide during combat
Attacks and Saving Throws
When an attack is made that requires a saving throw for additional damage, such as poison, the 2 instances are separate damage. Critical hit damage only doubles the initial damage that is applied before the saving throw and abilities that target an instant of damage must be one or the other. If it targets the damage from an attack roll it only targets the first instance resulting from the attack roll.
Heroic Inspiration
Heroic Inspiration can be used to reroll any single die, this can be a d20 for a d20 test or a die included in damage. This only allows one die to be re-rolled, even if you have advantage on the roll.
Spells
Levitate
Flying creatures affected by levitate can still fly normally.
Actions
Hide Action
In order to hide in combat from creatures that are aware of your presence you must have total cover from creatures or vision must be heavily obstructed. Exceptions: you cannot hide if total cover is provided by something transparent and creatures can still see you. For example wall of force provides total cover but is invisible. Certain feats may allow you to hide under additional circumstances.
Features
Naturally Stealthy
There must be at least one creature between the player character and the creature you are trying to hide from.
Custom Pricing
Potion of … | Cost |
---|---|
Healing | 50 gp |
Climbing | 75 gp |
Animal friendship | 100 gp |
Greater healing | 100 gp |
Water breathing | 100 gp |
Superior healing | 500 gp |
Supreme healing | 5,000 gp |
Invisibility | 5,000 gp |