Chapter 3 - Other Changes


Character Creation

In light of AC-less Defence, many Classes had their features reviewed and, in some cases, adjusted to make sure they are translated to the new system properly. Also, small player characters now derive new bonuses from their smaller size, so they were weakened accordingly, as described in the section on Species changes.


Classes


Barbarian

Unarmoured Defence: Instead of adding your Constitution modifier to your AC when you are not wearing armour, your Constitution modifier is added to your Damage Reduction.

Level 5 - Sudden Momentum (new): When you spend Surge Dice to deal more damage with a Reckless Attack, you receive one Surge Die afterwards.


Bard

Updated Spellcasting Table: The Bard uses the Fullcaster Table.

College of Dance - Dazzling Footwork - Unarmoured Defence: When you aren't wearing armour or wielding a shield, you can roll Charisma (Performance) instead of Dexterity (Acrobatics) when Dodging, and you add both your Charisma modifier and your Dexterity modifier to the roll.

College of Valor - Combat Inspiration - Defence: When the creature is hit by an attack roll, that creature can use the Bardic Inspiration die instead of a Reaction to attempt to block, parry or dodge the attack. When doing so, the creature rolls the Bardic Inspiration die and adds the number rolled to the corresponding check, potentially causing the attack to miss or deal reduced damage.


Cleric

Updated Spellcasting Table: The Cleric uses the Fullcaster Table.


Druid

Updated Spellcasting Table: The Druid uses the Fullcaster Table.


Fighter

Tactical Master: When you attack with a weapon you are trained with, you can use one additional Martial Training feature on the attack that the weapon does not fulfill the requirements of.

Battle Master - Know Your Enemy: Additionally, you find out whether there are particular weak spots that are worth targeting and what to expect when making an Aimed Strike against that weak spot.

Battle Master - Parry: When Parrying, you can expend one Superiority Die, rolling the die and adding the number rolled to the Parrying check. If the parry succeeds, you increase the Parrying Power by the maximum roll of your Superiority Die.

Battle Master - Evasive Footwork: As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your Hit DC until the start of your next turn.

Battle Master - Riposte: When you successfully block, dodge, or parry a melee attack, you can expend one Superiority Die to make a melee weapon attack against the attacking creature. If you hit, you add the Superiority Die to the attacks damage roll.

Eldritch Knight - Updated Spellcasting Table: The Eldritch Knight uses the Thirdcaster Table.


Monk

Martial Arts - Dexterous Attacks: Instead of using the Dexterity modifier to determine the save DC when using the Grapple or Shove option of your Unarmed Strike, you can make a Dexterity (Athletics) check instead of a Strength (Athletics) check when attempting to Grapple or Shove, using the Contest rules.

Unarmoured Defence: Instead of being converted to Damage Reduction, your Wisdom modifier is added to your Dodging checks.

Patient Defence: When spending 1 Focus Point to take the Disengage and Dodge actions as a Bonus Action, you may take the Disengage and Defence actions as a Bonus Action instead.

Deflect Missiles: May be used as part of the Defence Action.

Level 5 - Serenity (new): When spending one or more Focus Points, you can instead spend the same amount of Surge Dice. You can also replace a part of the Focus Point cost with the same amount of Surge Dice.

For example, when spending 3 Focus Points, you may instead spend either 3 Surge Dice, 2 Surge Dice + 1 Focus Point, or 1 Surge Die + 2 Focus Points.


Paladin

Updated Spellcasting Table: The Paladin uses the Halfcaster Table.

Oath of Glory - Glorious Defence: Instead of increasing the targets AC, your Charisma modifier (minimum of 1) is subtracted from the attack roll, potentially causing the attack to miss.


Ranger

Updated Spellcasting Table: The Ranger uses the Halfcaster Table.

Beast Master: Instead of their AC value, the Beast Masters beast will have a Damage Reduction equal to 3 + the Rangers Wisdom modifier.

Gloomstalker - Shadowy Dodge: You roll Dodging checks with Advantage. After a dodge, you can teleport up to 30 feet to an unoccupied space you can see, regardless of whether the dodge was successful or not.

Hunter - Multiattack Defence: When you block, dodge, or parry a creatures attack, you may block, dodge, or parry all following attacks made by the same creature against you this turn without using another Reaction.


Rogue

Sneak Attack: Additionally, you don't need Advantage on the attack roll if your target cannot see you and you don't have Disadvantage on the attack roll.

Uncanny Dodge: When your Dodging checks fail, you only take half damage instead of full damage. If you fail a Dodge & Roll or all spots within 10 feet of you are occupied when making a Dodge & Roll, you do not fall Prone.

Level 5 - Prepared Strike (new): When using Surge Dice to increase the damage of a Sneak Attack, the Surge Dice are d12 instead of d6.

Arcane Trickster - Updated Spellcasting Table: The Arcane Trickster uses the Thirdcaster Table.


Sorcerer

Updated Spellcasting Table: The Sorcerer uses the Fullcaster Table.

Sorcery Points: You now have Sorcery Points equal to twice your Sorcerer level instead, starting with 4 Sorcery Points at level 2. The cost of Metamagic Options is doubled accordingly.

Sorcery Points - Converting Spell Points to Sorcery Points: You can spend any number of Spell Points to convert them into Sorcery Points, no action required. When doing so, 3 Spell Points become 2 Sorcery Points.

Sorcery Points - Converting Sorcery Points to Spell Points: As a Bonus Action, you can transform any number of unspent Sorcery Points into Spell Points. When doing so, 1 Sorcery Point becomes 1 Spell Point.

Metamagic - Quickened Spell: You can now use this feature even if you have already spent Spell Points this round, and you can spend more Spell Points afterwards.

Draconic Sorcery - Draconic Resilience: Instead of adding your Charisma modifier to your AC when you are not wearing armour, your Charisma modifier is added to your Damage Reduction.

Wild Magic Sorcery - Wild Magic Surge - 49-52: Instead of increasing your AC by 2, the floating shield is small and thus gives a +2 Hit DC to covered medium targets.


Warlock

Pact Magic - Spell Slots: Similar to all other classes, you now also use Spell Points. However, as your patron is the source of your power, you do not have these Spell Points yourself. Instead, you have the potentially enormous supply of your patron at your disposal, only limited by your ability to be your patrons conduit and your patrons willingness or pact-bound duty to provide for you. As such, you are only limited by your Spell Limits and their Patronage, as shown below.

Level Caster Proficiency & Training Spell Limits Patronage
1 2 3 1
2 4 2
3 6
4 7
5 3 9
6 10
7 12
8 13
9 4 15
10 16
11 18 3
12 19
13 5 21
14 22
15 24
16 25
17 6 27 4
18 28
19 30
20 31
x (x+7)/4 3(x+1)/2

Patronage: The Patronage determines how often you can spend your patrons Spell Points before they temporarily cut off your supply. This is the case after you've spent their Spell Points a number of times equal to the number noted in the table above, with the count resetting after you finish a Short or Long Rest.

This may, for example, express your patrons limited willingness to offer their power to a weaker being, a lack of established trust between you and your patron, or terms of the pact agreed upon as such, with the Patronage resetting when you appeal to your patron or ask for more during a Rest, or, again, because the pact says so.

Patronage with other Spell Point Features: When one of your features uses Spell Points, you can decide to use your patrons Spell Points instead, at the cost of a Patronage use. For example, you can use your Patronage to spend any number of Spell Points to get Sorcery Points through the Sorcerers conversion feature. This is constrained by the Spell Limits as usual.

Free Eldritch Invocations: When an Eldritch Invocation Option allows you to cast a spell without expending a spell slot, you instead cast that spell without spending Spell Points through that Eldritch Invocation. You cast the spell as if you've spent a number of Spell Points equal to your Warlock Preparation Limit on it.

Patronage - Variant: You and your DM may find your own consensus about how your patron supplies you with Spell Points. For example, you may decide that your patron offers more of their supply when you fulfill their tasks or act following their ideals, and that they cut it off only when you break a promise or act in opposition to their ideals.

When finding and playing with a consensus like this, always consider how your power compares to that of your party members, so that you have neither too many Spell Points at your disposal nor too few. The narrative, however, may on occasion lead to one extreme or the other, and it can be fun and interesting to follow the narrative there from time to time. It is about the pact and relationship between you and your patron, after all. Whether you two are buddies, business partners, or one exploits or extorts the other, that is up to discussion and design.


Wizard

Updated Spellcasting Table: The Wizard uses the Fullcaster Table.

Arcane Recovery: Once per Long Rest, when you finish a Short Rest, you can recover a number of Spell Points equal to your Wizard Preparation Limit.

Abjurer - Arcane Ward: Instead of depending on the use of a spell slot, the Arcane Ward now depends on the use of Spell Points. Whenever you cast an Abjuration spell with Spell Points, the ward regains a number of Hit Points equal to the number of Spell Points spent.

Alternatively, as a Bonus Action, you can spend any number of Spell Points, and the ward regains a number Hit Points equal to the number of Spell Points spent.

When casting an Abjuration spell with reduced Spell Point cost, the ward gains a number of Temporary Hit Points equal to the Spell Point cost reduction.


Species

Too many goodies for small characters: In these rules, small creatures benefit through both a higher base Hit DC as well as more easily accessible cover, with no associated drawbacks. In play, this leads to a significantly increased presence of small characters. To counter this, the following two weaknesses are introduced:


Feats

Feats have received major changes, as Martial Training and Caster Training have been introduced as new systems for characters to receive new features, and many feats had their content moved there because of this. Martial Training features can be accessed through the new Martial Adept Feat and through class features, as described in the chapter on Martial Training. Caster Training features can be accessed through the new Spellcasting Adept Feat and through having Spellcaster levels, as described in the chapter on Spellcasting.

These Feats have been merged into Martial Training: Crossbow Expert, Crusher, Defensive Duelist, Dual Wielder, Great Weapon Master, Heavily Armored, Heavy Armor Master, Lightly Armored, Martial Weapon Training, Medium Armor Master, Moderately Armored, Piercer, Polearm Master, Sharpshooter, Shield Master, Slasher, Weapon Master, and all Fighting Style feats.

These Feats have been merged into Caster Training: Elemental Adept, Ritual Caster, Spell Sniper, and War Caster.

Outside of that, other changes to feats can be found here, with the full description of the new changed feat being shown here.


Origin Feats

Savage Attacker: Whenever you roll damage for an attack, add a d6 to the dice pool and ignore the lowest die result.


General Feats

Martial Adept: You gain the following benefits:

Spellcasting Adept: You gain the following benefits:


Fighting Style Feats

These feats are all now part of Martial Training and can be accessed through the Martial Adept feat and through class features, as described in the chapter on Martial Training.


Conditions


Blinded

While you have the Blinded condition, you experience the following effects.


Disabled

A disabled body part is rendered unusable. D20 Tests that rely on that body part automatically fail. Depending on the body part, other conditions or consequences may be associated with that body part being disabled, at the DMs discretion.

A disability can only be treated through highly potent healing magic such as the Regenerate spell or a Rite of Regeneration, or through complicated medicinal procedures only specialists can provide, such as Surgery.


Invisible

While you have the Invisible condition, you experience the following effects.


Weavestrain

For every stack of Weavestrain you have, your Casting Limit is reduced by 1. If your Casting Limit is below 0, you also have to Overcast when using cantrips, and Depthcasting only upcasts by as many Spell Points as are needed to reach the Casting Limit.

After finishing a Short Rest, you lose one stack of Weavestrain, and after finishing a Long Rest, you lose a number of stacks of Weavestrain equal to your Caster Proficiency Bonus.


Wounded

A Wounded body part is more difficult to use. D20 Tests that rely on that body part are rolled with Disadvantage. If a body part is Wounded and receives another wound, it becomes Disabled instead.

A wound can be treated through healing of any kind. One instance of healing removes one wound, while being restored to full hit points removes all wounds. A wound can also be treated through a DC10 Wisdom (Medicine) check, or through one use of a Healers Kit.


Equipment

Armour and Shields have been changed in accordance with AC-less Defence. Additionally, Armour Pieces have been introduced to add more variance and to protect against Aimed Strikes, and new Shields have been introduced to provide distinct interactions with Cover and Blocking.

Training: All equipment, including weapons, armour, shields, tools, scrolls and so on, work solely through Training now. Proficiency and Expertise are reserved for skill checks that can be used with equipment.

When you make an ability check that relies on the use of equipment, you roll with Disadvantage if you are not trained in using that equipment.


Shields

AC-less: When wielding a shield, you no longer gain Armor Class. Instead, your shield gives you Cover that is appropriate for your size and the size of shield you are wielding.

New Shields: There are now two additional types of shield and dedicated shield properties that are described below.

Type Size Blocking Bonus Properties Weight Cost
Buckler Tiny +6 Free Hand, Light 3 lb. 8 GP
Wooden Shield Tiny +4 6 lb. 10 GP
Tower Shield Small +2 Heavy, Clunky 12 lb. 20 GP


Shield Properties

Clunky: When wielding a shield with the Clunky property, you roll Dexterity (Acrobatics) checks with Disadvantage.

Free Hand: When wielding a shield with the Free Hand property, you can still use the hand of the arm you are wielding the shield with to grab and hold objects, for somatic components, and for sign language. D20 Tests to use an object or attack with a weapon held with this hand are rolled with Disadvantage.

Heavy: When wielding a shield with the Heavy property and your Strength score not being at least 13, you have Disadvantage on Blocking and your movement reduced by 5 ft. Additionally, Blocking checks with Heavy shields can only be rolled with Strength.

Light: When Blocking with a shield with the Light property, the damage of the attack is not negated completely, but only reduced by your Dexterity score. Additionally, Blocking checks with Light shields can only be rolled with Dexterity.


Armour

As explained in AC-less Defence, the Armor Class of an armour will be converted to Damage Reduction. An armour that previously gave an Armor Class of 12, for example, will give +2 Damage Reduction instead of increasing the Armor Class of the wearer from the base Armor Class of 10 by +2.

Armours that allowed the wearer to add their whole or parts of their Dexterity modifier to their Armor Class do not give additional Damage Reduction based on that Dexterity modifier. Instead, Dodging is improved when wearing no Armour or Light Armour, and worsened when wearing Heavy Armour, as listed below.

Name Type Damage Reduction Dodging Modifier
Padded Armour Light 1 +2
Leather Armour Light 1 +2
Studded Leather Armour Light 2 +2
Hide Armour Medium 2 0
Chain Shirt Medium 3 0
Scale Mail Medium 4 0
Breastplate Medium 4 0
Half Plate Armour Medium 5 0
Ring Mail Heavy 4 Disadvantage
Chain Mail Heavy 6 Disadvantage
Splint Armour Heavy 7 Disadvantage
Plate Armour Heavy 8 Disadvantage


Armour Pieces

The Damage Reduction of an armour will usually only work against attacks that aren't Aimed Strikes. This depends primarily on whether the armour covers the body part the Aimed Strike targets or not. As a default, wearing an armour means that at least the torso and hips are covered by that armour, and attacks that aren't Aimed Strikes are assumed to hit that armour. Every armour set will include coverage for all other body parts, and you may choose whether you wear these other armour pierces or not.

Extending Damage Reduction: An armour piece extends the Damage Reduction of the armour set they belong to to the body part they cover. For example, with a Half Plate Armour giving a Damage Reduction of 5, the armour pieces of the same set would also give a Damage Reduction of 5.

Light Armour Pieces: These pieces require Light Armour Training to protect their body parts and count as Light Armour.

Medium Armour Pieces: These pieces require Medium Armour Training to protect their body parts and count as Medium Armour.

Heavy Armour Pieces: These pieces require Heavy Armour Training to protect their body parts and count as Heavy Armour. The following drawbacks also apply for particular pieces:

Combining Armour Types: It is possible to wear armour pieces of multiple different armour sets at once, with each armour piece giving the Damage Reduction value of its armour set. For example, you can wear a Plate Armour on your torso and hips for 8 Damage Reduction there and Leather Gloves for 1 Damage Reduction on the hands at the same time. Conversely, you can have 1 Damage Reduction on your torso and hips when wearing Leather Armour, and 8 Damage Reduction on your lower arms when wearing Plate Bracers.

Armour Pieces and Dodging: The Dodging Modifier described above is determined solely through the armour pieces that cover the torso and the hips. If those pieces are Light Armour, you gain the +2 to Dodging even when wearing Heavy Armour on all other body parts.

Purchasing Specific Armour Pieces: Instead of receiving armour pieces together with its armour set, it is possible to buy them separately. Depending on how much material and complexity is involved in the making of the armour piece, the cost should be between 5 and 25 of the costs for the full armour set. It is left up to the DM to decide the exact price when the demand arises, and the sum of the parts may be more expensive than the full set depending on the merchant.

When purchasing an armour set to cover only the torso and the hips, without additional armour pieces, the costs should be roughly half of the full cost.

Wearing Armour Pieces without Training: When wearing an armour piece of an armour category you don't have the corresponding armour training for, you have Disadvantage on any D20 Test that relies on the body part covered by that armour piece.


Tools

Tool Training: Similar to other equipment, tools now only work through Training. Features that previously gave Proficiency with a set of tools now gives Training with those tools instead. When you are using tools you are not trained with, you roll associated ability checks with Disadvantage. When a feature previously required Proficiency with a set of tools, it requires Training instead now.

Using Tools: Tools are only used as a part of an ability check, usually with a skill. The used skill determines whether the Proficiency Bonus is added to the roll or not.

Tools as Requirements: Some ability checks require the use of tools to be rolled at all. For example, it is not possible to use the Craft options of a set of tools without using the tools and having Training with those tools.

Improvised Tools: When you want to use a set of tools you are trained with and don't have the necessary tools on hand, you may use objects similar to the required tools instead. In that case, you roll the ability check with Disadvantage.


Surgery Tools

Surgery Tools are a new type of Artisan's Tools that are used in Surgery and Grafting. Cost: 30 GP. Ability: Intelligence. Skills: Sleight of Hand, Nature, Medicine. Weight: 4 lb. Utilize: Treat disabled body part, Grafting.


Spell Scrolls

Spell Scroll: A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.

If the spell is on your spell list but its Spell Point cost exceeds your Casting Limit, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the excess Spell Point cost. On a failed check, the spell disappears from the scroll with no other effect.

Universal Scrolls: Universal Scrolls are a special kind of spell scroll that can be used by all characters that know the command word to activate it. The command word can be shared by the creator and discovered by deciphering the scroll.

Crafting Universal Scrolls: You can craft a universal scroll in the same way you can craft a regular spell scroll, with the same time and coin cost. It is a matter of your decision whether you want to make a spell universally accessible or only accessible to those that know the spell.


Objects

Object Statistics: Objects have Hit Points, a Hit DC and Damage Reduction, similar to creatures. The Hit DC depends on the size of the object, the Damage Reduction on the density and hardness of the material, and the Hit Points on the overall sturdiness and resilience. The previous AC of an object is converted to a Damage Reduction of 10 less than that AC.

Disabling Objects: Usually, objects are disabled as soon as their Hit Points reach 0. Some objects are especially vulnerable to being disabled through regular attacks though. Such objects will have their function impaired after the first damaging hit, and will be disabled after the second one.

Object Parts: Similar to how a body has body parts that can be targeted with Aimed Strikes, objects may have object parts that can be targeted similarly. However, unlike body parts, objects can't be wounded and don't roll Wound saves. Instead, when an object part is hit with an Aimed Strike and takes damage, it immediately has its function impaired, and when it is hit again, the function related to the part is disabled.

Weapons, Shields and Armour: Weapons, shields and armour are usually considered to not take damage from attacks against their wearers or wielders, and they are usually considered to not take damage through ordinary means. When an attack deals sufficient damage to the wearer, an armour may be damaged, and when such an attack is blocked or parried, the shield or weapon may be damaged, too. This should be reserved for special occasions.


Magic Items


Armour


Adamantine Armour

Rare Medium or Heavy Armour (except Hide Armour. Torso)

Attack rolls made against you have their roll on the d20 reduced by 1. Once per short or long rest, you can activate the Adamantine Aura with a Bonus Action for one minute.


Elemental Armour

Uncommon Armour (any armour type, any body part)

You have an additional Damage Reduction of 5 against a given damage type chosen from Acid, Cold, Fire, Lightning and Thunder damage.


Scaledrain Armour

Rare Medium or Heavy Armour (Torso)

Once per short or long rest, you can activate the Scaledrain Aura with a Bonus Action for one minute.


Prefixes


Infused ...

Uncommon Weapon

This weapon deals an additional 1d4 damage of a given type with attacks made with it.


Guiding ...

Uncommon Weapon

This weapon grants an additional +2 to attack rolls made with it.


Silent ...

Uncommon Melee Weapon or Piece of Ammunition

Attacks made with this weapon or piece of ammunition can't be perceived through sound.


Wounding ...

Rare Melee Weapon or Piece of Ammunitition

When this weapon or piece of ammunition is used as part of an Aimed Strike and deals damage, the Wound Save DC equals the whole damage or 15, whichever is higher, instead.


Scene Checks

Scene checks are a new way to use ability checks that involve risk and feature various powerful effects. Surgery and the Rite of Regeneration use Scene check rules to remove disabilities, and Grafting and Domestication use them to allow for more interactions with living or deceased monsters.

Scene Check: A Scene check is a combination of multiple ability checks throughout a scene that usually extends for longer than a minute.

Succeeding on a Scene Check: To succeed on a Scene check, you have to succeed on an associated ability check of a given difficulty a given number of times, usually three times. These successes don't have to be in a row.

Failing a Scene Check: A failure on an associated ability check does not lead to failure directly; instead, such a failure leads to a cost of some kind, be it through damage, Spell Point expenditure, Exhaustion levels, breaking equipment, coins or other such ways.

The Scene check fails when the participants decide they cannot afford the cost anymore or are unable to take the cost.

Interrupting a Scene Check: Scene Checks usually extend across a certain length of time and are usually sensitive to interruptions. The consequences of such interruptions may be additional costs or automatic failure depending on the nature of the interruption.

Setting the Scene: Scene checks are meant to be a moment of importance and risk. When you decide to use a Scene check, make sure to describe what happens in the scene and around it with appropriate sincerity, detail and weight. If you are into it, dive into what your character feels during that scene and how they go about the checks in question. This is a great opportunity to bring your character or your group to live and to bring a new sense of depth and grit into the game.


Surgery

When a creature has a disabled or malfunctioning body part, Surgery is the go-to non-magical way to treat it.

Scene Check: A Surgery makes use of the Scene check rules.

Requirements: A Surgery requires the use of Surgery Tools.

Associated Skills: Sleight of Hand, Nature, Medicine.

Performing a Surgery: A Surgery is performed on a singular target creature and lead by one character, the surgeon, that rolls all the required rolls, and takes an hour. To successfully perform a Surgery, the surgeon must succeed on a DC 20 Surgery check three times, utilizing Surgery Tools.

When you have Proficiency or Expertise in both Surgery Tools and an associated skill, you roll with Advantage.

After three Surgery checks succeeded, the treated body part is no longer disabled. Instead, it is wounded until the target takes a long rest. Afterwards, the body part is healthy again.

Rolling a 20: When a 20 is rolled on the d20, the Surgery succeeds without the need for further Surgery checks.

Failing a Surgery check: A failed Surgery check does not make the Surgery fail. Instead, when a Surgery check fails, the target must succeed on a DC 15 Constitution saving throw to not take 1d4+1 Piercing damage that can not be reduced.

Rolling a 1: When a 1 is rolled on the d20, the Surgery check automatically fails. Instead of the consequences above, the target must roll a DC 20 Constitution saving throw, taking 4d4+4 Piercing damage on a failed save, half as much on a successful one. This damage can not be reduced.

Anaesthesia: The Surgery Tools include anaesthetics that can make the target creature unresponsive, giving them the Unconscious condition. The following effects also apply:

Assisting a Surgery: Creatures that are proficient with Surgery Tools or with one of the associated skills may take the Help Action on all of their turns during the Surgery to give Advantage on the Surgery checks.

Interrupting a Surgery: When a Surgery is interrupted, the disability remains fully untreated.

The Surgery is interrupted when the following conditions are not met:


Grafting

Grafting is a multi-purpose activity. When a creature has a disabled or malfunctioning body part, Grafting can be used to replace it with a new one, and when your two arms aren't enough for you, you can add a third one as well.

Scene Check: Grafting makes use of the Scene check rules.

Requirements: Grafting requires the use of Surgery Tools and a severed or prosthetic body part.

Associated Skills: Sleight of Hand, Arcana, Nature, Medicine.

Grafting: Grafting is done to a singular target creature, the graftee, and lead by one character, the grafter, that rolls all the required rolls, and takes roughly an hour. To successfully graft a body part onto the graftee, the grafter must succeed on a DC 25 Grafting check four times, utilizing Surgery Tools.

After four Grafting checks succeeded, the body part or prosthetic is successfully grafted onto the graftee and Wounded until the target takes a long rest. Afterwards, the body part is healthy. Consult the subsection on Results of Grafting for more details.

Rolling a 20: When a 20 is rolled on the d20, this Grafting check and the next one are automatically successful.

Failing a Grafting check: A failed Grafting check does not make the graft fail. Instead, when a Grafting check fails, the graftee must succeed on a DC 15 Constitution saving throw to not take 1d4+1 Piercing damage and 1d4+1 Necrotic damage that can not be reduced.

Rolling a 1: When a 1 is rolled on the d20, the Grafting check automatically fails. Instead of the consequences above, the target must roll a DC 20 Constitution saving throw, taking 4d4+4 Piercing damage and 4d4+4 Necrotic damage on a failed save, half as much on a successful one. This damage can not be reduced.


Affecting a Grafting

Anaesthesia: The Surgery Tools include anaesthetics that can make the graftee unresponsive, giving them the Unconscious condition. The following effects also apply:

Assisting a Grafting: Creatures that are proficient with Surgery Tools or with one of the associated skills may take the Help Action on all of their turns during the Graft to give Advantage on the Grafting checks.

Interrupting a Grafting: When a Grafting is interrupted, the graftee and the body part remain fully unaffected and the Grafting must be started anew. When a Grafting is interrupted after the first two successes, the graftee is wounded on the body part where the Grafting takes place.

The Grafting is interrupted when the following conditions are not met:


Results of Grafting

Grafting is very versatile and can lead to many helpful, powerful, ridiculous and hideous results.

Replacing a Disabled Body Part: Similar to a Surgery, Grafting can be used to treat disabled body parts. To do so, the new body part has to be sufficiently similar to the body part it is supposed to replace. After a successful Grafting, the new body part fully replaces the previous one. All benefits and drawbacks of the previous body part are lost, and all those of the new body part are gained accordingly.

Changing a Body Part: Grafting can be used to replace a body part with a different, potentially stronger version of said body part, including the parts of powerful monsters. After a successful Grafting, the new part replaces the previous one similar to what is described above about replacing a disabled body part. Unlike above, the new body part breaks with anatomic conventions, consider adding a plausible amount of drawbacks.

Adding a Body Part: Similarly, a new body part can be added in a place where no such body part was before. The benefits and drawbacks of the new body part now apply to the graftee accordingly. As this most definitely breaks with anatomic conventions and can lead to various benefits, consider adding an appropriate amount of drawbacks.

Potential Benefits:

Potential Drawbacks:

Other Potential Effects:


Rite of Regeneration

When a creature has a disabled or malfunctioning body part, the Rite of Regeneration is the go-to magical way to treat it.

Scene Check: The Rite of Regeneration makes use of the Scene check rules.

Prerequisites: To be able to perform a Rite of Regeneration, a spellcaster has to be able to cast the Cure Wounds spell.

Performing a Rite of Regeneration: A Rite of Regeneration is performed on a singular target creature and lead by one character, the conductor, that rolls all the required rolls, and takes 10 minutes. To successfully perform a Rite of Regeneration, the conductor must succeed on three DC 30 Regeneration checks, as described below.

After three Regeneration checks succeeded, the treated body part is no longer disabled. Instead, it is wounded until the target takes a long rest. Afterwards, the body part is healthy again.

Rolling a Regeneration check: To roll a Regeneration check, the conductor casts Cure Wounds on the target, upcasting if they choose to. The Spell check of this casting is the initial value of the Regeneration check. Any healing transmitted through this casting is also added to the result. If the result is at least 30, the check succeeds.

Rolling a 20: When a 20 is rolled on the d20 of the Spell check, the Rite of Regeneration succeeds without the need for further Regeneration checks.

Failing a Regeneration check: A failed Regeneration check does not make the Rite of Regeneration fail. Instead, when a Regeneration check fails, the target needs to succeed on a DC 15 Constitution saving throw to not receive one level of Exhaustion.

Rolling a 1: When a 1 is rolled on the d20 of the Spell check, the Regeneration check automatically fails and the target receives one additional level of Exhaustion regardless of the saving throw.

Assisting a Rite of Regeneration: Creatures that are also able to cast Cure Wounds may take the Help Action on all of their turns during the Rite to give Advantage on the Regeneration checks. When doing so, they may cast the spell instead of the conductor, using Spell Points of their own.

Creatures that are able to heal the target creature can assist by using their healing abilities during the Rite and before a Regeneration check is rolled. Any healing transmitted to the target will be added to the next Regeneration check.

Interrupting a Rite of Regeneration: When a Rite of Regeneration is interrupted, the disability remains fully untreated and all resources used during the Rite remain spent.

The Rite is interrupted when the following conditions are not met:


Example Scenario

A Thief Rogue flew a bit too close to the sun and had his left leg disabled by the nasty bite attack of a Guard Drake that was not ready to let him pass. Lucky as he is, one of his associates is a Life Domain Cleric that is willing to help, and they've met in an isolated place to minimize disruption. Only their Bard friend presents a significant threat in that regard, though they did offer some Bardic Inspiration to help. The Cleric starts the Rite as its conductor and rolls the first Regeneration check. She rolls the d20 for a 7, adds her spellcasting modifier of +5 for a 12, and casts Cure Wounds with a first level spell slot, for 12 (2d8+3) healing by the spell and 2 healing from the Life Domains Disciple of Life feature, for a total of 26. This is not enough, but with the use of the Bardic Inspiration die the Bard oh-so-graciously offered the check total is a 31, barely making the Regeneration check succeed. Only two more successes to go, and the leg will be properly usable again!


Domestication

Like, imagine a potent flying foe having their wings clipped by the party and surrendering to the whims of the party under certain circumstances, now that is something.

Domestication is the go-to way to find new friends without having to interact with Humanoids.

Scene Check: Domestication makes use of the Scene check rules.

Requirements: Domestication requires a creature that can be domesticated and is open to be domesticated. Most of the time, this is the case for Beasts, more rarely for Dragons, Monstrosities or Plants, and very rare for Aberrations, Elementals and Oozes. Celestials, Constructs, Fey, Fiends, Giants, Humanoids and Undead are assumed to not be open to being domesticated, though there can be exceptions.

Associated Skills: Animal Handling, Performance.

Domestication: Domestication is done to a singular target creature and lead by one character, the domesticator, that rolls all the required rolls, and takes a few weeks. To successfully domesticate a creature, the domesticator must succeed on a Domestication check five times, rolling up to two per day. The difficulty is 10 + the Challenge Rating of the target creature.

When you use methods that particularly appeal to the target creature, you roll with Advantage.

After the five Domestication checks succeeded, the target is domesticated. It regards you as an ally and comes back to you from time to time. It roughly understands you, but does not follow any commands yet, and will not fight for you yet. To achieve this, the target must specifically be trained to follow each command.

Rolling a 20: When a 20 is rolled on the d20, this Domestication check and the next one are automatically successful. Any increase of the difficulty through previous failures on Domestication checks are reset this way.

Failing a Domestication check: A failed Domestication check does not make the domestication fail. Instead, when a Domestication check fails, the domesticator must roll a d20. On a 10 or above, nothing happens. On a 9 or below, the difficulty of the Domestication check increases by 1 as the target creature grows apprehensive towards you.

Rolling a 1: When a 1 is rolled on the d20, the Domestication check automatically fails. Instead of the consequences above, the difficulty of the Domestication check directly increases by 2.


Affecting a Domestication

Assisting a Domestication: Creatures that are proficient with one of the associated skills may give Advantage on the Domestication checks.

Interrupting a Domestication: A Domestication can only be interrupted by an elongated absence of the domesticator or the death of the target creature. After not rolling a Domestication check for a week, the Domestication has to be started anew.


Aspects of Stealth

When using stealth, there are multiple aspects that can lead to being detected. Most commonly, being seen or heard is key to being detected, but scent may also play a role at some points, especially when a creature that may detect you has a keen sense of smell, like a wolf.

Passive Stealth (Scent): You have a base passive Stealth (Scent) score of 15. You can mask your scent to gain a bonus of +5 to this score, but you can also receive -5 to this score when giving off a strong scent that is uncommon for the place you are traversing.

The bonus might be given after applying herbs or some magic to yourself or by being washed. The malus might be given after taking a tour through the sewers, after a tough battle that left you wounded or after strenuous activity that left you sweaty.

When you try hiding from a creature that is close to you, both your Dexterity (Stealth) check and your passive Stealth (Scent) must be below the creature’s passive perception. If the Dexterity (Stealth) check fails, you are heard or seen, as usual. If the passive Stealth (Scent) fails, the creature smells you. This may only be a hint towards your presence (DMs choice) and may not lead to you being seen immediately, but it is reason for the creature to make a Wisdom (Perception) check to try and locate you. For some creatures it may be reasonable to have them be able to locate you based on scent alone, at the DMs discretion.


Example Scenario

A thief tries to sneak past a guard dog. They rolled a 21 on their Dexterity (Stealth) check and have a passive Stealth (Scent) score of 15, because they took no measures to mask their scent (no bonus) and do not smell strongly (no malus).

The guard dog has a passive perception of 12, so the thief gets close to passing him with ease, without a sound, but the guard dog has a keen sense of smell, bumping up his passive Perception for scent to 17. The guard dog smells something unusual as soon as the thief gets too close, and, trying to investigate that unusual scent, the guard dog rolls a Wisdom (Perception) check, resulting in a 19. The guard dog did not see or hear the thief through that, so the thief is still unnoticed and can pass without further worries.


Variant Rules

There are a few situations where the Help Action would be a flavourful narrative means of giving an ally Advantage, but this is invalidated by there already being another source of Advantage for that roll. In those cases, a variant for the Help Action is needed to keep encouraging cooperative checks. Also, it should be kept in mind that Advantage should be something special that, at best, requires an alignment between the character and the context they find themselves in.

Help Action Variant: Instead of granting an ally Advantage on an ability check through the use of the Help Action, you may instead choose to also roll the same ability check with your own modifiers. In that case, the highest of the totals between you and your ally is used to determine the result of the ability check. This way, other sources of Advantage can still apply.