House Rules

Character Creation

Ability Rolls

To roll your ability stats roll 4d6 and drop the lowest. Roll this 6 times. Repeat those steps to create a second line of 6 numbers. Choose which line you wish and use those numbers to place into your ability scores.

Races & Classes

All Races and Classes in printed WotC books are allowed. If the class or race is not in the PHB please provide access to the info to the DM.

The following may also be used in character creation / progression:

Classes

  • Homebrew: Alchemist - See DM for details
  • Unearthed Arcana: Mystic

Starting Equipment

You start out with the equipment that is given per class and background. You may also roll on the trinket table and take one trinket if you wish.

In addition to standard equipment, for each level above the first that the character starts out with, you gain an additional 100gp. (e.g. Starting as a level 4 character will get you an additional 300gp)

Additional Background Info

Creating additional background information for your character can help define your place in the world. Below you will find information about the world of Veldora to guide you in creating a background. This background can range from just listing hometown and family situation, to a in depth summary of your life up to this point. The amount of detail you go into is up to you. However, the more detailed your background is the easier it is for your character to exist in the world. Also DM deals (see below) are based off of your background.  If you do not have a decently detailed background taking DM deals will be difficult.

Additional resources

DM Deals

If you wish you may use the following details to help create your character. Doing so will give your character some benefits in the world as well as some challenges, all the while adding more depth to the character. To take any of these your choices must balance out to 0. For example if you take benefits equaling 3, you must take challenges equaling -3. There is no limit to how many options you take so long as they balance out. Though note the more you take the more difficult it may be to survive in the world. All Benefits / Challenge details must be approved by the DM.

Benefits

  • (2) Well Connected – You know someone well that is high ranking. Perhaps a Nobel, Military Commander, or just a rich Aristocrat. 
  • (4) Nobel – You belong to a Nobel family. Your name carries weight and many people admire you. This gives you certain benefits in communities that know of your family.
  • (2) Loved Family – Your family is well know and loved. People admire you and are willing to go the extra mile to please you (within reason).
  • (4) Respected by Guardians – Your skills have been mentioned to several Guardians and they respect your abilities. Maybe are even considering trying to recruit you.
  • (3) Life Debt – You saved someones life and they have sworn to you a life debt. While they don't follow you around, anything you ask of them they will try to do their best to help you out.
  • (1) Owed a Favor – You did something for someone and now they owe you a favor. At some point may try to collect on that favor, if the person is capable of doing the favor you ask.
  • (2) Well Liked – There is just something about you that people like. You may have an easier time talking with people and getting information from them.
  • (3) Smooth Talker – You may have an easier time getting discounts or getting people to loosen up.
  • (3) Craftsman Apprentice – You were an apprentice to a craftsman of some sort. This craftsman is likely to give you discounts and help craft specific items for you.

Challenges

  • (-1 to -3) Coin Owed – You owe coin to someone for some particular reason. You have told this person you don't have money right now, but you are working on getting it. The amount owed is based on the Challenge Value. (-1 = 2,000gp, -2 = 4,000gp, -3 = 8000gp) You should come up with a good reason you owe this money, but this does not grant you any addition coin or objects. An example might be that you borrowed money for spell casting services for removing a magical disease on a loved one.
  • (-2) Bounty – You wronged someone, somehow. Now they want you brought to justice in their eye. This has caused them to put a bounty on your head. You now have to worry about your surroundings as you are hunted.
  • (-1) Hated Family – Your family name is hated in certain regions of the world for some reason. This makes it difficult for you to interact with certain individuals. Make sure you have a good reason as to why your family is hated.
  • (-1) Activist – You have extremely strong views towards something. As such you have disadvantage on persuasion checks when dealing with that topic.
  • (-1) Branded – You have a brand for committing a crime somewhere. As such, if the brand is seen people naturally won't trust you and this could even cause some major issues in certain situations.
  • (-1) Feared by Children – Perhaps you have some nasty scars or your temperament just scares them. You have disadvantage while interacting with any children and often they just run from you.
  • (-2) Enemy – You have someone who wishes to see you dead. Rather than putting out a bounty they wish to handle it themselves. This person may show up at the worst of moments, just out of spite. They will do whatever it takes to see you dead.
  • (-1) Rivalry – You have someone who is your rival. While they are not wanting to see harm come to you, they wish to show you up and see you fail. The person may show up when you are trying to prove yourself in a specific task and attempt to make you fail.
  • (-2) Diseased – You have befallen a magical disease. This disease confers some sort of negative affect until cured by a Greater Restoration Spell
  • (-2) Exiled – You have been exiled from a specific country. If you show your face again there you fear execution.

 


Additional Rules / Errata

Actions

  • Drinking a potion is a bonus action (instead of an action). Using a potion, elixir, oil, etc. on an object/creature other than yourself is a full action.
  • Aim: You can spend your entire turn taking aim at a specific target. If your next action is a ranged attack at the specified target, that attack has advantage.
  • Called Shot: You can spend your entire turn making a single attack at disadvantage. If you hit additional effects will be applied to the standard damage. If the hit is a critical the effects in the critical column also apply. These effects do not stack.



    Location Normal Critical
    Head Target is stunned for 1 turn Triple the critical dice instead of double
    Arm Target suffers -2 to Hit on the next attack Target is also disarmed. If the weapons are natural the creature may not attack its next turn
    Leg Target suffers -5 feet to movement for 2 turns Target is immobilized for 1 turn.
    Torso Target is knocked back 5 feet Target is knocked prone.
  • Defend: As an action you take a defensive posture. If an ally within 5 feet is the target of an attack, you may use your reaction to step in front of them. The attack is then resolved against you instead of the original target.

 

Class changes

Druid:

Ranger:

 

Critical Hit

When you get a critical hit on a normal action you may choose one of two options. Option 1: You get twice the amount of dice you normally roll for damage. Option 2: The DM will come up with something momentous based on the current situation. Generally this will be based on the character who performed the critical, the action that was a critical, and the current overall situation of the battle.

 

Death

In Veldora death can be very traumatic to the body and soul. When a revival spell is cast on a dead character the success is not automatic. Instead when the revival spell is cast the caster must make a DC check vs the dead's Death DC. The caster rolls a d20 and adds their casting bonus to the roll. If the total is equal to or greater than the Death DC the revival is successful. If the total is less than the Death DC that revival spell cannot be used on them again for this death and the character remains dead. Other revival spells can be attempted, but a specific spell can only be used once per death. 

All characters start out with a Death DC of 10. After every successful revival the body and soul gets strained a bit more and the Death DC permanently increases by 1.

NOTE: The wish spell is not a revival spell and thus does not follow these rules. However, keep in mind the wish spell also has its own side effects.

 

Learning  Languages and Skills

Languages – Occasionally you may want to attempt to learn a new language. To do so you will need a source of the language. This source is typically a person who can speak the language or a book with translations. To attempt to learn a language you must spend a certain amount of down time learning the language. Depending on the source and other factors this time may change. Below is a list of languages and how long it takes to learn them.

Language Method Learn Time (Days)
Abyssal Spoken 300
Aquan Spoken 350
Auran Spoken 325
Celestial Both 300
Common Both 200
Deep Speech Spoken 300
Draconic Both 250
Druidic Both 400
Dwarvish Both 200
Elven Both 200
Giant Spoken 300
Gnomish Both 200
Goblin Spoken 250
Gnoll Spoken 250
Halfling Both 200
Ignan Spoken 350
Infernal Spoken 300
Orc Spoken 250
Primordial Spoken 350
Sylvan Spoken 250
Terran Spoken 350
Undercommon Spoken 250
Length of time modifiers  
Source is a person -25
Source is a native speaking person -50
Already Know a similar language -25
Aided by Comprehend Language spell -1 (per casting)
Aided by Tongues spell -5 (per casting)

 

Skills - Everyone can attempt any skill, but only some are proficient. Proficiency comes from practice. A character can attempt to become proficient in a skill of their choice by spending 200 down time days practicing that skill.

House Rules

Velorra Scarak