Gameplay Primer in Aerilon | World Anvil
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Gameplay Primer

Alignment, Notoriety, and Party Rolls

Alignment is set on two scales: Order and Moral. The Order scale, i.e. Lawful, Neutral, and Chaotic is roughly where you fall depending on your character's feelings towards codes, laws, order, and authority. The Moral scale, i.e. Good, Neutral, and Evil is roughly where you fall depending on your character's feelings towards doing the right thing and seeing justice served. We will be using the standard alignment chart laid out in the Player's Handbook.   Additionally, race does not determine your alignment on the Moral scale. Many, myself included, find it rather racist to say an entire race tends towards evil. Therefor, based on culture of the race, you will either tend toward the Order scale, with the Moral scale being entirely dependent on the individual.   Notoriety Notoriety is a modifier that is tracked and by the DM. It is more or less a score on a chart similar to the Alignment chart, but is party wide. Based on your party's actions, your party might begin gaining notoriety as a Chaotic party. You are able to use this to your advantage when rolling Charisma checks, by gaining the modifier bonus if you mention you are a member of this party. For example, if the Misty Fists have been determined to be a Chaotic party with a +3 score, if you are attempting to convince a mafioso that you too are a member of the mafia, you could gain the modifier bonus by saying something like: "Of course I'm a member of the mob. I know my way around breaking skulls, you know. I'm a member of the Misty Fists too!".   Additionally, the DM can make this roll against you in certain instances too. If the same Chaotic party enters a lawful city, the guards may notice your party. If you attempt to talk your way out, you will likely find that this +3 modifier is now a -3 modifier, as the guards know you are a member of the chaotic Misty Fists.   Party Rolls Party rolls are defined as a same ability roll made for the same purpose made by more than 2 players. Make sure you pay attention to what other players are doing: players must all speak up if they want to make the same ability roll for the same purpose as others. When more than 2 players want to make the same roll for the same purpose, everyone who would like to participate all roll and and the results are added together against a total DC based on difficulty and number of party members attempt the task. For example, if a player declares they want to perceive the path for enemies, and only one other player speaks up that they want to, and they roll separately, no one else can make a perception check to look for enemies on the path for 1 minute.   Party members wanting to roll the same check for different reasons (i.e. perception check for enemies vs perception check for hidden paths) would each have a 2 person limit before a Party Roll is initiated.  

Better Shields

Source: u/Daedramora, u/ElderWizard99
Shield Type Cost AC Bonus Strength Properties Weight Examples
Light Shields
Light Shield 5 gp +1 Stable 3 lb Targe
Buckler 10 gp +1 Parrying 2 lb
Medium Shields
Infantry Shield 15 gp +2 13 Shield Wall 8 lb Germanic round-shield
Cavalry Shield 20 gp +2 Mounted Defense 6 lb Kite Shield
Heavy Shields
Pavise 30 gp +3 13 Bulky, Deployable 15 lb
Tower Shield 30 gp +3 15 Bulky, Shield Wall 22 lb Scutum
To use a shield proficiently, you must have proficiency in the corresponding weight of armor and meet or exceed a shield's Strength requirement. Abilities that do not apply with armor of a certain weight also do not apply with a shield of that weight. Shields count as their corresponding weight of armor and as such will limit AC bonuses gained from Dexterity accordingly.   Properties   Bulky. Using this shield in one hand reduces your speed by 10 feet and imposes disadvantage on all Dexterity based ability checks. It also cannot be used while riding a mount.   Deployable. When equipped, this shield imposes disadvantage on attacks due to its cumbersome nature. If equipped, you can deploy this shield as an action or bonus action to an unoccupied space within five feet of you. Once deployed, the shield provides three-quarters cover for a Medium or smaller creature and does not occupy a hand. Instead, it behaves as part of the environment, is considered a medium0-sized resilient wooden object and therefore has an Armor Class of 15 and 18 hit points. It can be picked up as an action.   Mounted Defense. The AC this shield provides also applies to your mount.   Parrying. When another creature hits you with an attack, you can use your reaction to add half your proficiency bonus (rounded down) to the AC from this shield for that attack by parrying with it.   Shield Wall. This shield gives a +1 bonus to its base AC for each ally using a shield with this property that is within five feet of both you and your attack to a maximum bonus of +2, but imposes disadvantage to attacks made while riding a mount. To gain this benefit, you and any allies in the shield wall must be standing on the ground.   Stable. The hand that hold this shield retains enough freedom of movement to do the following simple tasks by keeping the weight of the shield on your wrist: lift, drop, hold, push, or pull an object or creature, open or close a door or container, make an unarmed strike or wield a light simple melee weapon. Using a weapon this way is not considered proficient use.  

Bosses, Mechanics, and Research

In Aerilon, major monsters and enemies will be more advanced than a normal campaign. New mechanics are added to major bosses and powerful monsters will seem similar to those of an MMORPG, players may need to hide behind objects to not get hit by an otherwise lethal attack, or players may need to "stack" in adjacent spaces to spread out what would be lethal damage amongst the party, for just two examples. Be sure to gather information about local monsters and stronger enemies before you attempt to face them in battle, otherwise you could pay the price with your life.  

Called Shots

Source: Spelltheory   On your turn, you can use your action to choose to gamble on a more targeted strike with a called shot. If you wish to make a called shot, you must declare both the desire and the body part you are attacking before you make your roll. Different body parts will impose penalties on the attack roll as determined by consulting the table below. You can make a called shot a number of times per short or long rest equal to either your Strength or Dexterity modifier, whichever is higher. Using a called shot does not allow you to make an extra attack with the same action using any means, but does count as taking the attack action for use with other abilities, such as with the Monk's Martial Arts feature.   If the target is hit, it may be required to roll a saving throw. The DC for any saving throw on this table is equal to 8 + your proficiency bonus + your attack modifier. If you attempt a called shot and miss, the next melee attack against you has advantage.
Body Part Attack Roll Penalty Effect on Hit
Torso -2 Target must succeed on a Constitution saving throw or make all ability checks with disadvantage until the end of your next turn.
Arm -3 (-5 if shield arm) Target makes attack rolls using that arm with disadvantage until the end of your next turn. If the arm is holding a shield, the target does not gain the AC bonus from the shield until the end of your next turn.
Wing -3 Target must succeed on a Strength saving throw or drop 20 feet. If that causes the target to impact the ground, they take falling damage as normal. On a critical hit, the target must succeed on a DC 20 Strength saving throw or drop 50 feet.
Leg -3 Target’s speed is halved until the end of your next turn. On a critical hit, the target is also knocked prone.
Hand -5 Target must succeed on a Strength saving throw or drop whatever it is carrying in that hand.
Head -5 Target must succeed on a Constitution saving throw or be stunned until the end of your next turn. On a critical hit, damage is tripled instead of doubled.
Eye -5, Disadvantage Target has disadvantage on attack rolls and Perception checks until the end of your next turn. On a critical hit, the target is blinded, and one of its eyes is destroyed.

Cinematics

In keeping with the theming of not being able to change the future without a lot of effort, some events may happen that you cannot change as you normally would. If a fireball is intended to kill an NPC, your counterspell may fail automatically. If an ally is supposed to die, resurrection or healing magic may not work. I will maintain that literally anything can change, but some larger story beats will be set in stone if major work isn't done in advance. At any time, you can ask the me out of character if an event in the future will be a Cinematic.

Common

Almost every creature speaks Common in the world of Aerilon, however most speak their native tongue (if any) much better than Common. Speaking Common may be easy, however creatures who are not masters of it will sometimes have errors in their speech, and may speak with great difficulty. If a word seems incorrect or out of place, you may make an Insight or straight Intelligence check to tell if the creature is misspeaking. Alternatively, asking many questions, while possibly annoying to the creature, will likely sort out mistranslations and poor commands of Common.  

Critical Fail Chart

We will not be using a Critical Hit chart, but at the request of players, we will be using a critical fail chart for attacks, see below.   Weapon   01-10 Stubbed Toe. Your movement speed is halved next turn.   11-20 Stumbled. Move backwards to the nearest unoccupied space. This does not trigger attacks of opportunity.   21-30 Slipped. Make a successful DC 10 DEX Save or immediately fall prone.   31-40 Wind Knocked Out. Lose 1 Vitality.   41-50 Fumbled. You drop your weapon.   51-60 Bad Timing. At the start of the next initiative order, you fall to the bottom of the initiative order for the remainder of the encounter.   61-70 Finger Slipped. You knicked yourself with your weapon, taking 1d4 damage of the same type.   71-80 Unfortunate Opening. If there is an enemy within melee range of you, they may use their reaction to make an attack of opportunity on you.   81-90 Thrown Weapon. You throw your weapon 1d8 * 5 feet from you, landing in an unoccupied space.   91-99 Exhausted. Lose 2 Vitality.   00 Egregious Error. Your weapon comes flying back at your face. Deal damage to yourself, rolling as if you had critically struck.     Spell   01-10 Stubbed Toe. Your movement speed is halved next turn.   11-20 Stumbled. Move backwards to the nearest unoccupied space. This does not trigger attacks of opportunity.   21-30 Slipped. Make a successful DC 10 DEX Save or immediately fall prone.   31-40 Wind Knocked Out. Lose 1 Vitality.   41-50 Butterfingers. You toss your spell focus 1d4 * 5 feet from you, landing in an unoccupied space.   51-60 Winded. You are unable to take the dash action next turn.   61-70 Engaged. You are unable to take the disengage action for the remainder for this turn, and on your next turn.   71-80 Friendly Fire. Roll a new spell attack against an ally of the DM's choice within range.   81-90 Componentless. Any container of spell components on your person bursts open and spills its contents on the floor. You are unable to use the container for the remainder of your turn and on your next turn.   91-99 Silenced. You forget how to cast this spell for 1d4 rounds.   00 Egregious Miscalculation. Your spell comes flying back at your face. Deal damage to yourself, rolling as if you had critically struck.  

Custom Wild Magic Table

Source: Liz (with additions from DM Alex, Sammy, Brian, and Eric)   We will be using a replacement d1000 Wild Magic table. For the sake of surprise when the name and effect is read, the table is not publicly posted. Additionally, Wild Magic is rolled before the spell is cast.  

Deities, Religions and the Afterlife

For information on Deities and Religions, clickhere.   For information on the Afterlife, different planes, and Hell, click here.  

Diseases and More

Aerilon will bring more than just new mechanics. Diseases and sicknesses can sometimes ravage cities, and some monsters may also carry infections and diseases. Gather as much information as you can, and if you think you've been infected by something unknown... Amputating the limb may be your best option. While there will be no official listing of diseases and infections or their causes and mechanics, be sure to ask around cities, towns, wandering medicine men, and more to gather as much information as you can, so when infection or disease does occur, you can judge your options properly.  

Firearms

Below are additional properties that firearms can have.   Reload The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.   Misfire Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1. When the weapon misfires, you take 1d6 fire damage.   Explosive Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d10 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.   Cone Upon a hit, everything in a 15 ft cone behind the initial target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d12 piercing damage.   Rifled When you make an attack roll below the weapon's rifled score, you have disadvantage.   Ammunition All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using Tinker’s Tools at half the cost if you are proficient with them. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.   Additionally, all firearms have the following properties:   Flash and Bang For 30 seconds after a creatures uses a firearm, that creature cannot make stealth checks to hide from creatures that can see it, and the creature is unable to make perception checks which would rely on hearing.   Tinnitus While a creature has a firearm equipped that it has fired before, the creature has disadvantage on any ability checks that would rely on hearing.  
Name Cost Ammo Damage Weight Range Properties
Palm Pistol 50 gp 2 gp (20) 1d8 piercing 1 lb 10/40 Light, reload 1
Revolver 100 gp 3 gp (18) 1d10 piercing 3 lb 60/240 Reload 6, misfire 1
Pistol 150 gp 4 gp (20) 1d10 piercing 3 lb 60/240 Reload 4
Musket 300 gp 5 gp (20) 1d12 piercing 10 lb 80/300 Two-handed, reload 1, misfire 1
Blunderbuss 300 gp 5 gp (5) 2d6 piercing 10 lb 15/60 Reload 1, cone, misfire 1
Trenchgun 500 gp 5 gp (5) 2d8 piercing 12 lb 10/30 Two-handed, reload 4, cone
Rifle 1000 gp 20 gp (6) 2d10 piercing 12 lb 120/450 Two handed, rifled 30, reload 2, misfire 1
Double Barrel Shotgun 400 gp 10 gp (8) 2d10 piercing 15 lb 10/30 Two-handed, reload 2, cone, misfire 1
Hand Mortar 1000 gp 50 gp (5) 2d10 fire 10 lb 30/400 Reload 1, misfire 1, explosive
Scoped Rifle 2500 gp 30 gp (5) 2d12 piercing 12 lb 240/600 Two handed, rifled 120, reload 1, misfire 2
Crafting Firearms and Ammo   The chart below can be consulted to craft firearms and ammo.
Name DC Time Components
Gun Parts 15 4 hours .25 lb zinc, .5 lb brass .5 lb steel, .25 lb tin
Palm Pistol 16 4 hours .25 lb wood, .5 lb steel, 1 gun parts
Revolver 16 4 hours 1 lb wood, 1 lb steel, 2 gun parts
Pistol 15 4 hours .5 lb wood, 2 lb steel, 1 gun parts
Musket 18 8 hours 4 lb wood, 5 lb steel, 4 gun parts
Blunderbuss 18 8 hours 3 lb wood, 6 lb steel, 3 gun parts
Trenchgun 19 8 hours 4 lb wood, 6 lb steel, 4 gun parts
Rifle 19 1 day 4 lb wood, 6 lb steel, 7 gun parts
Double Barrel Shotgun 18 8 hours 4 lb wood, 10 lb steel, 4 gun parts
Hand Mortar 20 1 day 2 lb wood, 7 lb steel, 10 gun parts
Scoped Rifle 22 2 days 4 lb wood, 6 lb steel, 10 gun parts, spyglass
Gun parts contain the basic fundamentals of crafting any gun, and weight 1.5 pounds. To craft a gun, follow the chart's component requirements. Craft the gun in 4 hour segments, making a DC check to see if your 4 hours were productive with Tinker's Tools based on the table. Crafting ammo is not too difficult. For store ammo costs below 10G, it requires .25 lb brass and half the store bought cost in lead (lead costs 2sp/lb). If the store ammo cost is 10G or above, it costs 1lb of brass and half the store bought cost in lead. Crafting all ammo takes 4 hours, and has a Tinker's Tools DC equal to the gun's crafting DC.   If a tool check for a "step" in the gun making process results in a failure, you do no get credit for that 4 hours. Two failures in a row results in an entire failure for the whole gun, and results in the complete loss of all material components.  

Homebrew

We enjoy many homebrew classes and races in the world of Aerilon. However, many of them have only been partially playtested, with some having never been playtested. For this reason, if you choose a homebrew class, you need to discuss with DM Alex if you intend to multiclass out of the homebrew class. Acceptance is not guaranteed. Additionally, DM Alex may nerf or buff any homebrew classes and/or races that appear to be underpowered or overpowered at any time.  

Inspiration and MVP

Inspiration points are given out by the DM whenever the DM feels that a player has roleplayed a character well, done something funny, had a clutch round in combat, or for any purpose. Players will track Inspiration points on their sheet, and can use any number of points when they make any d20 roll and add them to the result, but must choose to add the points before the roll is made.   MVP   The title of MVP is voted on at the end of each session. Whoever has the MVP title can use it to roll with triple advantage on any one d20 roll, but must be used before the roll is made. MVP expires at the end of the session.  

Memories

Players have the option to co-DM one- or two-shot sessions which take place in their character's past.  

Naval Combat and Exploring the Seas

Credit: KoaTheDM's Ship Rules   The Ship   An Object, Not a Creature   Ships are to be considered objects, not creatures. As such, they automatically fail any saving throw against spells that affect the ship, however the ship cannot be targeted with spells that specifically target a ‘creature within range.’ For example, a ship would take full damage from a Fireball, but a ship is immune to the effects of Hold Monster, because it is not considered a creature.   Travel Speed and Combat Speed   A ship has two different speeds. One, is it’s travel speed, which represents how far a ship can travel in an hour and how far a ship can travel in a typical 8 hour day, and the other is its Combat speed, which represents how far a ship can travel in a single round of naval combat.   Traveling with or without the Wind   In typical naval combat, whether or not the ship is with the wind does not factor into its speed, however the wind often matters when traveling long distances. Typically to ensure that the ship is sailing with the wind, the Quartermaster (refer to the Officers section) makes a Navigator’s Tools check of 10 at the start of each travel day. Upon success, the ship’s travel speed is maintained as the ship catches the wind. Upon failure, the ship’s travel speed is halved as the course does not travel with the wind. The DC of this check may increase or decrease depending on various environmental effects, such as calm waters, stormy weather, or even hurricanes.   A Ship’s Statistics     Size   Most ships are Large, Huge, or Gargantuan. A ship's size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan. The larger the ship, the more crew is typically needed to keep the ship functioning, and the larger the ship, the more actions a ship typically gets in combat.   Capacity   A ship's stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew of the vessel and any passengers who might ride along. Passengers don't generally engage in running a ship, but they also don't need to be mere bystanders. Seasick merchants and marines thoroughly capable of facing menaces from the deep both count as passengers. Cargo capacity notes the maximum amount of cargo a ship can carry. A vessel can't move - or might even start taking on water - if its cargo exceeds this capacity.   Components   Because ships are large objects that have a number of moving parts, a ship is split into multiple components that each are separate entities with their own respective AC, hit points, and DTs (damage thresholds). These components are as follows:   Hull, which is a ship’s base frame. The Hull typically has the majority of the ship’s hit points.   Movement, which are typically Sails and Oars.   Weapons, which are any siege weapons the ship has on board. These can include cannons, ballistas, or other siege weapons that reasonably fit within a ship.   Although a ship may have rigging, light, a steering wheel, and other details; these are not listed on the stat blocks of the ship and instead should be described and kept in mind during the game. The reason as to why these components are listed in the ship’s statistics and not other details, is to keep in mind what can be targeted with attacks and what hit points need to be kept track of.   Officers     If you'd like to explore running a ship, it needs officers to oversee its operations - officers who fill seven different roles. Some roles aboard a ship reflect the need for trained experts to direct a crew's efforts. Although some of these roles can be filled by the same person, in order to gain access to Officer Actions in Naval Combat, the Captain, First Mate, Bosun, and Powder Monkey must all be filled by separate characters. These are the four roles that are considered necessary in Naval Combat, but when it comes to the downtime of a ship, there is need of a Quartermaster, Cook, and Surgeon, however they do not have Officer Actions in Naval Combat.   Officer Actions   During the ship’s turn in Naval Combat, a player character (or important Officer NPC) can give up their turn in initiative to take an Officer Action. These Officer Actions happen simultaneously during the Ship’s turn, and can change the result of some of the Ship’s turns. The types of officers are described below, along with their Officer Actions they can take in Naval Combat.   Captain   The captain issues orders and is considered the leader of the ship. Captains typically have high Charisma and Intelligence scores, and are typically proficient in Water Vehicles and the Intimidation and Persuasion skills.   Double Time. Provided your crew can hear you, you shout out inspiration or threats at your crew to work double time. If you succeed on a Charisma (Persuasion or Intimidation) check of 15 (20 if the Ship’s total hit points are halved), the Ship gains an additional action this round.   Full Steam Ahead. Provided you are at the Helm, you can continue to steer the ship and lead it towards victory. The Ship can take the Move action twice this turn, as opposed to once.   Daring Maneuver. Provided you are at the Helm, you can attempt a daring maneuver. This maneuver could be a 90 degree turn, safe passage through a razor-sharp reef, or any other movement the ship could do within reason. To successfully complete this Maneuver, the ship must take the Move action at least once this turn, and you must succeed on a Wisdom or Intelligence (Water Vehicles) check. The DC for this check is typically 15, but it may be reduced or increased depending on the difficulty of the maneuver you are attempting.   Unruly Inspiration. Provided the Officer can hear you, you shout inspirational phrases or threats at your Officer so they can do their job better! If you succeed on a Charisma (Persuasion or Intimidation) check of 12, the Officer takes an additional Officer Action.   First Mate   The First Mate keeps the crew’s morale high by providing supervision, encouragement, and discipline. A First Mate benefits from a high Charisma score, and typically has proficiency with the Intimidation and Persuasion skills.   Double Time. Provided your crew can hear you, you shout out inspiration or threats at your crew to work double time. If you succeed on a Charisma (Persuasion or Intimidation) check of 15 (20 if the Ship’s total hit points are halved), the Ship gains an additional action this round.   Unruly Inspiration. Provided the Officer can hear you, you shout inspirational phrases or threats at your Officer so they can do their job better! If you succeed on a Charisma (Persuasion or Intimidation) check of 12, the Officer takes an additional Officer Action.   Bosun   The Bosun or Boatswain, provides technical advice to the captain and crew and leads repair and maintenance efforts. A Bosun typically has a high Strength score, and has proficiency in Carpenter’s Tools and Athletics.   Quick Repair. Provided a component of the ship is damaged, through spare planks or linen, nails, and ingenuity, you can provide a quick repair to a component of the ship. Make a Strength (Carpenter’s Tools) check. On a 10 or higher, the component of the ship you chose gains 10 temporary hit points. On a 15 or higher, the component of the ship you chose gains 15 temporary hit points. On a 20 or higher, the component of the ship you chose gains 20 temporary hit points. These temporary hit points last for 1 minute before they break down and you have to actually repair the boat.   Fire at Will. You assist in aiming one of the Ship’s weapons that is within 10 feet of you, where it gains advantage on its next attack roll made before the end of the ship’s next turn.   Powder Monkey   The Powder Monkey, or the Master Gunner, keeps a keen eye on many of the siege weapons on a ship, keeping general maintenance and upkeep to ensure that they are performing at their best. A good Powdermonkey typically has a high Intelligence or Wisdom score to spot details in their weaponry and typically has proficiency in Martial weapons.   Pack the Good Powder. You pack a cannon within 5 feet of you with extra potentgunpowder. If the cannon hits, it deals an additional 2d10 bludgeoning damage.   Fire at Will. You assist in aiming one of the Ship’s weapons that is within 10 feet of you, where it gains advantage on its next attack roll made before the end of the ship’s next turn.   Quartermaster   The Quartermaster plots the ship’s course, relying on knowledge of nautical charts and a study of weather and sea conditions. A reliable Quartermaster tends to have a high Wisdom and Intelligence score, as well as proficiency with Navigator’s Tools.   Surgeon   The ship’s Surgeon tends to injuries, keeps illness from spreading throughout the ship, and oversees sanitation. A capable surgeon typically has a high Intelligence or Wisdom score, and has proficiency in the Medicine skill and usually a Herbalism Kit.   Cook   A ship’s cook works with the limited ingredients aboard a ship to make meals. A skilled cook keeps the crew’s morale in top shape, while a poor cook drags down the entire crew’s performance. A talented cook typically has a high Wisdom or Intelligence score depending on their style of cooking, and typically has proficiency with Brewer’s Supplies and Cook’s Utensils.   Naval Combat   When it comes to Naval Combat, the crew of the ship is considered to act on the Ship’s initiative, unless some members of the crew are player characters or important NPCs, which gain their own turns in naval combat, as some spells and Officer Actions can change the tide of naval combat.   Initiative   When Naval Combat begins, all ships roll initiative like normal. Normally, a ship does not add any modifiers to its initiative roll, but based on the quality of the crew or other factors, a modifier can be given based on the DM’s discretion. When it comes to a Ship’s turn, it may take Ship Actions.   Ship Actions   A ship typically has 1-3 Ship actions per turn depending on its size. A Large ship typically has one ship action, a Huge ship typically has 2 ship actions, and a Gargantuan ship typically has 3 ship actions. These Ship Actions can be used to Fire Weapons or Move, and are listed on their stat block. A Ship cannot take the Move action more than once on their turn, unless otherwise stated.   Officer Actions When an Officer has their turn in Naval Combat, they can choose to give up their turn to instead perform an Officer Action on the initiative of the Ship. Officer Actions occur at the same time of the Ship’s initiative.   Siege Weaponry   Siege Weaponry on the ship is manned by the crew of the ship itself, and during naval combat, do not need three rounds to load, aim, and fire the siege weapon. It is assumed that in Naval Combat, the crew is doing all three of these actions during the Ship’s turn. However, if a creature wishes to use a Siege weapon against a specific creature on a ship, an additional action is required to aim the siege weapon at the specific target, since it is much smaller than the ship it is normally aimed at.  

Potion Use in Combat

Potions only use a bonus action to be drank in while in combat. If you are handing a potion to an ally, or assisting a downed ally in drinking one, it still requires an action.  

Prophecies, the Future, and Time Travel

The future is a strong but brittle construct. Under less than extreme force, it maintains its shape. But when an adventurer succeeds in the feat of changing the future, the timeline will shatter into many pieces, being a husk of its former self. While attempting to change the future is entirely possible, it is recommended that you do so sparingly, only when in dire need, as it can have serious consequences. A true prophecy tells of the current future, but be wary for false prophets, for they are abundant. A creature always has either true or false prophecies, never a mix of both. Players are much more likely to be true prophets than NPCs. There are some clerics of the time domain that are able to tell true prophets from false.   In any event where time travel occurs (being defined by actually traveling through or altering time, rather than time being rewound or fast forwarded), a new timeline is created (Timeline B) and will exist alongside the original, parallel timeline (Timeline A).  

Spell Scrolls

Source: HEATSEEKER911   1. If the spell is on the character's class spell list, and it is a level they can cast, they can cast it with no problems.   2. If the spell is on a character's class spell list, but is a higher level than they can cast, they can attempt to cast it by making an Arcana or Religion check vs DC of 10 + the spell's level.   3. If the character is not a spell caster, they can attempt to cast the spell from the scroll with an Arcana or Religion check vs DC 10 + the spell's level with disadvantage. If the check fails, the spell fails and they must make a scroll mishap check as per the variant rule in the DMG. (DC 10 Int Save). On a failed save they roll on the mishap table in the DMG.   4. If the character is a spell caster, but the spell is not on their class spell list, they can attempt to cast the spell by making an Arcana or Religion check vs DC 10 + the spells level. If the check fails, the spell fails and they must make a scroll mishap check as per the variant rule in the DMG. (DC 10 Int Save). On a failed save they roll on the mishap table in the DMG.  

Suffocating and Swimming

If a creature runs out of air for any reason and needs to hold its breath, initiative is rolled. A creature is able to hold its breath for a duration of seconds equal to its constitution score x 6. A creature must start and end its turn in a 5 foot space where it can breathe to regenerate its breath. If a creature starts its turn and can no longer hold its breath, its hit points are reduced to zero. At the start of its turn thereafter, the creature loses 1 Vitality until it can breathe.   All creatures know how to swim as long as they have all their natural limbs, and have a swimming speed equal to their 5 feet less than their movement speed. While a creature is underwater, their swimming speed is equal to half their movement speed, and they cannot speak any languages except for Cyphrene and Auquan. If a creature casts a spell with a verbal component, they lose an additional 6 seconds of breath. Spells which specifically require you to be heard have no effect unless assisted by magical means.  

Survival

Players must eat 1 ration or equivalent and drink a quarter of a waterskin or equivalent per day. If a player fails to do so, they will lose 1 Vitality, and their next long rest will not restore any lost Vitality, unless they eat and drink before the long rest completes.   You can only gain the effects of a long rest once per day without magical intervention.  

Resurrection

Source: Matt Mercer   If a character is dead, and a resurrection is attempted by a spell or spell effect with longer than a 1 action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via a Contribution Skill Check. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be.   For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is.   After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1.   Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost.   Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the True Resurrection or Wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual.   If a spell with a casting time of 1 action is used to attempt to restore life (via the Revivify spell or similar effects), no contribution skill checks are allowed. The character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 1 for each previous successful resurrection the character has undergone. On a failure, the character’s soul is not lost, but the resurrection fails and increases any future Resurrection checks’ DC by 1. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted.   Any resurrection roll can be made with advantage, if the caster sacrifices a creature with an intelligence score of at least 6 they consider to be an aquiantance or closer up to one hour in advance. Once the resurrection is attempted, the sacrificed creature's soul is lost forever.  

Vitality

Source: u/Mechanus_Incarnate   To download a character sheet with Vitality, click here.   Vitality is a mechanic that combines death saving throws and levels of exhaustion in a neat package. Note that this system completely replaces the normal way of doing exhaustion and death saves. Your maximum Vitality = 8 + your proficiency bonus + your constitution modifier. The Vitality is only used for player characters, and only in rare instances with NPCs.   When you are reduced to 0 HP, you stay conscious but you are knocked prone and your Vitality decreases by 1. Until you regain at least one hit point, you have the "Downed" condition. This only triggers if the damage which reduced you to 0 HP does not exceed your maximum HP in the negative. In that case, you die instantly. Once you gain 1 or more HP, the Downed condition is removed, and you are able to get back up.   While you are Downed, at the start of your turn, you must make a Death Saving Throw. Roll a d20. On an 11 or higher, nothing happens. On a 10 or lower, your Vitality decreases by 1. You do not need to make these checks if you are stabilized. If you roll a 20, gain a Vitality. If you roll a 1, lose 2 Vitality instead of 1.   While Downed, successful attacks against you cause you to lose 1 Vitality. Critical hits cause you to lose 2 Vitality instead.     althoughinaccessible    
  • You can ready an attack as normal.
  • If you know a cantrip which costs an action or bonus action, and does not give temporary hit points, you may cast it. If the cantrip requires you to make a ranged spell attack, do so with disadvantage. if the cantrip requires your target to make a saving throw, it makes the saving throw with advantage.
  • Use your action to drink a healing potion. Due to your serious condition crawling on the ground, you spill most of the potion and only heal a certain amount based on the kind of potion. Healing: 1d4-1, Greater: 2d4-2, Superior: 3d4-3, Supreme: 4d4-4. Other players within 5ft of you can use a reaction to help you drink the potion to allow you to gain the full effects.
Additionally, although the traditional Vitality abilities are unavailable for use, you gain a few Vitality abilities which you would otherwise not be able to use:   This'll Hurt in the Morning. 2 Vitality, Action: Stabilize yourself   Self Sacrifice. 1 Vitality, Free Action: The next attack, cantrip, or skill check you make is done so if you are not under the Downed condition   Using Vitality as a Resource   Under normal circumstances, you can spend Vitality and certain parts of your turn to gain certain effects:   Revitalize. 1 Vitality, Bonus Action: Gain 10 HP   Recalculate. 1 Vitality, Reaction after failed saving throw: Reroll the saving throw, must take new result   Burst of Strength. 1 Vitality, Bonus Action: Gain an additional action this turn   Exit Strategy. 1 Vitality, Bonus Action: Gain an additional 10 movement speed and do not invoke attacks of opportunity this turn   Glancing Blow. 1 Vitality, Reaction after successfully being attacked: Add your Strength or Dexterity modifier to your AC for this attack   Action Hero. 2 Vitality, Free Action: Gain an additional Action and Bonus Action this turn   Burst of Speed. 1 Vitality, Bonus Action: Use the dash action   Extra Breath. 2 Vitality, Bonus Action: Gain 1 additional minute of breath while you cannot breathe   Vitality in Place of Exhaustion:   A creature with 8 Vitality or less is feeling tired. They suffer disadvantage on ability checks.   A creature with 7 Vitality or less is too tired to run. Their speed is reduced by half.   A creature whose Vitality is 5 or less is stumbling a bit, maybe struggling to see straight. They have disadvantage on attack rolls and saving throws.   A Vitality of 4 or less is indicative of serious health problems. Their HP maximum is reduced by half.   A creature at 3 or less Vitality can barely stand. They are incapacitated, and their maximum speed is 5 feet.   A creature with only 1 Vitality is on death's doorstep. They are unconscious, and their HP maximum is 1.   If a creature's Vitality is reduced to 0, the creature dies.   Working With Vitality   At the end of a long rest, if a creature's Vitality is below their maximum, they regain 1 Vitality. You can regain 1 additional Vitality by expending half your level in hit dice at the end of a long rest. These missing hit dice are not restored by the long rest.   Any effect that removes or causes one or more levels of exhaustion now restores or costs twice that much Vitality instead. The Lesser Restoration spell can be used to restore 1 point of Vitality.  

Weather and the Environment

Attempting to keep with a more realistic and survival aspect, the weather and environment will be especially important in Aerilon.   Cold Places Cold locations require clothes which are designed specifically for a cold environment. Not wearing Winter Clothes in a cold environment causes you to lose 1 Vitality per day, 2 if you are wearing metal armor. This Vitality is not replenished by any means unless you long rest in a warm building, long rest after wearing Winter Clothes, or long rest outside of a cold location.   Additionally, if you take any kind of rest in a cold location, you must specifically be in a tent, cave, or other fortification, otherwise you will gain no benefits from the rest.   Hot Places Hot locations require clothes which are designed specifically for a hot environment. Not wearing Light Clothes in a hot environment causes you to lose 1 Vitality per day, and doubles your water requirement. This Vitality is not replenished by any means unless you long rest in a cool building, long rest after wearing no clothes and armor or Light Clothes, or if you long rest outside of a hot location.   Additionally, if you take any kind of rest in a hot location, you must specifically be in a cool and shady place, otherwise you will gain no benefits from the rest.   Wet Places In wet places, if you rest while in contact with rain or water, you will gain no benefits from a short rest, and you will only gain the benefits of a short rest when you long rest.   Types of Negative Weather   Rain Storm. If you rest while in contact with rain or water, you will gain no benefits from a short rest, and you will only gain the benefits of a short rest when you long rest. Hail Storm. If you are unarmored, you suffer 1d4 bludgeoning damage every minute. Blizzard. If you are not wearing Winter Clothes, you suffer 1d6 cold damage every minute. Sight is reduced to 60 feet. Tornado. A tornado spawns, the size of a 15 foot sphere. Initiative is rolled. If the tornado gets within melee range of a creature of huge or smaller size, the creature is picked off the ground 120 feet and flung 60 feet in a random direction. The tornado has a movement speed of 60 feet, and moves in random directions. Any flying creatures in the area are sucked into the tornado and flung as well. Sand Storm. If you rest, you must be in a cool and shady place with protection from the storm, or you will gain no benefits from the rest. Additionally, if you unarmored, you will take 1d4 bludgeoning damage every minute. Hurricane. If you rest while in contact with rain or water, you will gain no benefits from a short rest, and you will only gain the benefits of a short rest when you long rest. Additionally, the Gust of Wind spell is cast every 30 seconds. Wind Storm. The Gust of Wind spell is cast every 30 seconds. Wild Magic Storm. The Wild Magic table is rolled every 6 seconds with random targets chosen, and random spells chosen if needed.

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