Alternative Flanking
When a creature is flanked the attackers recieve a +2 to their attack rolls instead of advantage. A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated.
Ammo Tracking
Ranged weapons such as crossbows and bows are required to track their ammo. After each encounter the character may recover half of their expended ammo rounded up.
Healing Potions
Potions of Healing can be used as a bonus action.
Help Action
To perform the help action on a skill check requires proficiency in that skill.
Improved Inspiration
Whenever you, or an ally makes an attack roll, an ability check, or a saving throw, you can spend your inspiration to roll an additional d20. You can choose to spend your inspiration after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
Lingering Injuries
Whenever a character recieves a critical hit or they take more than half of their HP they recieve a Lingering Injury. To determine your injury roll 2d10 and consult the table below.
2d10 |
Injury |
2 (1%) |
Lose a Foot or a Leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. |
3 (2%) |
Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. |
4-5 (7%) |
Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting. |
6-8 (18%) |
Limp. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. |
9-13 (44%) |
Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. |
14-15 (13%) |
Horrible Scar. You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. |
16-18 (12%) |
Broken Rib. Whenever you attempt an action in combat, you must make a DC 10 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting. |
19 (2%) |
Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals. |
20 (1%) |
Lose an Arm or Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. |
Negative Hit Points
Instant Death
Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you gain a number of special points called negative hit points equal to the remaining damage. Negative hit points are not considered to be hit points. Negative hit points persist between turns, and there is no limit on how many of them you can have at once. If your total number of negative hit points equals or exceeds your hit point maximum, you die.
For example, a fighter with a maximum of 30 hit points currently has 10 hit points. If they take 25 damage from an attack, they are reduced to 0 hit points, but 15 damage remains. The remaining damage is converted into 15 negative hit points, which is kept between turns. Their unconscious form is hit by a second attack that deals 15 damage. The fighter suffers their failed death saving throws, but also gains another 15 negative hit points. They now have 30 negative hit points, which equals their hit point maximum, so the fighter dies.
Death Saving Throws
- Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you lose all negative hit points and regain 1 hit point.
- Damage at 0 Hit Points. If you take any damage while at 0 hit points, you gain that many negative hit points. In addition, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead.
- Magical Healing. If a creature recieves magical healing they recieve 2 passed death saving throws.
Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal it. If a creature with negative hit points were to regain hit points, the amount of healing instead reduces the creature's negative hit points. If the healing reduces a creature's negative hit points to 0 and there is healing remaining, the remaining healing is applied to the creature's hit points.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. On a success the creature recieves one passed death saving throw.
A medicine kit can be used to stabilize a creature with 0 hit points or less. When a creature with negative hit points is stabilized with a medicine kit it no longer makes death saving throws but it's negative hit points remain. This creature remains unconscious for 1 minute for every negitive hit point it has. Once that time is up that creature regains consciousness. If the creature takes any damage then it stops being stable, and must start making death saving throws again.
Secret Characters
All players will be aware of your character's race and class. No hiding either of those from the rest of the party.
Rolls Against Other Players
Any roll against other player's character must have consent from that player. This includes attack rolls, slieght of hand, etc. Also you cannot use Insight, Persuasion, and Deception rolls against another player. These will be role played out and a conclusion will be made off of those players own understanding.
Variant Encumbrance
We will be using the Variant Encumbrance rules for this adventure. It is much more realistic and helps make Strength a more important stat.