Streets of Waterdeep House Rules in Not Forgotten Realms | World Anvil

Streets of Waterdeep House Rules

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House Rules

 

1. Sneak Attack

 
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  You can perform a Sneak Attack (Rogue ability) with a Finesse,Light, or ranged weapon.   Normal: Sneak Attacks can normally only be performed with Finesse or ranged weapons.  

2. Training

 

Proficiencies

  Characters can also learn new proficiencies with time spent in training. This training does not include any that is gained via other character mechanics, such as multiclassing, those gained by class advancement, or those gained from Feats.   Armor Proficiency: These can only be gained by level advancement or Feats.   Weapon Proficiency: Secondary Skill. It takes 250 days of training to learn a new Weapon Proficiency. 150 days if character already has all simple and some martial weapon proficiency.   Saving Throws: These can only be gained by level advancement or Feats.   Skills: It takes 500 days of training to learn a new Skill Proficiency.   Tools: Secondary Skill. It takes 250 days of training to learn a new Tool Proficiency.   Languages: Secondary Skill. It takes 250 days of training to learn a new language.   Language Group: If you already know a language in the same Language Group, it only takes 125 days of training to learn that new language.   Language Subgroup: If you already know a language in the same Language Subgroup, it only takes 80 days of training to learn that new language.    

Hitpoints retraining.

  Hitpoints: Health retraining.   You can level while out in the wilderness or find a place to train. If you choice to level in the wilderness, you have to roll each level's hit dice worth of hit points as you level. However if you find a place to train, pay the fee for the level, you will gain maximum hit points for that level.   1st tier hitpoints - trainer is needed, 5 days, 50 gp. Effect: you replace one of your rolls for hp with average number of hitpoints for your class (4 for wizards, 5 for clerics or warlocks, 6 for fighters, 7 for barbarians etc).  

3. Hero Points

  A character starts with 5 hero points at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character’s level.   Gain bonus: 1d6   Transform failed death saving roll in success:   Healing during combat: you can spent 1 hero point as action to immediatly spent number of hit dices equal your proficiency bonus.  

Heroic Resolve

  When you are reduced to zero hitpoints and don't die outright, you can expend one hero point to bolster your resolve and keep fighting without falling unconscious. You still must make death saving throws at the start of each of your turns in combat, and you suffer the normal effects of taking damage while at zero hit points.   When you take damage while at zero hit points and don't die outright, you can expend one hero point to continue fighting. Otherwise, you fall unconscious.   Heroes can gain additional Hero Points through Social Traits.  

Tymora smile

  For social useful activity such as editing campaign journal (Party Scribe), calculating Party Treasure (Party Treasurer) or writing reports about session (2000 symbols minimum) (Parrty Chronicler) players gain 1 Tymora smile per session. Tymora smile is equal to hero point but it can't be regained - only received from DM and it is not lost at level up - you can earn it on 3rd level and use on 5th and so on.  

4. Social Traits

  Personality Traits: These are simply quirks and habits of the character. They do not gain Hero Points.   Bonds: These are the entities, places, and things that that character holds dear.   Ideals: These are the personal beliefs and philosophies that drive the character's decision making.   Flaws: These are the limitations, weaknesses, vices, and phobias that inhibit the character in some way.  

Player-Generated Difficulties

  When you roleplay your character's decision making with these in mind, you can gain additional Hero Points.   You must make a decision that is unwise, tactically unsound, or otherwise causes difficulties for you or the other PCs.   If this decision is motivated by one of your Social Traits, the DM may grant you an extra Hero Point.   Bonds can motivate decisions in order to preserve or assist your Bonds.   Ideals can motivate decisions as part of upholding that belief or philosophy.   Flaws can motivate decisions because of the character's limitations or weaknesses.   If you make such a choice, inform the DM of your doing so, and indicate which Social Trait you are motivated by.   If the DM agrees, they will aware you 1 Hero Point. You may only gain 1 Hero Point in this way per encounter.  

DM-Generated Difficulties

  The DM may also choose to take advantage of your Social Traits in order to make the scene more difficult.   The effects of this may vary, but can include the triggering of traps, arrival of additional enemies, the infliction of disadvantage on a PC's roll or the addition of advantage to an NPC's roll.   When the DM does this, they will award you 1 Hero Point. You can only gain 1 Hero Point this way per encounter.  

5. Healing Rules

  There are multiple ways for characters to gain the benefit of non-magical healing.  

During Encounters

  Healing Surge: As an action, you can spent one hero point and may roll a number of your Hit Dice (maximum equal to your Proficiency bonus), and add your Constitution bonus to each die result. You recover that many hit points.  

Short Rest

  Tending Wounds: There are two ways to end wounds by characters during a short rest.   Healer's Kit: You may use one use of a healer's kit to allow you to spend as many of your Hit Dice as you like to recover hit points. You may use this on yourself or on someone else. This constitutes both of your actions during the short rest.   Medicine Check: Alternately, another character may make a Wisdom (Medicine) check while working on you during the short rest. This is a DC 12 check, and constitutes both of your actions during the short rest. You may make a check for yourself, but this check is made at disadvantage.  

Long Rest

  Recuperating Strength: During a long rest, characters recover up to half of their Hit Dice.  
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Healing Rest: During a long rest, you may spend as many Hit Dice as you like in order to recover hit points. This comes about as a natural part of the long rest.
 

Lingering Injuries

  Anytime one of the following occurs, check for Lingering Injury, using that chart in the DMG.   1. When a character takes a critical hit.   2. When a character drops to 0 hit points, but isn't killed outright.   3. Make a save based on the potential Lingering Injury; this is a Constitution save, DC 10 + the proficiency bonus of the attacker.  

6. Combat and Magic House Rules

 

6.1. Fighting Styles

 

6.2. Feats

 

6.3. New & Revised Spells

   

Additional Weapon Properties (Using Beyond Damage Dice)

 
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In development
 
 

7. Downtime Activity

  Unless otherwise indicated, this campaign uses the Downtime Activities from Xanathar's Guide to Everything.  

Player's Handbook

  Crafting: as normal  

Xanathar's Guide to Everything

 

Buying a Magic Item:

In the setting of Waterdeep, alter this activity in the following ways:   Reduce the cost to search for them to 50gp. The cost to gain bonuses to the roll remains the same.   Gain a +5 on the Resolution check, due to increased availability of items in Waterdeep.  

Carousing:

Carousing can be used to generate either Contacts or Rumors.   When seeking Rumors, a character who successfully carouses generates a number of rumors equal to 1 + his Carousing Contacts.  

Craft a Magic Item:

In this setting, those creating magic items must have the ability to use magic, or have the aid of someone who can use magic to hand.   The main exception to this is a variety of items that are treated as magic items, but are simply extremely well-crafted or made of rare materials. Any smith can craft adamantine armor, for example, so long as they have the materials to do so.  

Crime:

as normal.  

Gambling

as normal, except that a character may choose to cheat at some point, replacing one of the checks with a Dexterity (Sleight of Hand) check.   Cheating increases the potential for complications to 20% however.  

Relaxation:

Characters recover one Hero Point for each workweek of this activity.  

Religious Service:

Characters recover one Hero Point for each favor they generate from this activity.  

Research:

Research can be used to research new spells and magical item schema alike.  
 

Spells:

This check is performed at a penalty equal to the level of the spell in question, and requires the accumulation of a number of pieces of lore equal to the (level x2), or just one for cantrips. Once researched, the cost for scribing the spell into a spellbook must still be paid.  

Schema:

This check is performed at a penalty based on the rarity of the item, and requires the accumulation of a number of pieces of lore based on the rarity, as follows: Common (-0, 1 piece of lore), Uncommon (-2, 3 pieces of lore), Rare (-4, 6 pieces of lore), Very Rare (-6, 12 pieces of lore). Researching Legendary schema is not possible, although completing a Research for a Very Rare one will give a researcher the knowledge of where to do (and thus, what quest to undertake) to find that schema.  

Scribing a Spell Scroll:

need rework  

Selling a Magic Item:

as normal  

Training:

as normal   Work: as normal  

House Rules

  Running a Business: Rules for running a business, legal or otherwise.  
  Establish or Use Information Network: Rules for fostering information networks, and using them to gain clues about what is going on or to spread rumors. (These differ from the sources of information for Harper Cells, as these networks are yours alone.)  
  Gang Investigation  
  Libraries  
  Scriptures  
      Alchemy  
  Clothes and Outfit   New tools proficiency: mounts (land), mounts (air)   You use this proficiency to any checks to control your mount in travel or combat. Also you know how to ухаживать за этими животными, одевать и снимать сбрую.   Animal Handling: this proficiency can give you advantage to control mount in stressful situations.   Medicine. Also you can easier detect diseases and non-healthy condition of your mount.   Revised rules for Mounted Combat  
 
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Faction Cell Development: Building Connections, Building Watcher Network, Building Allies, Building Security: Actions that allow the agent to strengthen their cell's capabilities and connections.
 
      New rare materials  
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Rare materials Material/Treatment Cost Adamantine 428 gp per lb Adamant x gp Arandur x gp Darksteel x gp Dlarun x gp Dragonhide x gp Gold 50 gp per lb Mithral 210 gp per lb Silver 5 gp per lb Telstang x gp Blueshine x gp Everbright x gp Halabar's Stealth x gp   Hides & Leathers Dragon Leather: Armor (leather, studded leather, scale mail, hide): The powerful virtues of dragon's hide can be invested into suits of armor made of the material by cunning craftsmen. When you're wearing armor made from it, you reduce the damage taken from slashing and piercing injuries by 1. You additionally reduce damage taken from a single damage type that corresponds with the original dragon's breath weapon by 1 (fire for red dragons, lightning for blue, etc). Wearers are warned, however, that dragons do take ill to those they encounter wearing this. Metals Adamantine: An alloy of adamant, silver, and electrum, or of steel and mithral, it is black in color, with a green sheen in candlelight or a purple-white light in magical radiance.   Armor (Chain shirt, scale mail, breastplate, half plate; ring mail, chain mail, splint, plate): Adamant makes armor of exquisite diamond-hard substance. While you're wearing it, any critical hit against you becomes a normal hit. Weapons: Though adamantine weapons have no additional properties, adamantine takes and holds magic quite well. Many magical weapons are wrought of adamantine because of this.   Adamant: A gleaming, glossy black refinement of adamantine, a natural jet-black ferromagnetic ore found in obsidian beds. It is gleaming, glossy black, with a rainbow sheen in bright light. It is too brittle to make keen weapons from, but is a favorite of dwarf-folk for hammers. Armor (Chain shirt, scale mail, ring mail, chain mail, splint): Though this jet black metal is too fragile to form actual armor, strips of it can be used to reinforce flexible armors. It strengthens the armor minutely, but its main property is to partially absorb fire. You reduce all slashing damage by 1, and all fire damage by 1d6. In any combat in which you take bludgeoning damage, however, roll a d20 at the end of the combat. If you roll a 9 or lower, the strips of adamant have been shattered and will need to be repaired (which costs 20% of the cost to install the reinforcements) by a smith skilled in the working of adamant. Until repairs are done, you lose all benefits of this material. Weapons (bludgeoning): When you have advantage on an attack roll, if the lower of the two dice would also hit your target's AC, you inflict an additional d4 damage.   Arandur: Once the exclusive secret of the gnome-kind, arandur is a gleaming silver-blue metal, with a green reflective sheen in sunlight. It also naturally absorbs the magical injuries used to inflict raw kinetic injuries. Armor (scale mail, breastplate, half plate; splint, plate; shield): When used to make non-flexible metal armors, arandur grants its wearer the ability to reduce force damage by 2. Weapons (slashing or piercing): Arandur can be honed to wicked edges that are not easily dulled. When you inflict a critical with a slashing or piercing weapons wrought of arandur, add your Proficiency bonus to the final damage total.   Darksteel: A silvery metal with a shadowed cast that gleams purple-ish in firelight, darksteel's making is lost today, an ancient secret of teh Ironstar clan of dwarves. Smiths throughout the Realms offer great amounts of gold for the recovery of any lost ingots of the metal. Armor (Chain shirt, scale mail, breastplate, half plate; ring mail, chain mail, splint, plate): Armor wrought of darksteel reduces all bludgeoning and lightning damage inflicted to the wearer by 1.   Dlarun: A little known halfling metal dug up from clumps of river clay and then kilned at high temperatures, dlarun is a bone-white metal that can take a high polish, and gains a distinctive greenish sheen under magical lighting. It has the strange benefit of steadying the minds of those that wear it. Armor (Studded leather; breastplate, half plate; splint, plate; shield): Armor wrought of dlarun reduces all bludgeoning and psychic damage by 1, and grants a +1 to saves against all Enchantment spells.   Gold: Though quite precious, gold is still considered one of the "common metals." Gold is aligned with solar and celestial magics, purifying undeath. Gold continually flakes and chips away, however, necessitating constant (although simple) repairs. Armor (any): Though gold is too soft to make armor from, while wearing gold-filigreed armor, reduce all necrotic damage taken by 1. For each item of armor possessed and used, add the following costs to your Lifestyle expenditures per month: 1sp for light armor or shield, 5sp for medium armor, 1gp for heavy armor. Weapon (any): Gold-filigreed weapons used to strike the undead inflict 1 additional point of radiant damage. For each such weapon, add 2sp to your Lifestyle cost expenditures per month.   Mithral: Called the "truemetal" by dwarf-folk, mithral is derived from soft, glittering, silvery-black ore found in rare veins and pockets from the depths of the Underdark to surface rocks. Armor (chain shirt, scale mail, breastplate, half plate; ring mail, chain mail, splint, plate; shield): Mithral lends subtlety and grace to the wearer. If the armor normally inflicts disadvantage on Stealth rolls, that property is negated. If it does not, then the armor can be worn normally under clothes without giving away the fact that the wearer is wearing armor. Weapons (slashing or piercing): The fine edge of mithral is sung about in elven ballads, and with good reason. When you have advantage on an attack roll, if the lower of the two dice would also hit your target's AC, you inflict an additional d4 damage.   Silver: Another common metal, silver is aligned with the powers and mysteries of Selûne. Weapon (any): Many creatures take grievous wounds from silvered weapons. Though the metal is too soft and costly to make weapons from directly, weapons can easily be silvered with the stuff, granting the property of the metal without taking away from its utility.   Telstang: Originally a gnomish secret, this alloy of copper, mithral, platinum, and silver is a dull pewter-silver in hue, and gives off a clear bell-like tone when struck with another metal (leading to its other name of "singing metal"). It also collects and reverberates sudden sonic assaults outward away from itself. Armor (Scale mail, breastplate, half plate; splint, plate): Though telstang's construction make it largely unsuitable for armors, some craft them anyway for its two tremendous benefits. The first is that any sonic damage taken by the wearer is reduced by 1d6 points. The second is that the wearer automatically succeeds at any saving throws that paralyze or change his shape. Any critical hit with bludgeoning or force damage shatters your armor, however (though this critical hit only inflicts normal damage instead of doubling it). Metal Treatments These are alchemical and metallurgical treatments used to treat specific kinds of metals.   Blueshine: Metal weapons and armor. A treatment that gives a bluish sheen to any items wrought of iron, steel, adamantine, arandur, darksteel, mithral, silver, or telstang, blueshine helps negate caustic substances. The metal part of weapons coated in the stuff become immune to acid damage, and armors coated in it grant resistance to acid damage: reduce all acid damage taken by 1 for medium armors or 2 for heavy armors.   Everbright: Metal weapons and armor. A dwarven process now known to smiths of many folk, everbright-treated items gleam with a mirror finish (like a chromium finish). Metal objects (which can only be made of steel, adamantine, or mithral) treated with everbright are immune to rust and the passage of time, and those wearing armor or bearing shields treated with it reduce radiant damage taken by 1 for medium armors and shields or 2 for heavy armors. Remaining unseen while wearing such armor is quite difficult, however; those searching visually for everbright-clad characters gain advantage on their checks to spot them. Halabar's Stealth: Metal weapons and armor. An expensive but increasingly common metal treatment that renders metallic weapons and armor nonferromagnetic, nonreflective, and wholly silent, not even clanging when struck against other metals or stone. Drawing or wielding such weapons will not reveal a hidden character, and metal armor wrought of it does not inflict disadvantage on Stealth checks.
    Harpers charms   Harpers blessings  

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