Campaign Setting Rules in Sigmà Croí | World Anvil
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Campaign Setting Rules

We will be following all standard 5e rules unless otherwise noted below:      

House Rules

 

Ability Scores

When creating a character the player rolls 4D6 and drops the lowest.
 

Classes

All official classes are available to play including those of Eberron, Critical Role and UA Psionics.
See the following links for more information and special rules:
General: Classes
Psionics: (https://media.wizards.com/2020/dnd/downloads/UA2020_PsionicOptions.pdf)

Crafting

A character wishing to craft an item may craft any item that they have the crafting skill or magical ability to craft may do so at the base cost of 1/2 the the listed cost for an item as long as they have access to all the resources and facilities needed for the crafting. Some items require special or magical components to craft that are in addition to the base crafting cost of an item. The success of the crafting is determined by making a skill roll withe the DC of the roll determined by the item's rarity ( Common: 12, Uncommon: 14, Rare: 16, Very Rare: 18). Use the following rules to determine the crafting time of an item (all times are based on a character spending a minimum of 8 hours in a day for crafting, rounded up):
  Consumable Items (Dusts/Poisons/Potions etc...): The crafting cost for a consumable item is its base cost divided by 50 in days.
Generic Items (Armor, Equipment, Weapons, etc...): The crafting time for a generic item is its base cost divided by 25 in days.
Magical Items: The crafting time for a magical item is its base cost divided by 10 in days.
 

Dead Creatures

Anytime a creature dies during combat their model remains on the combat map until the end of combat and the square(s) where their body lays is considered difficult terrain and any dexterity ability rolls or saving throws made while in that square are at disadvantage.
 

Fear & Horror

If a character is subject to something that causes fear or the frightened condition the effect of that fear is determined by rolling on the Fear & Horror Table.
 

Flanking

Creatures may flank an enemy and gain advantage on attack rolls.
 

Fumbles

Anytime a creature rolls 1 on an 1D20 for an action it is a fumble, they fucked everything up, and this ends their turn immediately and may not take any reactions until the start of their next turn.
 

Healers Kit Dependency

A healers kit is required to stabilize a creature who is dying. It uses one of the healing kit's charges each time a character is stabilized.
 

Injuries

Any time a creature is struck with a critical hit they must roll a constitution save, DC equal to 1/2 the attacks damage or suffer an injury determined by rolling on the Injury Table.
 

Magic Item Identification

To learn what a magical item does, or to attune to it and to gain its bonuses or effects the item must be identified first. To identify an item you will need to cast an Identify spell (or have it cast for you) or research the item.

Potions

Potions may be taken as a bonus action.

Races

Race selection is limited, some races are different and all are separated by culture, see Races for clarification.
 

Scroll Mishap

If a character uses a scroll, other then protection scrolls, for a spell they cannot cast their is a chance for mishap. If the spell is of the same type of magic the user can cast the character must make an Intelligence save DC10, if the spell is of a type of magic you cannot cast the character must make an Intelligence save DC = 10 + Spell Level. If a character fails on their saving throw the scroll is used and the character rolls on the Wild Surge Table.
 

Skill Specialties, Tools

There is an expanded list of tools and a number of skill specialties. A character with the skill or tool proficiency gains their proficiency bonus to any ability skill roll in their field of expertise. The expanded list is as follows (S for skill, T for tool):   Archaeology (T), Artificer (T), Barber (T), Bookkeeping (T), Bower/Fletcher (T), Brewing (T), Calligraphy (T), Cartography (T), Carpentry (T), Carver (T), Cobbler (T), Cook (T), Disguise (T), Doctor (T), Engineer (T), Forger (T), Gaming – Cards, Chess, Dice, Go (T), Glassblowing (T), Healer (T), Herbalism (T), Jeweller (T), Land Surveying (T), Leatherworking (T), Lore: Aberration (S), Lore: Beasts (S), Lore: Celestial (S), Lore: Constructs (S), Lore: Dragons (S), Lore: Elemental (S), Lore: Fae (S), Lore: Fiend (S), Lore: Giant (S), Lore: Goblinoid (S), Lore: Humanoid (S), Lore: Monstrosity (S), Lore: Ooze (S), Lore: Plant (S), Lore: Undead (S), Masonry(T), Musical Instrument (T), Mystic (special)(T), Navigator’s Tools (T), Painting (T), Poisoner (T), Potter (T), Prospector (T), Sewing (T), Smith, Armorer (T), Smith, Blacksmith(T), Smith, Weapon Smith(T), Tattooist (T), Taxidermists (T), Tinker (T), Vehicles: Land (T), Vehicles: Water (T), Weaver (T), Witch (special)(T).
 

Slower Healing

When characters take a long rest they do not automatically heal to full instead they heal as if they spent all of their current hit dice and rolled maximum on the dice but without expending the hit dice. They regain half of their spent hit dice as per normal after they complete a long rest.
 

Wild Magic Sorcerers

  Wild Mages roll to see if they get a wild surge every time they cast a spell of 1st level or higher using the Wild Surge Table.    

Rules Clarifications

 

Lucky Feat

If rolling for disadvantage, roll your 2 D20s and pick the lowest. Then roll your D20 from the Lucky feat.

Perception in Darkness

A character without darkvision automatically fails all perception checks that rely on sight and a character with darkvision has disadvantage on perception checks that rely on sight.    

Alignment

 

Good

Characters who are of good alignment tend to have a respect for the life and dignity of other living beings. They seek to protect the innocent and are willing to make personal sacrifices to help others.

Evil

Characters who are of evil alignment tend to have little compassion for others and are willing to kill without qualm if necessary. They believe themselves to be the most important and all others must make way for them.

Neutral

Characters who are neutral alignment with respect to good and evil tend to have reservations against killing or harming others unless absolutely necessary but lack the commitment to make sacrifices to protect or help others. They tend to be selfish in their outlook and are only willing to make sacrifices for themselves or their friends.

Characters who are neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. They tend to be honest but can be tempted into lying or deceiving others.

Lawful

Characters who are lawful tend to tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties.

Chaotic

Characters who are chaotic tend to follow their consciences, resent being told what to do, promote freedom, favor new ideas over tradition, and do what they promise if they feel like it.

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