Extended Rules
Within Valencia, some rules and realities are different from other 5th edition worlds and rulesets. To keep it all on top of your minds, I've created this page for you to use as a resource and a reference. Not only will this help you guys, but it will also help keep me consistent on rulings.
Potion changes
- All potions (healing, buff or otherwise) require a bonus action to drink.
- To feed (through force or otherwise) another creature other than yourself a potion requires you to use an action.
Arcane Torrent
The leylines grant boons to all those touched by the arcane.- Starting at your 8th level, you're allowed to cast two spells per turn. Only one of two spells can exceed the 2nd level. This doesn't override action rules.
Near-death exhaustion
As you near death, your physical vessel grows weary. Because we're a group of filthy min-maxers, it's easy for us to look at the initiative table and decide that its worth it to allow a person's health to ping-pong. This rule change ensures we keep an eye on our party, play a bit more wisely, but also help create ties to the group.- When your character's health is brought to 0 or below, you gain one point of exhaustion. This effect stacks.
Resurrection changes
The Aeons eagerly await your soul, tethering its very essence with each death. If a character has died, 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 party members can contribute to the ritual via a Contribution Skill Check. The DM asks each of you to make a skill check based on the contribution you've chosen. The DC of the check is adjusted to how impactful / helpful the contribution is to that character (relationship, story ties, etc). After all contributions are completed, I then roll a single, final Resurrection success check on a d20. The base DC for the final resurrection check is 10 increasing by 1 for each previous successful resurrection the character has undergone. 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. ex: Vexamas dies for the first time, and all three friends have aided successfully in the ritual. The DC for the Resurrection ritual would be 10-9 (3x3) or a 1 DC, so only a natural 1 would cause Vexamas' soul to leave his corpse. ex2: Vexamas died four times, his DC is 14 (10+4), and two of his party members aided, but failed their roles, the last party member succeeding. Vexamas' soul DC is now 14+2 (for the two fails)-3 (for the one success) to result in a final DC check ofResurrection cost changes
Prying the souls of our champions from the ethereal grasp of the Aeons comes at a great price. I fucking hate resurrection spells. I feel that having them available at 3rd level completely takes away the fear of combat, and cheapens the entire game when you no longer have a concern of your actions and the follow-up repercussions. It can only really work in an environment similar to Critical Role, where you have veteran roleplayers, entertainers and DMs, that are focused on the narrative to the audience, as a show. To say it's an inconvenience is still over-playing what death actually means to RAW parties above 3rd level magicks; It literally becomes a temporary CC in combat that is 'cured' the second combat is over, with no repercussions or RP. The only thing I hate more than resurrection and the level at which you get it, is the cost being completely insignificant. A diamond worth 300g? To put that in perspective, per RAW, a CR 11 creature should grant 2000g worth of items / gems, or nearly 7 resurrection opportunities. I won't be cruel, as I want an immersive story, but I do not believe in the 5e RAW ability to just toss a dead body at a temple with 300g and have your consequences erased in less than 3 sentences.- The 3rd level Necromancy spell: Revivify, is now a 6th level spell. No longer requires 300g to cast, and instead costs 1 Tear of Sar'esha.
- The 5th level Transmutation spell: Reincarnation, has an increased race pool. I've added nearly 30 additional races to the pool. No longer requires 1,000g to cast. Requires a Great Hunt trophy of some sort. Does not cost a Tear of Sar'esha.
- The 5th level Necromancy spell: Raise Dead, is now an 8th level spell. No longer requires 2500g to cast, and instead costs 2 Tear of Sar'esha.
- The 7th level Necromancy spell: Resurrection, no longer exists. Smile.
- The 9th level Necromancy spell: True Resurrection, no longer requires 25,000g to cast. It is adjusted to a 10th level Necromancy spell, unless granted by an Aeon, in which case, it is 9th. The material cost of the spell is instead 5 Tears of Sar'esha.
| Spell | RAW Level | Valencia Level |
|---|---|---|
| Revivfy | 3rd | 6th |
| Reincarnate | 5th | 5th |
| Raise Dead | 5th | 8th |
| Resurrection | 7th | Got fucked :) |
| True Resurrection | 9th | 10th |
Short Rest duration
Plan for blood to be spilled, both your enemies.. and your own. Short rests are traditionally an hour long, and when you're in the field, or in a cave, it can be pretty difficult to justify or even accomplish a one hour short rest. This puts a lot of pressure on me to not overwhelm you guys before a larger fight. If you don't have short rests, you don't have time to hit die, and if you don't have time to hit die, you don't have the ability to be full health on larger fights unless I remove all fights beforehand, which feels pretty bad for everyone involved. Giving you more opportunity to use your hit die not only makes it an actual resource, but also allows me to toss more interesting challenges at you (not only more monsters, but also more interesting traps, etc).- Short rests now require only 30 minutes of downtime to complete.
Changes to gold, gold generation, and gold spending
To be added soon :)Crafting and The Bloodied Bastards guild
To be added soon :)Appraising and Harvesting
Rip and tear - until it is done. So now you may be asking "Where do we get those materials?". While you're hunting for your Bloodied Bastard contract, the majority of creatures you stumble onto will be harvestable. A player can choose to appraise a killed creature to be harvested. They will gleam over the creature's best cuts, and how to harvest them, and then will convey that information to the player that wishes to harvest the creature. The creature must be appraised before it is harvested For more specific information on the systems, click on the article: Appraising and Harvesting.Arcane Runes, Rune slots, and Tethering
Valencia's different elemental magicks coalescing into Arcane magic creates the ability to craft extremely potent Arcane runes. The runes vary in strength, and even sap away the magic essence of those that wield them. The stronger the rune, the less a mortal body is capable of sustaining their great power. The point of the runes is to balance non-magical classes with the spellcasters that received power creep in Valencia's extended rules. The way I see this system working will be based off of player's spellcasting levels, but to simplify it down, it will be like this: A full caster will not have the ability to use a rune. A half caster will have the ability to use one rune slot, a 3rd caster will be able to use 2 rune slots, and a non-caster will be able to use 3 rune slots. These rune slots will be granted as the character levels up. I made an entire article to explain Arcane Runes a little more in-depth.Remove these ads. Join the Worldbuilders Guild




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