The D&D 5e combat system functions well, but it is often found lacking by those who want a bit more tactical depth to their movements. These rules attempt to make combat more interesting.  

SHIELDS

Shields are not all created equal. There are now three kinds of shields:
Buckler: +1 AC, can be worn while wielding a versatile weapon with two hands
Heater: +2 AC, standard shield rules
Tower: +3 AC, Disadvantage on attack rolls made with weapons without the light property  

FLANKING

When flanking an opponent, you no longer gain advantage. Instead, you gain a +2 bonus to attack rolls made against the target if there is one other friendly creature within 5ft of the target and 3ft away from you. You gain an additional +1 bonus for each creature after the first that satisfies these rules. Any abilities, or features, that require the attacker to have advantage still function in this scenario, as though flanking was providing advantage.  

DUELLING

The new Duelling rules take effect when you are in combat with another creature wielding a martial weapon they are proficient in.  
There are a number of new, special actions, you can take during combat:  

TACKLE

When you take the Tackle action on your turn, you can attempt to tackle a creature after moving at least 10ft in a straight line towards your target. To tackle, you roll an unarmed attack roll. On a hit, the target takes the unarmed attack damage and both you and the target are knocked prone. If the creature is larger than you, you have disadvantage on your attack roll. You cannot tackle a creature that is two size classes bigger or smaller than you.  

THROW SAND

When you take the Throw Sand action on your turn, you can hurl sharp or stinging particles at a creature you can see within 5 feet of you. This cloud of particles could be from your inventory, such as a bag filled with sand, or from the environment, such as kicking up dirt or embers. As an action, you must make an attack, using your Dexterity modifier with no proficiency, to throw particles at a creature. If hit, the creature has disadvantage on attack rolls until the end of its next turn. The target must also succeed on a Constitution saving throw (DC 8), or is Blinded for the same duration. Once blinded, a creature may spend an action to clear its eyes of the particles and end the condition.  

NON-LETHAL STRIKE

When you take an attack action, you may declare in advance that it is a non-lethal strike. If you do this with a weapon that does not normally deal bludgeoning damage, you do not add your proficiency bonus to the attack roll. The dice damage is halved and the damage type is converted to bludgeoning. If it is a magic weapon, any magical bonus is added to this damage after it is halved. If a creature is brought to 0 hit points by a non-lethal strike, they instead fall unconscious for 1d4 hours. If the creature is immune to the unconscious condition, the strike has no effect beyond the damage stage.

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Session I: (Very) Humble Beginnings Report

General Summary

Our party begins their journey, arriving together in the small town of Rootsreach. Daniel Prince has been called here for work and has brought his mercenary friend, Arthur Clarke, as company and protection. Demeter Tarron, an Elven Paladin trained by the Emerald Enclave, flees her home in search of her missing husband. She meets Gek Ferox, a small White Kobold, on the road, fending off Giant Rats. She offers her aid and the pair continue on Demeter's path.   Both groups meet with each other, first, and some of the locals soon thereafter. The first night is spent in the Sleeping Dragon Tavern, a fine, clean establishment, run by Maeral Ianbella. They come to know Pamphrexas Arkax, a Dragonborn Arcanist who Gek takes an immediate liking to; and Kasper van Ginneken, the Blacksmith, struggling to keep his business afloat and certainly eager to offer his services to adventurers. Exhausted, they bed down for the night, looking to explore in the morning, and follow up on leads.   Leaving the Tavern in the morning, after Daniel left for Castle Oardess, the party come face to face with something wearing the visage of Vermeer, Demeter's lost husband. While Demeter rushes towards him, a fireball is hurled past her and the gravity of the situation is drastically changed for the worse. Gek retaliates with a Fire Bolt, but it's deflected. Arthur, pulling out his sword, cuts off the creature's shoulder. It falls to the floor and turns to ash which dissipates immediately, along with the blood on Arthur's blade. Just as quickly as it arrived, it turns completely invisible and makes its escape. Worried, but also unable to do much, the party visit van Ginneken's Metalworks to purchase new gear and materials. Demeter and Gek move to the Cold Market district shortly after to check the Fletchers' supplies and visit Arkax, before returning to the Tavern to discuss the earlier event. Arthur, at the same time, follows the note Daniel left him and arrives at Morved's Mews. They end up talking about Arthur's past for quite some time. Morved simply listens and offers tea.   After this, they meet up in the tavern and, after asking Maeral about who to go to for information on magical creatures, they are sent in the direction of Lady Lavender's. They meet a mysterious woman who goes by Madame Lavender. Upon requesting her aid, she offers that there is no natural creature she knows of that fits the description. She does, however, suggest that she could cast a Scrying spell on either the creature or Vermeer. Expensive as it is, the party is now considering it. There is merit to both the idea of scrying on Vermeer himself, to find out where he is, and scrying on whatever creature was able to take his form, as it likely has some connection to him. The party await Daniel Prince's return, to see if any information has come to light on his end, while he was curing the Butler of Castle Oardess.

Rewards Granted

  • Vicious Greataxe (With some unknown wild magical property)
  • Created Content

  • Gek's vicious Greataxe
  • Campaign
    The Tale of Thilovell
    Protagonists
    Gek Ferox
    Chaotic Evil Kobold (Rakdos Cultist)
    Sorcerer 1
    8 / 8 HP
    STR
    10
    DEX
    13
    CON
    15
    INT
    7
    WIS
    13
    CHA
    17
    Arthur Clarke
    Player Journals
    Session 1: (Very) Humble Beginnings by Gek Ferox
    Report Date
    28 Feb 2021
    Primary Location

    The Region map has two layers, accessible from the top right. One hex on the Hexmap represents approximately 24 miles. While travelling on a road, open plain, or other simple terrains, you can cover this distance on foot in one eight hour day. That is the baseline for the below chart.
    Travel Simple Terrain (Roads/Plains/Ford) Difficult Terrain (Forest/Swamp/Hills/River) Extreme Terrain (Mountains)
    On Foot (Slow) 1 Hex / 12 Hours 1 Hex / 24 Hours 1 Hex / 40 Hours
    On Foot 1 Hex / 8 Hours 1 Hex / 16 Hours 1 Hex / 24 Hours
    On Foot (Fast) 1 Hex / 5 Hours 1 Hex / 8 Hours 1 Hex / 16 Hours
    Cart 1 Hex / 5 Hours N/A N/A
    Horseback 1 Hex / 4 Hours 1 Hex / 8 Hours N/A
    Walking for more than 8 hours each day becomes exhausting. Each member of the party must make a Constitution Saving throw at the end of each hour beyond the 8th. The save DC is 10 + the number of hours beyond 8 they have walked without rest. Once the DC is 13, it increases by 2 for each additional hour. On a success, they suffer no consequences; on a failure, they suffer 1 point of exhaustion.   The DC for tracking is 10 + (5 - the number of creatures you are tracking (minimum of 1)) + (1 for every 8 hours since the creature(s) were in the area you are). This number may change depending on the environment (i.e. Much more difficult across mountains, much easier through snow).   When moving slowly, the party may be stealthy. When moving stealthily, the DC for tracking them increases by the Stealth (Dex) modifier of the party. This value is whichever is highest from the party.   While moving quickly, all members of the party suffer one point of exhaustion after 10 hours without rest. When moving quickly, the DC for tracking them decreases by 5.

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