Rules take inspiration from both the 5e and 2024 versions
Rest:
Types:
Short rest:
- can be taken 2 times every day and consumes 1 Hour of said day
Long Rest:
- Can be taken at any point of the day and consumes 8 Hours of said day
- Provides FULL recovery
Long Rest Conditions
- 1 Short rest must have been used before a long rest can be initiated
- Unless 16 hours or more have passed since the last long rest
Partial Long Rest:
- Can be taken at any point of the day and consumes 4 Hours
- Half of a character’s missing spell slots will be restored
- Healing goes up to 50% of a character’s HP
Partial Long Rest Conditions
- 1 Short rest must have been used before a partial long rest can be initiated
- Unless 16 hours or more have passed since the last Partial Long Rest or Long Rest
Interrupted Rest:
- can happen in the event of an ambush or other unexpected visitors during a long rest.
- Depending on the event, statuses can be applied (Such as Poorly Rested)
- Depending on the event the DM must decide: If the rest concludes after the event or if the rest is continued.
- If the rest concludes a partial rest is assumed but not certain
Times for chance based events
Day event: 1d20 roll higher than a 3d12 roll
- (8.45% Chance)
Night event: 1d20 roll higher than a 2d12 roll
- (27.08% Chance)
Rest Conditions:
If a rest passes into a new day a status of “Well Rested” may apply based on a counter roll with a 1d10 by the player for the DM’s roll of a 1d12
Sleep amount
Too little or too much sleep can result in the “Poorly Rested” status
Keeping watch:
During a Long Rest, party members can “keep watch” The members keeping said watch will only get a partial long rest. In the event of an interrupted rest, the members keeping watch will not have the status “surprised” applied, and will be ready for potential combat.
A rotation can be applied, resulting in all members only getting a partial long rest while passing the full 8 hours
Catchup:
An individual short rest can be taken during travel, provided conditions allow.
Effect
This has the chance to remove the Poorly rested status 1d20 (Roll against DM’s 1d10)
Meditation
Meditation can refill HP & Spell slots, depending on conditions & duration.
Instead of a short rest, meditation can be utilized at any point, at points where conditions allow.
Effect
This has the chance to remove the Poorly rested status 1d20 with advantage (Roll against DM’s 1d20)
Custom Status:
Well Rested:
Provides a +1 bonus to 1 of a character’s 3 highest stats
- This can either be selected by the player or rolled with a 1d6
- If rolled 1 & 4 are for the Top, 2 & 5 are for the second, and 3 & 6 are for the third.
- If stats are even the player can pick which takes what place if the DM allows it, and doesn’t decide in advance. Duration: 6 Hours
Poorly Rested:
Provides a -1 penalty to 1 of a character’s 3 highest stats
- This can either be selected by the player or rolled with a 1d6
- If rolled 1 & 4 are for the Top, 2 & 5 are for the second, and 3 & 6 are for the third.
- If stats are even the player can pick which takes what place if the DM allows it, and doesn’t decide in advance. Duration: 6 Hours
Characters:
Generally changed from 5e
Inspiration
Inspiration is a powerful tool that represents moments when characters rise above their normal capabilities, drawing upon inner reserves of heroism, willpower, or dramatic flair. This expanded system transforms inspiration from a simple binary state into a dynamic resource that grows with character development and meaningful role-playing.
Earning Inspiration
Characters can earn inspiration points in several ways:
Role-Playing Excellence
- Character Values: Acting according to your character’s beliefs, flaws, bonds, or ideals, especially when doing so creates complications.
- Memorable Moments: Creating standout moments through vivid descriptions, emotional depth, or creative problem-solving.
- Character Growth: Demonstrating significant character development or confronting personal demons.
Game Contributions
- Recap Bonus: A player who volunteers to recap the previous session can earn 1 inspiration point.
- Group Support: Helping another player shine or supporting the table dynamics in a positive way.
- Creative Solutions: Devising approaches to challenges that surprise and entertain the table.
Milestone Achievements
- Personal Quest Progress: Advancing a character’s personal storyline.
- Critical Discoveries: Uncovering vital information that propels the campaign forward.
- Heroic Sacrifices: Taking significant risks for the good of the party or NPCs.
Capacity
Unlike the standard rules where inspiration is simply held or not held, this system allows accumulation:
Character Level | Maximum Inspiration Points |
---|---|
1-4 | 1 points |
5-10 | 2 points |
11-16 | 3 points |
17-20 | 5 points |
Usage
Inspiration points can be spent in various ways, with more powerful effects requiring more points:
Basic Uses (1 Point)
- Advantage: Gain advantage on any d20 roll.
- Assist Ally: Grant advantage to another player’s roll.
- Flashback: Establish a minor previously unmentioned preparation or connection.
- Second Wind: Regain hit points equal to your level + Constitution modifier (once per short rest).
Advanced Uses (2 Points)
- Decisive Moment: Add your proficiency bonus to any d20 roll after seeing the result.
- Narrative Control: Introduce a minor environmental detail or NPC connection that aids the current situation.
- Resilience: Automatically succeed on a saving throw to maintain concentration.
- Heroic Effort: Take an additional bonus action on your turn.
Heroic Uses (3 Points)
- Turning Point: Turn a failure into a success on any d20 roll.
- Critical Moment: Convert a hit into a critical hit.
- Defiance: Ignore the effects of one condition until the end of your next turn.
- Inspiration Surge: Immediately regain and use a spent feature, spell slot of 3rd level or lower, or class resource.
Legendary Acts (All Inspiration Points)
- Fate’s Hand: Automatically succeed on a death saving throw and regain 1 hit point.
- Heroic Intervention: Take a full turn out of initiative order.
- Miraculous Escape: Avoid all damage and effects from one attack or event that would reduce you to 0 hit points.
- Narrative Twist: Work with the DM to introduce a significant plot development or unexpected aid in a dire situation.
Decay
To encourage the use of inspiration:
- At the end of each session, characters lose their accumulated inspiration points.
Tracking
Players track inspiration points on their character sheets. The DM may provide physical tokens (coins, glass beads, etc.) to represent inspiration points for a tactile reminder of this resource.
DM Note:
Remember that inspiration is meant to reward and encourage the kind of play that makes the game more enjoyable for everyone.
Actions:
- Mounting another character is an action.
- Having your action ready at the beginning of the turn can add a +1 modifier a roll
PvP
Should an action, result in a fellow player taking damage, the DM will determine whether said damage will trigger a PvP scenario.
Transclude of Character-Creation#the-stats
Levels:
- All characters start at level 4
EXP
- Is given during a long rest
- Has a 1.25x multiplier
- Feats are allowed
Hitpoints
Level Up
When leveling up and rolling for hitpoints the minimum is a gain of 1
Spells
Changes:
- Touch-based spells cannot be extended
Exceptions
- Mage hand can convey touch-based spells
- Mage hand is a concentration spell
Status Effects
Cosmic Awareness
(Level 17 Handicap)
As your character’s power approaches divine thresholds, they begin perceiving fragments of cosmic truth beyond mortal comprehension. This awareness manifests as:
Otherworldly Visions:
At the start of a long rest, roll 1d20. On 1-5, you’re plagued by disturbing visions of cosmic truths. You gain no benefits from that long rest and start the day Poorly Rested.
Reality Distortion:
Your growing power warps reality around you. Small objects occasionally levitate, shadows move incorrectly, and your voice sometimes echoes unnaturally. NPCs with a passive Wisdom (Perception) of 15 or higher feel instinctively unsettled in your presence, imposing disadvantage on Charisma (Persuasion) checks with them.
Attraction of the Wound:
Your power acts as a beacon to entities beyond the veil. Once per week, the DM can have a random cosmic horror creature become aware of you and potentially seek you out.
Knowledge Burden:
You occasionally receive unbidden insights into cosmic truths. Whenever you roll a natural 20 on an Intelligence check, you might also learn something you were never meant to know. The DM may provide a disturbing revelation that offers useful information but might require a DC 16 Wisdom saving throw to avoid being frightened for 1 minute.
Random Event Types
Event Type | Description | Rarity | Primary Impact |
---|---|---|---|
Luck | Reality “bends” in fortunate ways | Rare | Circumstantial/Social |
Chaos | Magic goes “wild” in unpredictable ways | Uncommon | Magical/Environmental |
Doom | Dark omens and consequences | Very Rare | Combat/Story |
Divine | The gods take “direct” interest | ”Impossible” | Character/Plot |
Nature | The natural world “responds” to events | Common | Environmental/Travel |