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What is this website?


This is my player-facing resource for all things related to the mechanics of player characters. Please refer to this site instead of official sources. Please note that the conversion of my notes and external content is still in progress and existing webpage content may change.

General Character Building Guidelines


  1. Use the Character Sheet file I made on Google Sheets. BW Sheet or Color Sheet
  2. Your build should make sense for your character. This does not mean that it cannot be silly or unexpected!
  3. You can multi-class up to two times, so long as you meet requirements. If you want to gain a new class, you need to have an in-game reason for your new abilities.
  4. If you are not enojoying your build or just wish it were different, we can always change or modify things!
  5. The selection of homebrew classes I have is vetted and extensive. Please do not ask for more unless it is not covered by something else in the list. Especially from the DND Homebrew wiki... gross.
  6. You can use the standard array, point buy, or roll 3d6s (reroll a 1 per stat).
  7. If you want something or need help, please ask!

Combat Guide


This is a quick reference to the basics of combat. For more depth, go to Roll20's Combat Compendium.

Basic Actions

  • Attack
  • Cast
  • Dash
  • Disengage
  • Dodge
  • Help
  • Hide
  • Ready
  • Search
  • Use

Special Attacks (Replaces an Attack)

  • Grapple
  • Shove
  • Disarm

Quick Interactions (Don't Require Action)

  • Quick Interaction
  • Communicate
  • Basic Search

Takedowns

It is possible to perform an instant takedown on a target within your core tier or lower. This can be done lethaly or non-lethaly. This cannot be done while in combat.

Leveling Up


We will be using EXP because I want to have it as a reward for completing difficult challenges. I really mean challenges, which can be combat, social encounters, deadly, peaceful, and so-on so-forth. Grinding level 1 enemies as a level 10 party probably won't give you any EXP. You can also train for a long period of time to gain EXP.

EXP is tracked on the character sheet and shows you how much you need until your next level up. EXP will only be shared by party members who contribute to a challenge. Don't feel bad for missing out sometimes. Try to involve the other party members in your shenanigans.

The Tiers of Ascension

At certain character levels, character's body will begin to change to reflect their powers and their soul. Thier core evolves and deepens their connection to their body, soul, and magic itself. This is a phenominon that applies to all powerful sentient creature in the world.

Follow the path of tiers you have a majority of class levels in. Half-caster classes can count toward either path. The caster path is weaker for balancing purposes.

Martial Core Tiers

-- Tier 1 - Normal (Levels 0+) --

You are a typical martial.


-- Tier 2 - Origin (Levels 5+) --

Your core grows in power and slightly changes your body. Decide what this change is and a passive ability it would give you.


-- Tier 3 - Crest (Levels 11+) --

Your lived experiences manifest in an evolved bond between your body and your core. Design a unique ability that has a magical and physical effect.


-- Tier 4 - Zenith (Levels 17+) --

Your body, soul, and core form a gestalt. You gain a legendary resistance. You can ascend.

Caster Core Tiers

-- Tier 1 - Normal (Levels 0+) --

You are a typical caster.


-- Tier 2 - Mage (Levels 5+) --

Your become more intimidate with the weave through your core. You can identify magical effects (that are your tier or lower) by studying them.


-- Tier 3 - Sage (Levels 11+) --

Your spells become a reflection of your being, shaping their appearance. A spell you know becomes your signature spell and is changed slightly.


-- Tier 4 - Void Shell (Levels 17+) --

Your body is now just a mortal shell for your powerful soul. You can ascend.

Weapons


Physical damage types (pierce, bludge, slash) and lame restrictions and abilities are the basic whatevers of normal dnd weapons. I SAY NAY! I know this section looks long but its actually very simple and allows for way more mechanical expression for martials!

A weapon has four parts that contribute to its whole: its statistics, types, attributes, and special. Statistics are things like weapon damage and range. Type is a semantic categorization of the weapon. Attributes are how the weapon is designed to be used. A weapon's special can be a passive ability gained while weilding the weapon or a special attack that can replace a normal one.

Statistics

These are the typical aspects you might think of as a DND weapon. Here, we only care about weapon damage (dice and type: piercing / slashing / bluedgeoning), range, and weather it is melee or ranged, and if it requires ammunition.

Types

Types are mostly used semantically and to help categorize the weapon. It also allows certain nebulous actions to be made with a weapon, such as breaching a door with a war axe or smashing a skeleton to dust with a club before a necromancer can animate it. Some weapons may have multiple types. Please note that the pros and cons are do not perfectly fit every weapon of its type. Use your best judgement.

Type Name Examples Common Pros Common Cons
Needling Arrows, Daggers Hit through gaps, strike fast, a lot of force at small point Requires precision, blocked by thick or very strong material
Bashing Hammer, Club Good against heavy armor and thick material, large attack area, disabling foes Must hit armor and not bypass it
Slicing Swords Most material besides heavy/hard, large active hitbox, cutting through/off bad against hard material and stuff like chainmail
Cleaving Axes Splits hard and soft material, break bones Charge-up or more force required
Rending Serated, Toothed Severe flesh tearing, very painful weak to other armor, weakens slicing
Swinging Whips, Meteor Hammers Unpredictable, quick, area control Bad for tight spaces, large wind up, high precision required
Puncture Bullets, Picks Go through any material, high damage no matter where struck Requires precision, charge-up
Launcher Bows, Guns Meant for launching missiles at distance, more dependent on kind of launcher Unable to be used in melee, more dependent on kind of launcher

Attributes

Attributes are all about how a wepon handles and its uses. Most weapons will have 3-4 attributes (Must have only one handling attribute and then choose from the main attributes).

Attribute Name Description
--Handling Attributes-- **Pick one
One Handed Needs only 1 Hand
Two Handed Needs Both Hands
Versatile Can be 1 or 2 Handed
--Main Attributes-- **Pick one or more
Close Meant for close melee
Corded On chain or rope
Polearm Long reaching polearm
Loosing Launches projectiles quickly
Loading Launches projectiles after loading
Thrown Thrown by hand
Hooked Has a hook shape
Light Easy wielding, less force
Heavy Harder wielding, more force

Special

Each weapon has a special move or passive effect more or less based on its types and attributes. The effect of the special is the core design priciple of the weapon; what it was built to excell at.

Examples

Lets make some weapons!

Weapon Name Statistics Types Attributes Special
Compound Bow Piercing 1d6, Range 30/60, Ammunition Arrow Launcher Two Handed, Loosing, Light Quick Shot: bonus action second attack
Kopesh Slashing 1d6, Melee 5 Slicing One Handed, Close, Hooked, Light Disarming Twist: STR/DEX contest to disarm a target while making attack
Horseman's Pick Piercing 1d8, Melee 10 Puncture Versatile, Polearm, Heavy Force Dismount: mounted targets must CON save or fall off mount
Shuriken Piercing 1d4, Range 30/60 Needling One Handed, Thrown, Light Hidden Strike: flip a coin to avoid being revealed from attacking
Nunchaku Bludgeoning 1d6, Melee 5 Bashing One Handed, Close, Corded, Light Wrapple: You can grapple with your weapon. It becomes unusable while grappling but you have advantage on your grapple contests.

Injuries


After being put through the ringer, your characters may end up having lasting injuries. Injuries are long lastign and hard to remove conditions that negatively impact your character. They can be physical - ex. lost limb, magical - ex. mana deficiency, or mental - ex. insanity.

Gaining an Injury

An injury is gained after your character is reduced to 0 HP. Certain rare and powerful effects may also cause immediate injuries.

The kind of injury gained is dependent on the circumstances on how the injury was gained and with some randomness on my part as the DM. Players can infuence what inmjury they recieve with sugguestions if desired.

Removing an Injury

Unlike HP, resting does not heal injuries. Injuries have their own requirements for healing, but most can also be healed quickly with expensive medical treatment or powerful magic. Over time, certain injuries may change to lower, or higher tiers.

Lasting Injuries (as described in the next section) cannot be healed except by powerful magic. The effects of lasting injuries can be negated by items like prosthetics.

Tiers and Effects

There are four tiers of injury: Mild, Severe, Fatal, and Lasting.

You can have two mild injuries and one severe injury at a time. If a lower tier is full when you gain a new injury, it is pushed to the next tier. After severe, flip a coin to decide whether the injury if fatal or lasting.

Mild injuries cause a character to perform noteably worse in contexts related to the injury (examples: infected wound, elemental aversion).

Severe injuries impact all apects of the character (examples: shattered bone, insomnia).

Fatal injuries place a timer on the life of your character (examples: bleeding out, cracked core).

Lasting injuries are permanent and have a specific negative effect (example: lost limb, blindness).