Rules

Campaign: Ruins Of Archaea

Jump to navigation Jump to search

The game will be run using D&D 5e.

You may use anything from the Player's Handbook without prior approval.

You may use any of the Ranger options from Tasha's Cauldron Of Everything without prior approval.

You may also request to use material from Mordenkainen's Tome Of Foes, Sword Coast Adventurer's Guide, Tasha's Cauldron Of Everything, Volo's Guide To Monsters, and Xanathar's Guide To Everything. I will review what you would like to use, and let you know if I will allow it.

Here are some modifications I will be making to the standard rules.

Folk

Ruins of Archaea features several Custom Folk.

Additionally, some standard folk are not available to players.

Ability Score Increases

You may take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can't apply those increases to the same ability score, and you can't increase a score above 20.

For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1.

Languages

You may take any language you know as a result of your race or subrace and replace it with a language from the following list:

  • Archaean (Common, humans)
  • Celestial (Celestials, priests)
  • Corven (Corven)
  • Chthonic (Aboleths, cloakers, troglodytes)
  • Dwarvish (Dwarves)
  • Elvish (Elves)
  • Giant (Giants, trolls)
  • Gnomish (Gnomes)
  • Goblin (Goblins, hobgoblins, orcs, ogres)
  • Havlin (Havlins)
  • Mabrahoring (Demons, devils)
  • Primordial (Elementals)
  • Saurian (Dragons, lizardfolk)
  • Sylvan (Fae and associated creatures)
  • Thane (Priests, scholars)
  • Zinjan (Zinjan)

Read more about the languages of Archaea

Proficiencies

You may take any proficiency you have as a result of your race or subrace and replace it with a different one of your choice, following the restrictions on the Proficiency Swaps table.

Table: Proficiency swaps
Proficiency Replacement Proficiency
Skill Skill
Armor Simple/martial weapon or tool
Simple weapon Simple weapon or tool
Martial weapon Simple/martial weapon or tool
Tool Tool or simple weapon

Cinematic Advantage

We won't be using the optional flanking rule. Instead, we will be using cinematic advantage. Most of the time the transactions of cinematic advantage come down to the following:

  • While describing the situation, the GM describes interesting features in the area.
  • The player describes how they want to use a feature to get a cinematic advantage.
  • The GM determines what attribute and skill (or skills) might be used to accomplish the feat and how difficult it is on a scale of DC 10 to 20. the GM tells the player what the DC is and what penalty they face if they fail so they can make an informed choice.
  • The player rolls the check as part of their move or action. On a success, they get advantage on their next attack. On a failure, something bad happens depending on what they tried, often falling prone.

Here are twenty examples of ways characters might get advantage on an enemy. Most of these ways involve a succeeding on a skill check as part of their attack action to gain the advantage.

  • Leaping off of a balcony
  • Climbing onto the back of a larger foe
  • Sliding underneath a big foe and slashing at its vitals
  • Banking a shot off of a reflective wall
  • Leaping over dangerous terrain
  • Swinging from a chandelier or rope
  • Smashing something an adversary is standing on
  • Pocket sand!
  • Climbing and leaping off a big statue
  • Drawing arcane energy from a shattered crystal
  • Climbing to get the high ground
  • Drawing energy from a magical monument
  • Letting the anger of a desecrated altar flow over you
  • Drawing holy energy from an ancient elven fountain
  • Vaulting off of a crumbling wall
  • Pulling power from an unstable summoning circle
  • Balancing on a precarious perch
  • Smashing through a door to surprise your foes
  • Leaping off of a moving vehicle
  • Calling the troubled spirits of the fallen for aid

Hear more about cinematic advantage on the Dungeon Craft YouTube channel.

Read more about cinematic advantage on Sly Flourish' blog.

Two Weapon Fighting

If the character has the Extra Attacks feature, when they take the Attack Action and Attack with a light melee weapon that they're holding in one hand, they can Attack with a different light melee weapon that they're holding in the other hand as part of their Attack Action. They don't add their ability modifier to the damage of the off-hand Attack, unless that modifier is negative. If the character has a spell or ability that adds damage to their attacks (such as Hunter's Mark), that spell or ability does not apply to the character's off-hand Attacks.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

If the character Attacks with their off hand as part of their Attack Action, they can't use a bonus action to attack with their off hand, even if they otherwise could.

Background: Legacy Adventurer

  • Skill Proficiencies: Perception, Performance
  • Tool Proficiencies: Disguise kit
  • Languages: Two of your choice
  • Equipment: Disguise kit, a set of fine clothes, and a belt pouch containing 15 gp (15 sp during play).

Feature: Name Dropping

You know and have met any number of powerful people across the land -- and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the GM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep.

Suggested Characteristics

Offspring of famous adventurers must deal with fame that's not theirs and expectations they can never hope to meet. These hardships can have adverse effects, but those who cope with them can arrive at a decent attitude and a grounded worldview. Those who fail become bitter, or worse.

Personality Trait (d8)

  1. I will never get out of my famous parent's shadow, and no one else will ever understand this burden.
  2. I've seen enough of the adventuring life to have realistic expectations and empathy for my peers.
  3. Living up to my legacy will be difficult, but I'm going to do it.
  4. I'm used to the very best in life, and that's a hard habit to break.
  5. My parent taught me a sense of duty. I strive to uphold it, even when the odds are against me.
  6. No one can fake a smile, a handshake, or an interested nod like I can.
  7. I've been part of the adventuring life since I was old enough to walk. Let me explain a few things to you.
  8. No risk is too great for the rewards of defeating my enemies... and taking their stuff.

Ideal (d6)

  1. Power. The only way to get ahead in this world is to attain power and hold onto it with all your might. (Evil)
  2. Peace. Those who can find or make peace in the chaotic world around them have everything. (Lawful)
  3. Fame. I've seen what fame can bring. And I'll do anything to get all that for myself. (Neutral)
  4. Training. Hard work, sacrifice, and training lead to success—and eventually to perfection. (Any)
  5. Anonymity. I want to be successful. And alone. With lots of guards and wards between me and everyone else in the world. (Any)
  6. Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good)

Bond (d6)

  1. While my parent was out adventuring, a servant raised me, and I care about that person more than anyone.
  2. I consider every member of my parent's former adventuring party to be family.
  3. Despite their absences, my famous parent was kind and generous. I love them and want to make them proud.
  4. My parent once brought a cursed magic item home. It is my obsession.
  5. My childhood home holds all my best memories, and its upkeep is my primary concern.
  6. Growing up, I had an imaginary friend I could always count on. That friend is still with me.

Flaw (d6)

  1. You don't know what I'm going through. You never can.
  2. You. Fetch my cloak. And maybe rub my feet for a while.
  3. My comrades are brave, but I must defeat this threat alone to prove my worth.
  4. Oh, yeah, that spell? Named after my parent's best friend. Let me tell you about them.
  5. My best days are behind me. Ahead lies only toil, pain, and death.
  6. You have to look out for yourself. No one else will.

Currency

In the tables below, I have crossed out electrum pieces and platinum pieces. No one uses those.

As usual, 10 copper = 1 silver, and 10 silver = 1 gold.

In addition, 1 copper = 4 copper "bits". A copper bit is also called a "quarter".

During Character Creation

Create your character using the standard equipment and coinage given in the books.

When character creation is done and you are ready to play, revise the coins in your inventory as follows.

Table: Currency conversion 1
Change this coin to this
1 copper piece 1 copper piece (no change)
1 silver piece 1 copper piece
1 electrum piece 5 copper pieces
1 gold piece 1 silver piece
1 platinum piece 1 gold piece


During Play

During the game, if you want to buy or sell an item listed in the Player's Handbook, modify the cost listed in the book as follows.

Table: Currency conversion 2
Change this cost to this
1 copper piece 1 copper bit (1/4 of a copper piece)
1 silver piece 1 copper piece
1 electrum piece 5 copper pieces
1 gold piece 1 silver piece
1 platinum piece 1 gold piece


For most practical purposes, this just means that if the book says "sp", you change that to "cp", and if the book says "gp", you change that to "sp".