<div class="menu-right"> <div class="dropdown"> <button class="dropbtn"><img src="https://upload.wikimedia.org/wikipedia/commons/thumb/b/b2/Hamburger_icon.svg/20px-Hamburger_icon.svg.png"></button> <div class="dropdown-content"> <a href="Welcome" class="internal-link">Welcome</a> <div class="sub-dropdown"> <a href="The Veil" class="internal-link">The Veil</a> <div class="sub-dropdown-content"> <div class="sub-dropdown"> <a href="Malidys" class="internal-link">Malidys</a> <div class="sub-dropdown-content"> <a href="Serenthos" class="internal-link">Serenthos</a> <a href="Ulthera" class="internal-link">Ulthera</a> <a href="Isle of Ibara" class="internal-link">Isle of Ibara</a> <div class="sub-dropdown"> <a href="Species" class="internal-link">Species</a> <div class="sub-dropdown-content"> <a href="Artiel" class="internal-link">Artiel</a> <a href="Bosin" class="internal-link">Bosin</a> <a href="Capling" class="internal-link">Capling</a> <a href="Celion" class="internal-link">Celion</a> <a href="Danali" class="internal-link">Danali</a> <a href="Dracion" class="internal-link">Dracion</a> <a href="Dylus" class="internal-link">Dylus</a> <a href="Felion" class="internal-link">Felion</a> <a href="Formel" class="internal-link">Formel</a> <a href="Hapon" class="internal-link">Hapon</a> <a href="Lagomon" class="internal-link">Lagomon</a> <a href="Lox" class="internal-link">Lox</a> <a href="Lutrine" class="internal-link">Lutrine</a> <a href="Murlings" class="internal-link">Murlings</a> <a href="Procytra" class="internal-link">Procytra</a> <a href="Rhynin" class="internal-link">Rhynin</a> <a href="Scion" class="internal-link">Scion</a> <a href="Suinine" class="internal-link">Suinine</a> <a href="Tamus" class="internal-link">Tamus</a> <a href="Testox" class="internal-link">Testox</a> <a href="Ursine" class="internal-link">Ursine</a> <a href="Vulis" class="internal-link">Vulis</a> </div> </div> <a href="Directions" class="internal-link">Geography</a> <div class="sub-dropdown"> <a href="Technology">Technology</a> <div class="sub-dropdown-content"> <a href="Cel Cannon" class="internal-link">Cel Cannon</a> <a href="Cel Rifle" class="internal-link">Cel Rifle</a> <a href="Cixer" class="internal-link">Cixer</a> <a href="Cliver" class="internal-link">Cliver</a> <a href="Malwing" class="internal-link">Malwing</a> <a href="Matik" class="internal-link">Matik</a> </div> </div> </div> </div> <div class="sub-dropdown"> <a href="Orion" class="internal-link">Orion</a> <div class="sub-dropdown-content"> <a href="Eiluan" class="internal-link">Eiluan</a> <a href="Koehlas" class="internal-link">Koehlas</a> <a href="Renedar" class="internal-link">Renedar</a> <a href="The Shattered Isles" class="internal-link">The Shattered Isles</a> <a href="Nimrunes" class="internal-link">Nimrunes</a> </div> </div> <div class="sub-dropdown"> <a href="Sylious" class="internal-link">Sylious</a> <div class="sub-dropdown-content"> </div> </div> </div> </div> <div class="sub-dropdown"> <a href="Campaigns">Campaigns</a> <div class="sub-dropdown-content"> <div class="sub-dropdown"> <a href="Prime Horizons">Prime Horizons</a> <div class="sub-dropdown-content"> <a href="Rules" class="internal-link">Homebrew Rules</a> <div class="sub-dropdown"> <a href="Characters">Characters</a> <div class="sub-dropdown-content"> <a href="C-5590" class="internal-link">C-5590</a> <a href="Hamish Greypaw" class="internal-link">Hamish Greypaw</a> <a href="Hue" class="internal-link">Hue</a> <a href="Ly-Trevor Taverson" class="internal-link">Ly-Trevor Taverson</a> <a href="Samsquin Brundlefrunch" class="internal-link">Samsquin Brundlefrunch</a> </div> </div> </div> </div> <div class="sub-dropdown"> <a href="The Mountain's Thunder">The Mountain's Thunder</a> <div class="sub-dropdown-content"> <div class="sub-dropdown"> <a href="Characters">Characters</a> <div class="sub-dropdown-content"> <a href="Kaelysis" class="internal-link">Kaelysis</a> <a href="Maire" class="internal-link">Maire</a> <a href="Uhltric Wyldefire" class="internal-link">Uhltric</a> <a href="Viktor Janiver" class="internal-link">Viktor</a> </div> </div> </div> </div> </div> </div> </div> </div> </div> # Rules >[!info|left no-i]+ Table of Contents > - **[[#Character Creation]]** > - [[#Species]] > - [[#Classes, Feats, Equipment, & Spells]] > - [[#Money]] > - [[#Upkeep]] > - [[#Stat Points]] > - [[#Point Buy *(Optional)*]] > - [[#Languages]] > - [[#Backstory]] > - [[#Rumors]] > - [[#Rumors Table]] > - **[[#Combat]]** > - [[#Initiative]] > - [[#Flanking]] > - [[#Opportunity Attacks]] > - [[#Critical Hits]] > - [[#Potions]] > - **[[#Injury]]** > - [[#Minor Injury Table]] > - [[#Major Injury Table]] > - [[#Lingering Injury Table]] > - [[#Loss Feature Charts]] > - **[[#World Notes]]** >[!dmnote]- >https://www.dndbeyond.com/campaigns/join/71265781440544651 I love homebrew rules. They help a game feel fresh, new, and unique. Some work, and some don't, and that's totally fine because we will have fun experimenting together along the way. Here are the homebrew rules I will be using for this campaign. #### Character Creation There are a couple changes to character creation to keep in mind. ###### Species There are 22 new playable species for the world of [[Malidys]]. This does mean that all of the species out of the player's handbook or other sources are not available for this world. I have created the species in the style of the new system — the 2024 system or 5.5e. This is mostly so that when we use spells or class abilities, they will line up more easily. Here is the list of playable species: >[!column|no-t 3] >[[Artiel]] >[[Bosin]] >[[Capling]] >[[Celion]] >[[Danali]] >[[Dracion]] >[[Dylus]] >[[Felion]] >[[Formel]] >[[Hapon]] >[[Lagomon]] > >[[Lox]] >[[Lutrine]] >[[Murlings]] >[[Procytra]] >[[Rhynin]] >[[Scion]] >[[Suinine]] >[[Tamus]] >[[Testox]] >[[Ursine]] >[[Vulis]] > >>[!aside|txt-c] >>All of these may be found on D&D Beyond or by clicking on the species. >[!kanban|right txt-c] The old way > ![[BackgroundScreenshot.png|Screenshot Example|300x300]][[BackgroundScreenshot.png|Hover/Click to enlarge]] **With that being said**, I am personally not a fan of the change of Ability Score Increases being moved from the species to the backgrounds. I get the point of it, but I don't think it was the change I was hoping for and I really don't see the need for it. This means that in the character creation process, when you choose a background, ***please ignore*** the field that says "Ability Score" under the Background section. *See Image to right* Instead, I have moved the ability scores back to the species with one change, there are no species dependent score adjustments, meaning you don't have to choose between a select few options like you did in 5e. Just assign each of the three points in any of the six stats. You cannot put all three in one stat, and they still max out at 20. >[!kanban|txt-c]+ The new way! > ![[SpeciesScreenshotExample.png|Screenshot Example|750x750]][[SpeciesScreenshotExample.png|Hover/Click to enlarge]] ###### Classes, Feats, Equipment, & Spells For this campaign and world I have done some creating and curating towards playable content. All the normal Classes, Feats, Equipment, and Spells are free to use, the list (on the left) are just additional things that I have specifically added to this campaign. If you wish to play something outside of this list, just let me know what and I'll try to accommodate. There are a few things I am leaving out of this world *(for now)* so if it is something I am looking to keep out, I will let you know. >[!column|no-t] >>[!infobox] >># Classes >>- [[Artistan]] >>- [[Gunslinger]] >>- [[Jack]] >># Feats >>- [[Cantrip Adept]] >>- [[Iron Hero]] >>- [[Marksman's Luck]] >>- [[Gun-Mage Adept]] > >>[!infobox] >># Equipment >>- [[Cixer]] >>- [[Cel Rifle]] >>- [[Cliver]] >>- [[Cel Cannon]] >>- [[Celtik]] >>- [[Vedon]] >># Spells >>- [[Antiballistics Field]] >>- [[Ballistic Smite]] >>- [[Concealed Shot]] >>- [[Conjure Cannonball]] >>- [[Conjure Cover]] >>- [[Finger Guns]] >>- [[Jam Weapon]] >>- [[Jethro’s Instant Reload]] >>- [[Perforating Shot]] ###### Money There are three new types of currency. Aluminum, Exulium, and Invium. The exchange is 10 to 1 across the board; which you can find in the table below. All cost of items found in any book page is reduced down 1 tier. So if the item costs 10 gold, the cost of the item would reduce to 10 silver. | Coin | Abv. | Value | | -------- | ---- | ------ | | Aluminum | AlC | 0.01 | | Copper | CC | 0.1 | | Silver | SC | 1 | | Gold | GC | 10 | | Platinum | PC | 100 | | Exulium | EC | 1,000 | | Invium | IC | 10,000 | ###### Upkeep We did upkeep in the past, however I didn't fully commit to it (tracking ammo per combat). This year, I want to fully commit to it. There will be no need to track ammunition during combat, unless it is specialized ammunition; think magical arrows/bullets. Depending on the upkeep you pay, you will end up completely ignoring it. If you pay a low cost for too long, you will begin incurring penalties: called Squalor. Additionally, the opposite of this is called Plenty, and will give you benefits. I will track everyone's upkeeps but both Squalor and Plenty will work a bit like exhaustion. >[!column|no-i no-t] >>[!infobox] >># Plenty >>Level | Description >>---:|--- >>1. | You have a +1 bonus to attack rolls. >>2. | Choose a skill. You gain a +1 bonus in that skill. >>3. | Choose a stat. You gain +1 in that stat, to a maximum of 20. > >>[!infobox] >># Squalor >>Level | Description >>---:|--- >>1. | You have a -1 to damage rolls with weapon attacks, to a minimum of 0. >>2. | You have a -1 to your Armor Class, unless you don't wear armor. >>3. | You have disadvantage on Attack Rolls. >>4. | Enemies have advantage on Attack Rolls against you. >>5+ | You gain a level of exhaustion that doesn't go away until you pay a higher upkeep level. >[!infobox] ># Levels of Upkeep >Level | Cost | Description >---:|:---:|:--- >1. | 3 AlC | You are lacking in enough to afford the basic necessities. You are unable to upkeep your equipment. >2. | 1 CC | You are keeping up with all of life's needs, but it is hard. >3. | 1 SC | You feel comfortable. It could be better, but ultimately your investment in yourself is helping you focus on other problems. >4. | 1 GC | You are beginning to flex your wealth. The meat you buy is impressive, the equipment looks well managed. >5. | 1 PC | You can see the fruits of your labor and wealth, and they are fantastic. ###### Stat Points I want everyone to feel heroic in their own ways so I combine two standard ways of getting stats, into one big idea. If you played in the last campaign, you may be familiar with this section. Start by rolling 4d6, dropping the lowest die. You will do this six times. If, after the sixth and final roll you've ended up one or less numbers 15 or higher, you are free to discard the whole array and start over until you achieve an array of six numbers, with at least two of them being 15 or higher. ###### Point Buy *(Optional)* The next step is to move points around to get those ever coveted 18's. You do this by subtracting the new modifier of the desired increased stat from any one score, to a minimum of 7. This is done before species bonuses are added. > [!example] Example > Currently your STR is 15. In order to increase that by 1 to make 16, you take the new modifier (16’s modifier so +3) and subtract that many points from another ability score. The lowest a score can be brought down to is 7. ###### Languages On [[Malidys]], none of the standard languages we know and love exist. Instead, there are 24 languages people are able to learn. Each one ties to a place or species. Here is the list of languages. >[!column|no-t txt-c 6] >Artian >Bosin >Caplin >Danalian > >Draconic >Dylusan >Felion >Formelian > >Haponan >Ibarese >Lagomon >Loxian > >Lutrian >Murlin >Procytran >Rhynian > >Scion >Serenthian >Suinian >Tamese > >Testox >Ulthan >Ursine >Vulese ###### Backstory >[!aside|right show-title] ###### Amnesia Characters >As a note, I love amnesia characters. If you are looking to play an amnesia character, I'd ask your backstory include what your character knows. Then, if you are wanting me to do a specific thing with your character's story, keep it separate at the end so I can easily reference it. I do ask everyone write some sort of backstory. I welcome a short story of how they came to be where they are now. It can be more than a short story or even just some simple bullet points describing how they've come to be. The main idea is to have an idea about your character, including a description, home town/city, and why you've gone adventuring — as well as [[#Rumors]] *(see below)*. I am aiming to encourage a bit more collaboration in the world building elements of this world, thus I am encouraging you to select a town/city as a home and develop it as much as you would like. I've written small blurbs about some of the major cities and towns around the world, but if you aren't liking any of them feel free to create your own. Then, build the city/town however you please. ***Keep in mind***, I may change small specifics if necessary, but I will let you know what I change and why. ###### Rumors This campaign, I have decided to incorporate rumors. These will be pieces of information characters can obtain about specific events or people. So, as part of your [[#backstory]], I ask that everyone come up with 3 rumors, two that are true and one that is false. Everyone will start the campaign knowing one rumor. It may be a true rumor, it may be a false rumor. You will work towards figuring out which it is. If you need some inspiration for rumors, role on the [[#Rumors Table]] and see what you get. These are general pieces of information, ones you might find in a backstory, which is the goal. Manipulate your results to fit your backstory, or write a backstory around the results. The possibilities are, *almost*, endless! ###### Rumors Table >[!infobox|center wfull] >1d8 | Description >---:|---| >1. | Your character was implicated in a heist. Did they succeed in the heist, or were they twarted before they could get away? Or were they involved in the heist at all? >2. | Your character impersonated a noble. Why were they impersonating a noble? Was it for money, power, to escape a dangerous situation? Or do they have the wrong person? >3. | Your character has broken the heart of someone in power, and now that kingdom is looking for you. Which kingdom is it? Were you framed? Maybe it was your "evil twin". >4. | Death follows you, and everyone close to you dies. Who spread this rumor? Was it you, or someone close to someone who died? How did they die? >5. | A family member stole thousands of coins from a bank and died, leaving you rich. Where is the wealth stashed? Did someone show you, or are you waiting until the right time to go to the location? >6. | You are heir to a throne, but keep it secret. Why is it a secret? Do you fear they will see you different? Are you afraid of possible enemies? >7. | A friend stabbed you in the back and you are seeking revenge. How did they betray you? Was it literal? Does the friend know you seek revenge? >8. | You discovered a dangerous secret but are afraid to tell others. Who is it dangerous towards? Why are you afraid to tell others? How do people know you discovered this secret? #### Combat There are several changes I have made to combat to hopefully help it feel more like a team sport and less like a solo assignment. ###### Initiative Initiative will work a bit different for this campaign. We will be using a d8 to roll initiative, plus one additional die, the number of the additional die being equal to your initiative bonus *(rounded up)*. > [!example] Example > You're Dexterity is +4, leaving you with a +4 bonus to your Initiative. When rolling for initiative, you will roll 1d8 plus 1d4. > > Now you take a feat that gives you +5 to your initiative, bringing your initiative total up to +9. When you roll for initiative, you will roll 1d8 plus 1d10. >[!aside| right] >The bonus dice options are as follows: 1, 1d2, 1d3, 1d4, 1d6, 1d8, 1d10, and 1d12. If you have a negative value, you will use the negative equivalent. Whenever two characters from the same team share an initiative roll total, they will act at the same time, allowing them to work together. This can range from tossing one of the characters to get a positional advantage to casting spells that interact together, causing more devastating effects. I encourage you to get creative! ###### Flanking I've always enjoyed the "Flanking gives advantage" rule, but it limits so much movement throughout combat, which these changes aim to encourage. Flanking is now a bonus equal to the number of enemies surrounding a target. This means, if three people surround a target, everyone will get a +3 bonus to their attack rolls. You do not need to be on opposing sides to gain the bonus, just adjacent to the target. ###### Opportunity Attacks In an attempt to continue encouraging movement throughout combat, all damage from Opportunity Attacks is halved. This is ignored on a critical hit. ###### Critical Hits Speaking of critical hits, there are two changes in regards to crits. The first comes in the form of damage. When dealing damage from a critical hit, the minimum you can roll on a die is equal to half the average *(rounded up)*. This means, on a d8, the minimum you can roll is a 5. >[!aside| right] >Features such as Brutal Critical still deal extra damage when you critically hit and choose to inflict a [[#Minor Injury]]. The second is in the form of an [[#Injury]] table. When you critically hit, you can choose to forgo extra damage dice and instead inflict a random [[#Minor Injury Table|Minor Injury]]. You deal damage as though you hit with a normal attack and then roll on the [[#Minor Injury Table]]. ###### Potions You can drink health potions as a bonus action. When drinking a healing potion, you can choose to use an action or a bonus action. If you use an action, you gain the maximum benefit from the healing potion, as though you rolled max on the dice. When drinking the healing potion as a bonus action, you will need to roll. This applies when feeding a healing potion to someone else. A character with the “fast hands” feature can drink and administer healing potions as a bonus action and still benefit from/give the maximized effect. #### Injury Something I've felt that helps combat feel dynamic and interesting, as well as general gameplay, is the chaos of entropy. In an attempt to keep combat feeling unique, I have cobbled together and created Injury charts. There are three types of Injuries: Minor, Major, and Lingering. The goal is not to create something that feels maddening to keep track of, but more something to alter the way combat can feel, giving more options and devices to use, or be used against you. The [[#Minor Injury Table]] is just that, minor. They are a little bit more than a scratch on the arm or bug bite on your neck, but a little bit less than a broken leg. They don't last very long, all of which end within 1 minute or less. The [[#Major Injury Table]] is a bit scarier. They range from a cramp to a seeping wound to a minor concussion. They often hang around until a good nights sleep. Finally, the [[#Lingering Injury Table]] is a semi-permanent changes to your character. A lingering injury can be a broken bone, a missing limb, or other changes that have a lasting effect. Some Lingering injuries can be healed, some can't. Most characters won't encounter a [[#Lingering Injury Table]] throughout their gameplay, some players may want to start their character with a small [[#Lingering Injury Table|Lingering Injury]] for flavor. ###### Minor Injury Table >[!infobox|center wfull] >1d20 | Description >---:|---| >1 | ***Dislocated arm.*** You have [[disadvantage]] on skill checks involving [[strength]] and [[dexterity]] until you or someone else uses a [[bonus action]] to relocate the arm. >2 | ***Dazed.*** You can't take a [[reaction]] until the start of your next turn. >3 | ***Winded.*** Your movement speed is halved until the end of your next turn. >4 | ***Something in your eye.*** At the start of your turn, roll a d6. On a 1 or a 2, you must use your bonus action to wipe your face or take [[disadvantage]] on attack rolls that turn. This repeats until you succeed or wipe your face. >5 | ***Bumped Head.*** Your head feels a bit foggy. You have [[disadvantage]] on skill checks involving [[intelligence]] and [[wisdom]] for 1 minute or until you receive any form of healing. >6 | ***Nosebleed.*** You have [[disadvantage]] on [[Constitution]] checks to maintain concentration until the end of your next turn. >7 | ***Ringing Ears.*** You have [[disadvantage]] on [[Wisdom]] ([[Perception]]) checks involving hearing for 1 minute. >8 | ***Blurry Vision.*** You have [[disadvantage]] on [[Wisdom]] ([[Perception]]) checks involving sight for 1 minute. >9 | ***Battered Footing.*** You have [[disadvantage]] on saving throws against being knocked [[prone]] and attack rolls until the end of your next turn. >10 | ***Guard Arm Shock.*** You took a hard hit to your guard arm. You get a -2 to your [[armor class]] until the start of your next turn. >11 | ***Off-Balance.*** The next attack roll against you has [[advantage]]. This ends when someone makes an attack roll against you or you start or your next turn. >12 | ***Weak Arm.*** Subtract 1d4 from your attack rolls for the next 1 minute or until you use a [[bonus action]] to stretch. >13 | ***Weapon Caught.*** Your weapon is tangled or lodged. Until the start of your next turn, you cannot take attack of opportunities with that weapon. >14 | ***Shifted Armor.*** Attacks made against you gain a +1d4 bonus to attack rolls for 1 minute. You can use a [[bonus action]] to correct the armor's position, ending this early. >15 | ***Slippery Hands.*** Your weapon slips from your grasp, clattering to the ground at your feet. You must use a [[bonus action]] to wipe your hands dry or get [[disadvantage]] on attack rolls for the next 1 minute. >16 | ***Broken Formation.*** You’re forced out of position. One adjacent ally loses their bonus from your features (e.g., Aura of Protection, Pack Tactics, flanking) until the end of your next turn. >17 | ***Off-Kilter Step.*** Your left stumbled. The 5-foot area around you is treated as difficult terrain until the start of your next turn. >18 | ***Bruised Ribs.*** When you take the [[Dash]] action, you take 1d4 [[bludgeoning]] damage from the strain. This lasts for 1 minute or until you receive any form of healing. >19 | ***Twisted Ankle.*** Your footing falters with a painful twist. You can't take the [[Dash]] or [[Disengage]] action until the end of your next turn. >20 | ***Broken Nail.*** You broke a nail from that last attack. How rude. ###### Major Injury Table >[!infobox|center wfull] >1d10 | Description >---:|---| >1 | ***Battered Arm.*** One of your arms takes a serious blow. You have [[disadvantage]] on all [[strength]] based checks and saving throws until you finish a [[long rest]] or are healed by a [[Lesser Restoration]] spell. >2 | ***Fractured Rib.*** Each time you move more than 15 feet in a round, you take 1d8 [[bludgeoning]] damage. Additionally, you have [[disadvantage]] on all checks and saves against being [[Grappled]], knocked [[Prone]], or [[Restrained]]. This last until you complete a long rest or are healed by a [[Lesser Restoration]] spell. >3 | ***Bruised Liver.*** You gain the [[Poisoned]] condition for 1 hour. It ends early if you are healed by a [[Lesser Restoration]] spell. >4 | ***Open Wound.*** Your wound continues to bleed. You take 1d6 damage at the start of your turn for 10 minute. The wound closes — ending the effect early — if you heal more than 10 hit points from a spell, or potion, or someone succeeds on a DC 15 [[Medicine]] check to treat the wound. >5 | ***Minor Concussion.*** When you end a turn concentrating on a spell, or an effect which requires concentration, you must succeed on a DC 10 Concentration check or drop the spell. This lasts for 1 hour until you are healed by a [[Lesser Restoration]] spell or complete a [[short rest]]. >6 | ***Stomach Blow.*** You are hit hard in the stomach, winding you and leaving you open to attacks. Attacks against you have [[Advantage]] for 1 minute or until you receive healing from a [[Lesser Restoration]] spell. >7 | ***Lingering Blow.*** You are disoriented and woozy. For the next hour, you can only take an [[Action]] or a [[Bonus Action]] on your turn, not both. This effect ends if you receive healing from a [[Lesser Restoration]] spell or complete a short rest. >8 | ***Torn Tendon.*** Your leg is in serious pain. Your movement speed is halved until you complete a [[long rest]] or receive 20 hit points from a healing spell or potion. >9 | ***Dizzy.*** Your head is spinning. At the start of your turn, you must succeed on a DC 15 [[Dexterity]] check or lose your balance, falling 5 feet in a random direction and landing [[prone]]. This effect lasts for 1 minute or until you receive healing from a [[Lesser Restoration]] spell. >10 | ***Battered.*** Roll twice on the [[#Minor Injury Table]] and take both results. ###### Lingering Injury Table >[!infobox|center wfull] >1d6 | Description >---:|---| >1 | ***Concussion.*** You are dizzy with a pounding headache. Whenever you cast a spell, you must succeed on a DC 18 Concentration check or lose the spell. Additionally, your movement speed is halved and you can't take [[reactions]]. This last for 1 week or until you receive healing from a [[Greater Restoration]] spell. Each time you receive a Concussion, you must succeed on a [[Constitution]] saving throw. If you fail, your [[intelligence]] and [[wisdom]] are both reduced by 2. The DC starts at 12 but gets larger for each subsequent Concussion you receive. >2 | ***Internal Bleeding.*** Every minute you lose 1d4 maximum hit points. This last until you receive healing from a [[Greater Restoration]] spell, someone succeeds on a DC 20 [[Medicine]] check, or you die. >3 | ***Facial Scarring.*** You lose a facial feature. [[Charisma]] checks to charm or persuade an NPC have [[disadvantage]]. Additionally, Roll on the [[#Loss Feature Charts]] (Facial Feature Chart) to see which feature you lose. >4 | ***Lose a Limb.*** You lose a limb. Roll on the [[#Loss Feature Charts]] (Limb Chart) to see which limb you lose. >5 | ***Punctured Lung.*** You feel a sharp pain in your chest. You gain the effects of a[[Slow]] spell. Additionally, any time you use an [[Action]], you take 1d4 damage. This lasts for 1 week, or until you receive 50 [[Hit Points]] of healing from a spell or potion, or receive healing from a [[Greater Restoration]] spell. >6 | ***Beaten.*** Roll twice on the [[#Major Injury Table]] and take both results. ###### Loss Feature Charts >[!column|no-t no-i] >>[!infobox|wfull] >># Facial Feature Chart >>1d4 | Description >>---:|---| >>1 | ***Eye.*** You have [[disadvantage]] on [[Wisdom]] ([[Perception]]) checks involving sight and -2 to all attack rolls. >>2 | ***Ear.*** You have [[disadvantage]] on [[Wisdom]] ([[Perception]]) checks involving sound and -2 to your [[armor class]]. >>3 | ***Nose.*** You have [[disadvantage]] on [[Wisdom]] ([[Perception]]) checks involving smell. >>4 | ***Teeth.*** Chewing is going to be pretty hard. > >>[!infobox|wfull] >># Limb Chart >>1d4 | Description >>---:|---| >>1 | ***Hand.*** You cannot use two-handed weapons or a shield. You also cannot use the Versatile feature on a weapon. >>2 | ***Foot.*** Your movement speed is reduced by 15 feet and your armor class is reduced by 2. >>3 | ***Toe.*** You get -2 to [[Dexterity]]([[Acrobatics]]) checks. >>4 | ***Finger.*** Don't lose too many of these. #### World Notes New world, who dis. Here are some notes about [[Malidys]]. [[Malidys]] is a post apocalyptic arcanepunk/magitech themed world. Much of what you would expect out of any other dnd world will be found in here—standard classes, equipment, etc.—however there are a few changes that I would like to outline which didn't fit in previous sections. ###### Calendar The calendar of Malidys is on a 3 month cycle. The first two months have 61 days, with the final third month having 101 days. ###### Deities There are 6 Avatar's which created [[Malidys]]. They are known and celebrated year round, in just about every culture. Your character does not have to follow a specific deity, and maybe doesn't believe the deities have everyone's best interest at heart, but it is wildly agreed upon that they exist. ###### Planes >[!infobox|right] >- [[Realm of Capacity]] >- [[Realm of Contempt]] >- [[Realm of Delight]] >- [[Realm of Hope]] >- [[Realm of Passion]] >- [[Realm of Shock]] >- [[Realm of Sorrow]] >- [[The Void]] There are no standard planes within the world of [[Malidys]]. There are seven realms, with a eighth realm called [[The Void]]. The [[Realm of Capacity]] is what you call home. It is where mortals live. The other realms, aside from [[The Void]], are believed to be the homes of [[The Avatars]], but your character will have never heard of someone visiting one of these homes. It is believed when you die, your soul moves to the realm by which you lived by, to live eternally with the Avatar who calls that realm home.