Character Creation and House Rules
As far as rules for your character creation:
Start at level three.
Stats are determined via Point Buy or Array, your choice. You may roll for stats in the presence of the DM.
The following races are banned: Gnome, Genasi. Dragonborn, Variant Human.
The following races are reskinned or modified: Aaracokra(Valkyrian), Tiefling & variants(Fel), Half-Orc(Valari), Goliath(Ech'lun)
Sources available: Sword Coast Adventurer's Guide, Elemental Evil, PHB, Unearthed Arcana*, Homebrew(DM's Guild, etc)*
Starting Equipment: Class starting equipment and 300 GP worth of mundane gear. No magic items/consumables.
You may take a free feat at level 1, respective to your character's backstory.
Additional information on the Homebrew races can be found here: https://tyria-2.obsidianportal.com/forum/race-crunch#post-906541
*Upon DM approval, some classes/options simply won't fit the setting or would unbalance the game.
To acquire the benefits of a short rest, the party must rest for one day. (Exception: Within a dungeon, 15 minutes equates to a short rest.)
To acquire the benefits of a long rest, the party must rest for three days. (Exception: Within a dungeon, 8 hours equates to a long rest.)
Each ‘Adventuring Day’ can be expected to have between 5-8 encounters with 2 short rests provided. Circumstances can and will impact this, however, resulting in variance.
Just like chaining the spell ‘Wish’, Simulacrum is now subject to Monkey paw.
Stacking Advantage: Each advantage/disadvantage pair cancels out.
Delay: By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point. You cannot delay if you have any conditions that are turn based. While delaying you cannot take reactions.
Dual Wielding: When using Two-Weapon Fighting, making an off-hand attack does not cost a bonus action, but can still only be used once when taking the Attack Action.
Nerf: A familiar cannot take the help action.
Mana Drain: Mana is free-flowing in Tyria and open to manipulation. As an action, target one creature within 30 feet and make an Intelligence(Arcana) check. The victim rolls an opposed Intelligence(Arcana) check. The winner of the contest steals one spell slot level for every 5 points over their opponent's check, minimum one spell slot level. If either creature loses more spell slots than they have, they are subjected to Mana Exhaustion, determined by how many spell slots were lost.
Defile: Instead of targeting one creature, the surrounding land can instead be targeted by mana drain. As an action, the character rolls an Intelligence(Arcana) check and defiles the land, withering plants and draining strength from the earth, regaining a number of spell slots determined by the DM.
Mana Exhaustion: Within Tyria, spells may continue to be cast when without spell slots. After casting a spell in such a way, the character makes a Constitution Saving throw with a DC based on the spell slot level they used for the spell. On a successful roll, the character takes one level of exhaustion. On a failure, the target receives exhaustion based on the spell slot level. See the table below for quick reference.
|Spell Slot Level||DC||Success||Failure|
Reading a book fully allows 1d4 + Int mod(minimum 1) questions to be asked to the DM in regards to the subject matter and answered truthfully.
A skill cannot critically succeed or fail.
Deception covers Disguise. Disguise Kit (item, not prof) needed to pull off an effective disguise.
Acrobatics may be used in substitution of Athletics while jumping in light or no armor.
Arcana may now be used to take the 'Mana Drain' action, described in the Combat section.
Armor that gives disadvantage on stealth also gives disadvantage on Athletics checks to swim and any creatures who sleeps in that kind of armor gains a level of exhaustion.
The Poisoner’s bandoleer
- Can safely hold up to six vials of poison.
- With the exception of injury type poisons, the vials hold one dose.
- Doses for injury poisons are determined during harvesting.
Any additional vials, the player has to make a DC18 Dex save everytime they are knocked prone, anytime someone scores a critical hit against them, or anytime they fail a dex save that results in damage other than psychic or poison damage. Every additional vial subtracts -2 from this check. On a failed throw a random number of vials break and the player has to deal with poisoning themselves.
These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools.
This kit contains a variety of instruments such as a mortar and pestle, calcinator, retort, alembic, and pouches and vials used by Alchemist to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create potions.
- Poisons can be harvested from any creature that deals poison damage or from a plant (see below)
- The player must first make a DC 15 Nature Check to see if they can extract the poison
If successful and if the type of poison is injury, the number of doses is 1d4 + Nature Modifier + Proficiency.
Harvesting from Monsters
- A monster that deals some type of poison damage can be harvested.
- The type of poison is based on the monster’s write-up.
Harvesting from Nature
- In any environment that can potentially support vegetation, the player can check the surroundings for poisonous plants.
- This check takes at least an hour.
- The player must make a DC Survival Check to see if they discover any plants. The DC is based on the type of environment starting at 15 for jungle / forest and up to 25 for wasteland.
- On a successful discovery, the player rolls a 1d100 and finds a plant from the following table. They can then attempt to harvest the poison.
Warlock(Blade Pact): If the Dual Wielder feat or Two-Weapon Fighting Style is taken, you may select two weapons as a Twin-Weapon Blade Pact.
Dual Wielder – You master fighting with two weapons, gaining the following benefits:
- You gain the Two-Weapon Fighting Style.
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
- Each time you hit with both your main-hand and off-hand weapon in the same turn, you viciously rend your target, dealing damage equal to double your proficiency bonus.
Alchemist – You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
- As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
- Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach.
If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.
Burglar – You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
- Over the course of any long rest, you can learn the mechanisms and nuances of one physical, mundane lock in your possession or vicinity. When you next roll a skill check involving your Thieves’ Tools to unlock this lock, you treat the die as if you had rolled a 20.
Gourmand – You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
- As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
- During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it treats any hit dice they roll as if they had rolled the maximum value on the die. This affect persists until the end of your next short or long rest.
- In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.
Master of Disguise – You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
- If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action. You may have multiple disguises prepared.
Parrying Dagger – A parrying dagger is carried by your off-hand. Wielding a parrying dagger increases your Armor Class by 2. This parrying dagger’s attacks are always made at disadvantage.
Tower Shield: A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. Heavy Armor, requires Strength 15.
Take Cover. While you wield a Tower Shield, you may use your bonus action to take cover. When you take cover behind your shield, this counts as 1/2 cover (+2 bonus to AC and DEX saving throws). While you cover behind your shield, all your attacks suffer disadvantage. You may "drop cover" as a free action.
In the interests of bounded accuracy, magic weapons that give a bonus above +1 instead provide a +2 bonus to damage rolls for each tier above +1. For example; a +3 Mace instead functions as a +1 Mace that provides +5 to damage rolls, as well as any other magical effects.
In the interests of bounded accuracy, magic armor that gives a bonus above +1 instead provide a +4 bonus to hitpoints for each tier above +1, for as long as it is worn. For example; +3 Full plate instead functions as +1 Full Plate that provides +8 hit points, as well as any other magical effects.
Strong Wind: A strong wind (rare) imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.A strong wind in a desert can also create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.
Spells will also have disadvantage if their effect would be altered by weather (most likely not).
Heavy Precipitation: Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.