Custom Rules - garnex/faro GitHub Wiki
Modifications to D&D 5e
Wounds
When you fall below 0 hit points, you are still active but you may suffer a lasting wound. After hitting 0 hit points, keep track of your negative hit points. Every time you take damage while below 0 hit points, a wound roll is made to which your negative damage is added.
If you are healed while below 0 HP, start the healing from 0 HP.
Wounds are more severe and long lasting. Wounds can be fully healed and restored with the help of magical healing. A typical wound can be healed over the course of 10-20 days with the assistance of a dedicated healer casting cure spells on the person several times a day. If a wound does not start receiving magical healing treatment within a couple of months, it will become permanent.
Outside of the most severe wounds, the use of painkillers can allow the player to function normally during their period of treatment. Without painkillers, players must be bed ridden for the duration of the healing treatment.
Subdual damage can be used to knock out an opponent but must you must specifically state that you are attempting to cause the damage.
Ranged Weapons in Combat
If you fire a ranged weapon into a group of people engaged in melee combat you stand the chance of hitting any one of them. When firing into melee combat, count the number of people engaged and roll the equivalent dice. The number you land on is the person you hit.
For example: If there are 6 people in combat, number each combatant, roll 1d6 and the result is the person you hit.
If you are specialized in ranged combat, you gain a bonus by counting the intended target as 3 people instead of one.
For example: If there are 2 people in combat number each combatant, 1 goes to the other person and 2,3,4 go to the intended target. Roll a 1d4 and the result is the person you hit.
Magic Class Changes
Magic classes do not automatically learn new spells at each new level (you still gain spell slots). Regardless of what magic classes say, all spells must be learned from outside sources.
Players may learn new spells in the following ways:
- Pay to copy spells from a willing individuals spellbook or spellkeeper. Spellcasters usually require payment of 2000sp per level of spell. It takes 1 hour/level to copy and learn a spell.
- Copy spells from an unwilling individuals spellbook or spellkeeper. Spellcasters usually write false information into their spells to make them difficult to steal. For each day spent trying to learn a stolen spell, make an arcana/religion/religion check equal to 15 + spell level. On success, you understand the flaws inserted into the spell and now know the spell.
Magic
Low Magic World
Magic is very limited in this world. In normal society, spells and spell like effects above 2nd level are very uncommon. Some higher level spells are kept under lock and key by a variety of organizations. Advanced Spellcasters of all types are very rare and magic items are even more uncommon.
Casting higher level spells may catch the eye of magical inquisitors such as The Guardians of Tethra, who keep high level and dangerous magic out of normal society.
Dangerous Magic
Regardless of what a spell says, if a spell causes physical damage, it can cause damage to your surroundings. If you cause physical damage, roll a d20, if it is lower than the amount of damage caused, the physical damage caused an extra effect. Some examples, fire damage could start your clothing on fire, cold damage could shatter glass vials, acid damage could eat holes in metal armor, etc.
Magic Items
Few magic items exist in the world, they are unlikely to be purchasable in shops (this does not include alchemy and herbalist creations). Magic items gain power the longer they exist and the more they are used. Great heroic feats can improve the items quickly, otherwise they slowly attune to the user and improve over time. The more an item is used, the more likely it is to improve.
Identifying a Magic Item
The identification of a magic item gives you three pieces of information; the current attributes of the item, the history of the item and potential future of the item. There are three ways to determine some of these properties, through the use of the spell Identify, by closely inspecting the item and by researching the item.
Identification via the Identify Spell
Casting the identify spell will immediately tell you the current attributes.
Identification through Inspection
Closely inspecting an item can also reveal its current attributes. To identify a magic item through inspection, it must be first determined if the item is arcane or divine in nature, which can be determined through the detect magic spell. If the item is arcane in nature, then an Arcane check is used to identify the item; similarly, if the item is divine in nature, then a Religion check is used to identify the item. The target roll for each item is below. Identification this way takes 4 hours per item (or group of items for potions).
Type | Target Roll to Identify |
---|---|
Potion | 10 |
Ring | 13 |
Rod | 15 |
Staff | 14 |
Wand | 10 |
Weapon | 16 |
Armor | 17 |
Miscellaneous | 15 |
Relic | 13 |
Artifact | Varies |
Researching an Item
Researching an item can reveal the history behind it and it’s potential future abilities. To research the history of an object, one must use the Investigate skill (the difficulty is different for each item) and have access to historical records, which can often be found at places like libraries.
The length of time required to determine an item's history depends on the success of the skill check as well as the power of an item; more powerful items take longer to research as they have existed longer.
Item Quality
Weapon Quality
Weapons come in three levels of quality.
- Low quality weapons cost ¼ the listed price but break and become unusable on roll of 1.
- Normal quality weapons cost the listed price and bend or become damaged on a roll of 1. They are ineffectual and do -2 damage until repaired.
- High quality weapons cost twice the listed price and are unaffected on a roll of 1.
Armor Quality
Armor come in three levels of quality.
- Low quality armor cost ¼ the listed price but is destroyed if you fall below 0 HP as a result of physical damage.
- Normal quality armor cost the listed price and becomes damaged if you fall below 0 HP. It becomes ineffectual and provides -2 AC (minimum of 0) until repaired.
- High quality armor cost twice the listed price and is unaffected if you fall below 0 HP.