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World of Shantar D&D 5e House Rules

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Adventuring

During the course of adventuring you will have to reconcile many things... sleeping, eating, healing, and more.

Short Rests

On a short rest, you may spend one or more hit dice to restore a spell. You may choose a single spell slot level 3 or lower that you wish to recover. You can spend the level of that spell slot in hit dice to recover that single spell slot.

Magic Item Identification

Under the normal rules you can identify any magic item by handling it and experimenting with it over the course of a short rest. By the end of the short rest, you know all these is to know about the item. I think that’s a bit dull. Magic items are, after all, supposed to be unique items of power in 5th edition. Therefore you’ll need to cast the Identify spell, or embark on some serious empirical research, to learn all there is to learn about a magic item. Some may give up their secrerts easily, others may not. You may still handle an item during a short rest and may gain insight into its powers.

Downtime Activities

Learning a Language

You can learn a new language or become fluent in a trained language. You must have an instructor available, or be literate and have a tome that teaches the language. The cost of training is 1 GP / day, and includes the cost of the instructor or tome.

When you finish your time learning a language, you will at least be Trained in the language and must make a successful DC 15 Intelligence Check for fluency. You gain advantage on this roll if you are fluent in at least 2 languages, or if you are already consider trained in this language. If you fail the roll, you are only consider to have a basic training in the language and may attempt the check again as a downtime activity.

Crafting a Magical Item (Replacement)

Creating magic items can be a costly and time consuming task. There are three factors in determining the time and effort in item creation:
Rarity. The rarity determines the base level requirement for crafting the item.
Type. The type of magic item adjusts the level requirements and DC for crafting the item.
Environmental Factors. Astrological alignments or other factors can restrict a specific items creation.

Base Creation Cost by Rarity

Rarity (Base)DCCreation CostMinimum Level
Common850 - 100 gp3rd
Uncommon12100 - 500 gp3rd
Rare16500 - 5,000 gp6th
Very Rare205,000 - 50,000 gp11th
Legendary2450,000 - 500,000 gp17th

Creation Cost Modifier

Type (Base)DCCreation CostLevel ModifierBase Time*
Spell Completion Item (Spell Scroll)-3Base Cost-11/2 day
Single Use Item (Potion, Charm, Scroll)-21/3 Base Cost01 day
Charged Item Power0500 + Base Cost01d8 weeks
Continuous Item Power+21500 + 2x Base Cost+ 24d8 weeks
Armor and Shields+21000 + Base Cost+ 14d8 weeks
Weapons and Armor+22000 + Base Cost+ 14d8 weeks

* If any of the dice rolls a maximum value, roll the die again and add the result in cumulatively.

If the item has a spell effect, you must have the spell prepared during the whole duration of the magic item creation process. For example, if you wish to create a Wand of Magic Missiles (Uncommon), you must spend 1000 gp in base materials, and it will take 1d8 weeks, and you must have Magic Missile prepared and known. If the spell requires a spell component you must provide the component which is consumed every day during your item creation process.

You must also possess and be proficient with the artisans kit appropriate for your item creation, in addition to possessing all the ingredients and spell components necessary for crafting the item. For magic item creation you will need a master artisans kit, which is typically 10x the cost of the normal kit as listed in the PHB.

At the end of the time specified, you roll an item crafting roll (Spell Attribute Modifier + Proficiency Bonus vs. the DC specified. If you succeed, the item is crafted as intended. If you succeed the item is crafted as intended. If you critically succeed, the item may have an enhanced effect. If you fail by less than 5, then you can still possibly salvage it by spending 1 more day crafting the item and rolling once again with disadvantage. If you fail by 5 or more, the item fails and can not be saved. On a natural roll of 1, it is possible the equipment is damaged, the item is cursed, or some other ill effect happens (DM determines).

Multiple characters can combine their efforts to create the magic item if each of them meets the level requirement to craft the item. Different characters can contribute spell slots and knowledge to satisfy individual needs for the item. If you have three crafters who all meet the requirements of the item, you may roll the crafting DC roll with advantage. If you have nine crafters who all meet the item crafting roll, then you can increase the critical threshold by 1 (19 - 20 instead of 20).

Player characters can not normally create more than their Attribute Modifier in Spell Completion Items until they achieve their next level.

Tracking

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given below:


Very Soft Ground (Base DC 5)
Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground (Base DC 10)
Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground (Base DC 15)
Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground (Base DC 20)
Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Add +1 for every 24 hours since trail was made.
Add +1 for every hour of rain since trail was made.
Add +5 if there is fresh snow or leaf cover since trail was made (+10 if heavy).

Add best stealth of tracked party if they attempt to hide trail (move at half speed).
Add +2 for low visibility (fog, precipitation, dusk).
Add +5 for darkness (+10 if overcast or moonless night).

Subtract 1 for every creature in tracked party.

Inspiration and Hero Point Awards

In the beginning of each session each player begins with a single Inspiration point award.

If you have Inspiration, you can spend it at any time to take an Inspired Action provided that action somehow ties into one of your character’s personal characteristics. If your Ideal is “I will do anything to save a person in danger,” and you want to swing across a ravine on a vine to rescue someone who is about fall into the ravine and hanging by one hand, that fits. You can claim an Inspired Action.

When you take an Inspired Action, you can either gain advantage on an ability check, attack roll, or saving throw OR you can give advantage to someone else’s ability check, attack roll, or saving throw provided you are in a position to assist them directly in some way OR impose disadvantage on someone else’s ability check, attack roll, or saving throw provided you are in a position to hinder their action directly in some way. Whatever it is, the Inspired Action MUST somehow connect to one of your Personal Characteristics.

Hero Point Awards. Hero Points are awarded usually once per adventure or possibly once per game session for roleplaying or composing a game-related journal or log entry. Unspent Hero Points are not lost between sessions. You can use a Hero Point for one of the following benefits:

  • Advantage - Before you roll, apply advantage to any d20 check.
  • Reaction - Gain an additional Reaction not on your turn.
  • D6 Boost - After you cast a d20, but before you resolve it, you may add to or subtract from the result 1d6. This does not negate a natural roll of 1 or 20.
  • Critical Boost - After you roll your attack, but before you resolve it, you temporarily extend your critical threat range by 1. Instead of needing a natural 20, a natural 19 or 20 would be a critical.
  • Speedy - You are unsurprised and are first in initiative.
  • Second Wind - You restore (skill bonus in dice x your maximum hit die), up to your maximum hit points. You may take this out of turn. When played immediately against damage you have just received, it first reduces the damage you have taken.
  • Recall Power - You may restore a single level 1 - 3 spell slot that you have expended, or a feature of your character that you can use once per short rest.
  • Song Weave - You inject a roleplaying element into the story that is excepted as being true.

The Song Weave adds plot information to the storyline. Information that must be accepted as being true. The event may be surprising but should be plausible, and contribute to the overarching storyline. For example, a temple could be open, a dead NPC might be only in a coma and could be awakened, there is a secret door somewhere in the locked room that the party is engaged in a battle in. A small collapse delays reinforcements from arriving on time.