While I try to stray away from overhauling the games mechanics, there are a few slight changes to how some mechanics work. Most of these are made because it makes the gameplay more fun or roleplay more realistic.
Travel Times
Some are base game, some are not
- Generally speed is calculated by the following for multi day transportation. However, when spells and custom events cause speed to exceeded certain amounts, then the DM can rule as he pleases.
- Slow Pace (18 miles/day):
- This is a careful pace, generally you will have advantage on perception checks, or a plus 5 to passive. (this is only applied whilst actually traveling, don’t try to take advantage of this while exploring ruins)
- Normal Pace (24 miles/day):
- Normal walking pace
- Fast Pace (30 miles/day):
- This is an extreme pace, disadvantage to perception and -5 to passive.
- You must make a con saving check every day of travel, on failure gain an exhaustion point. The DC is 15 but rises by one every day.
- Horseback Slow Pace (30 miles/day):
- This is a careful pace, generally you will have advantage on perception checks, or a plus 5 to passive. (this is only applied whilst actually traveling, don’t try to take advantage of this while exploring ruins)
- Horseback Normal Pace (42 miles/day):
- Normal horseback pace
- Horseback Fast Pace (50 miles/day):
- This is an extreme pace, disadvantage to perception and -5 to passive.
- You must make a con saving check every day of travel, on failure gain an exhaustion point. The DC is 15 but rises by one every day.
- On 3 exhaustion points, the horse dies.
Character Death
This will definitely be my most controversial rule. This does not affect any gameplay mechanic, but does effect the aftermath. Upon a character dying or leaving the group, you may not join the next session of gameplay. This is not a punishment, per-say, instead it allows for the characters to morn the loss of their comrade before a new one shows up. It also goes to make character deaths more brutal, and disincentives constant character replacements.
Potions
Drinking Potions
Drinking potions is a bonus action, this is mainly because potions are already an expensive item and limiting it further to a full action means, what i think is, a critical part of dnd is being left out to dry.
Throwing Potions
Potions, including healing potions, all take affect not only on drinking, but when coming into contact with bare skin. This means throwing a healing potion, or poison potion, at a creature will cause the potion to take effect on that creature.
Note: Potions can only affect one person. It will magically affect the first person to touch it (decided by DM) and have no affect for any subsequent interaction.
Item Creation / Modification
Item Creation
Any person can attempt to create an item although it will be difficult for most people as they will not have the tools or knowledge necessary.
An artificer can create any item, weapon, armor, or really anything they wish within reason. (that’s the whole point of the class.)1
Item Modifications
The rules are mostly the same for Item Creation except that it will be easier for a regular person to modify an item than to create it outright. Therefore tiny modifications can be made with relative ease.
Spell Imbuement
Any spell2 can be ‘imbued’ into an item, weapon, or armor. To do this, you must have an artificer present and a wizard3. The thought process is that a wizard understands magic and the artificer understands the connection between magic and everyday items. Doing so will take the spell slot and the caster must make a arcana check. The DC is determined by the DM depending on multiple things, Spell level, Item durability, Previous imbuements, etc.
Vibe Check
You may, at any time, make a vibe check on an environment or individual and receive a general vibe. You roll a religion check to do so.
Footnotes
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There are times when an artificer will not be able to create an item as it is too powerful or does not fit within the world or any number of other reasons. ↩
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This holds mostly true, but don’t expect to put wish on every piece of your armor and become god. ↩
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Sometimes spells can be imbued by an artificer or wizard alone, but it will be an exceptionally weak variant or a basic cantrip. ↩