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‭Blades of the Patriots Player’s Document‬

‭Starting Level: 4-5‬


‭Max Level: 12‬

‭Attributes:‬
‭Method:‬ ‭Pointbuy/Standard Array up to 15 before racial bonuses.‬
‭Racial Bonuses:‬ ‭Use the racial bonuses as directed (+2 and +1) with the following change:‬
‭-‬ ‭You do not need to put the +2 bonus into the listed attribute, you can put‬
‭it in any attribute you choose.‬
‭-‬ ‭While you may put the +2 and +1 into any attribute, they cannot stack.‬

‭Feats:‬
‭Feats are available from the following sources:‬
‭-‬ ‭PLayer’s Handbook‬
‭-‬ ‭Tasha’s Cauldron of Everything‬
‭-‬ ‭Xanathar’s Guide to Everything‬
‭-‬ ‭Exploring Eberron (DMsguild)‬

‭-‬ ‭Player’s start with 1 free feat‬


‭-‬ ‭We are including the use of Feats from the One D&D UA (listed below)‬
‭-‬ ‭We are ignoring the level 4 requirements for all UA feats‬
‭-‬ ‭**I will attempt to code the UA feats into Fantasy grounds**‬
‭-‬ ‭As per Playtest #6, Ability Score Increase is now a Feat, which I am making‬
‭available from level 1‬
‭-‬ ‭Custom Lineage and Variant Human are allowed the free feat as well‬
‭Races:‬
‭Allowed Sources:‬
‭-‬ ‭Player’s handbook‬
‭-‬ ‭Xanathar's Guide to Everything‬
‭-‬ ‭Tasha's Cauldron of Everything(Optional Class content included)‬
‭-‬ ‭Eberron Rising from the last War (Dragonmarks, warforged, shifter, changeling)‬

‭Restricted Races:‬
‭-‬ ‭Kalashtar, Dragonborn, Yuan-Ti , Shadar'kai, Genasi‬
‭Multiclassing:‬

‭No Multiclassing, however characters get accelerated access to their subclass feature list, with the following‬
‭exception/considerations:‬

‭●‬ ‭If a subclass feature allows a character to cast a spell that is of a higher level than they would‬
‭otherwise be capable of, the character must have progressed into their class enough to be able to‬
‭have access to the spell's normal level. (I.e. If a feature grants access to a 5th level spell, that character‬
‭must have the ability to cast using 5th level spell slots).‬
‭●‬ ‭A character must continue to level to continue progressing into their class for main class features‬
‭and spell progression.‬
‭●‬ ‭Spell progression will be accelerated for half casters (Ranger, Paladin, Artificer) and third casters‬
‭(Eldritch Knight, Arcane Trickster) casters, getting full access to their spell list by level 9. Refer to‬
‭the below table for a breakdown.‬
‭●‬ ‭If a feature meant for higher levels offers no natural scaling, the feature may be tuned to allow for‬
‭scaling in some capacity.‬
‭○‬ ‭example: Clockwork Cavalcade (level 18 Clockwork Subclass feature) does not offer any‬
‭scaling for healing nor for ending spell effects.‬

‭○‬
‭○‬ ‭Change: The heal scales off of your Charisma Modifier x 20, The spells that can be ended‬
‭are of a level equal to your Charisma bonus +1 or lower.)‬
‭ alf Caster‬
H ‭ alf Caster‬
H
‭Progression‬ ‭Accelerated‬
‭(Artificer,‬ ‭Progression‬
‭Paladin,‬ ‭(Max level‬
‭Ranger)‬ ‭12)‬

‭Spellslots‬ ‭Spellslots‬

‭Level‬ ‭1st‬ ‭2nd‬ ‭3rd‬ ‭4th‬ ‭5th‬ ‭Level‬ ‭1st‬ ‭2nd‬ ‭3rd‬ ‭4th‬ ‭5th‬

‭1‬ ‭1‬

‭2‬ ‭2‬ ‭2‬ ‭2‬

‭3‬ ‭3‬ ‭3‬ ‭3‬ ‭2‬

‭4‬ ‭3‬ ‭4‬ ‭3‬ ‭3‬

‭5‬ ‭4‬ ‭2‬ ‭5‬ ‭4‬ ‭3‬ ‭2‬

‭6‬ ‭4‬ ‭2‬ ‭6‬ ‭4‬ ‭3‬ ‭3‬

‭7‬ ‭4‬ ‭3‬ ‭7‬ ‭4‬ ‭3‬ ‭3‬ ‭1‬

‭8‬ ‭4‬ ‭3‬ ‭8‬ ‭4‬ ‭3‬ ‭3‬ ‭2‬

‭9‬ ‭4‬ ‭3‬ ‭2‬ ‭9‬ ‭4‬ ‭3‬ ‭3‬ ‭3‬ ‭1‬

‭10‬ ‭4‬ ‭3‬ ‭2‬ ‭10‬ ‭4‬ ‭3‬ ‭3‬ ‭3‬ ‭2‬

‭11‬ ‭4‬ ‭3‬ ‭3‬ ‭11‬ ‭4‬ ‭3‬ ‭3‬ ‭3‬ ‭2‬

‭12‬ ‭4‬ ‭3‬ ‭3‬ ‭12‬ ‭4‬ ‭3‬ ‭3‬ ‭3‬ ‭2‬

‭13‬ ‭4‬ ‭3‬ ‭3‬ ‭1‬

‭14‬ ‭4‬ ‭3‬ ‭3‬ ‭1‬

‭15‬ ‭4‬ ‭3‬ ‭3‬ ‭2‬

‭16‬ ‭4‬ ‭3‬ ‭3‬ ‭2‬

‭17‬ ‭4‬ ‭3‬ ‭3‬ ‭3‬ ‭1‬

‭18‬ ‭4‬ ‭3‬ ‭3‬ ‭3‬ ‭1‬

‭19‬ ‭4‬ ‭3‬ ‭3‬ ‭3‬ ‭2‬


‭20‬ ‭4‬ ‭3‬ ‭3‬ ‭3‬ ‭2‬

‭ rd Caster‬
3 ‭ rd Caster‬
3
‭Progression‬ ‭Accelerated‬
‭(Eldritch‬ ‭Progression‬
‭Knight,‬ ‭(Max Level‬
‭Arcane‬ ‭12)‬
‭Trickster)‬

‭Spellslots‬ ‭Spellslots‬

‭Level‬ ‭1st‬ ‭2nd‬ ‭3rd‬ ‭4th‬ ‭Level‬ ‭1st‬ ‭2nd‬ ‭3rd‬ ‭4th‬

‭1‬ ‭-‬ ‭1‬

‭2‬ ‭-‬ ‭2‬

‭3‬ ‭2‬ ‭3‬ ‭2‬

‭4‬ ‭3‬ ‭4‬ ‭3‬

‭5‬ ‭3‬ ‭5‬ ‭4‬ ‭2‬

‭6‬ ‭3‬ ‭6‬ ‭4‬ ‭3‬

‭7‬ ‭4‬ ‭2‬ ‭7‬ ‭4‬ ‭3‬ ‭2‬

‭8‬ ‭4‬ ‭2‬ ‭8‬ ‭4‬ ‭3‬ ‭3‬

‭9‬ ‭4‬ ‭2‬ ‭9‬ ‭4‬ ‭3‬ ‭3‬ ‭1‬

‭10‬ ‭4‬ ‭3‬ ‭10‬ ‭4‬ ‭3‬ ‭3‬ ‭1‬

‭11‬ ‭4‬ ‭3‬ ‭11‬ ‭4‬ ‭3‬ ‭3‬ ‭1‬

‭12‬ ‭4‬ ‭3‬ ‭12‬ ‭4‬ ‭3‬ ‭3‬ ‭1‬

‭13‬ ‭4‬ ‭3‬ ‭2‬

‭14‬ ‭4‬ ‭3‬ ‭2‬

‭15‬ ‭4‬ ‭3‬ ‭2‬

‭16‬ ‭4‬ ‭3‬ ‭3‬

‭17‬ ‭4‬ ‭3‬ ‭3‬

‭18‬ ‭4‬ ‭3‬ ‭3‬

‭19‬ ‭4‬ ‭3‬ ‭3‬ ‭1‬

‭20‬ ‭4‬ ‭3‬ ‭3‬ ‭1‬


‭The following feats are being made available from the Playtest for One D&D, so long as they can be easily‬
‭implemented within Fantasy Grounds:‬

‭Note for Magic Initiate:‬


‭Because there is no longer an Arcane, Divine, or Primal‬
‭Spell list, please use the PHB list: Bard, Cleric, Druid,‬
‭Sorcerer, Warlock, Wizard.‬
‭Weapons and Weapon Mastery:‬
‭Weapon Mastery will be brought into this game,‬
‭please refer to the next page for a list of weapons and‬
‭their properties. If you’ve chosen a class or a feat that‬
‭provides the Weapon Mastery feature, you can use‬
‭the additional weapon properties granted by their‬
‭mastery.‬
‭The following page includes a breakdown of what these masteries do.‬
‭Continued on the following page…‬
‭Glossary Changes from the One D&D Playtest that will be brought into this game: Subject to‬
‭change/removal.‬

‭BLINDSIGHT‬
‭If you have Blindsight, you can effectively see within a specific range without relying on physical sight.‬
‭Within that range, you can effectively see anything that isn’t behind Total Cover, even if you’re Blinded or in‬
‭Darkness. Moreover, you can effectively see a Hidden or an Invisible creature in that range‬

‭EXHAUSTED [CONDITION]‬
‭While you are subjected to the Exhausted Condition (known in older books as Exhaustion), you experience‬
‭the following effects:‬
‭Levels of Exhaustion.‬‭This Condition is cumulative.‬‭Each time you receive it, you gain 1 level of‬
‭exhaustion. You die if your exhaustion level exceeds 10.‬
‭d20 Rolls Affected.‬‭When you make a d20 Test, you‬‭subtract your exhaustion level from the d20 roll.‬
‭Spell Save DCs Affected‬‭. Subtract your exhaustion level from the Spell save DC of any Spell you cast.‬
‭Ending the Condition. Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion‬
‭level reaches 0, you are no longer Exhausted.‬
‭FLY SPEED‬
‭A Fly Speed can be used to move through the air.‬
‭While you have a Fly Speed, you can stay aloft until you land, fall, or die.‬
‭While flying, you fall if you are Incapacitated or Restrained.‬
‭If you have the Hover trait, you can stay aloft even while Incapacitated or Restrained.‬

‭GRAPPLED [CONDITION]‬
‭While Grappled, you experience the following effects:‬
‭Speed 0.‬‭Your Speed is 0 and can’t change.‬
‭Attacks Affected.‬‭You have Disadvantage on attack rolls against any target other than the grappler.‬
‭Movable.‬‭The grappler can drag or carry you when it Moves, but every foot of movement costs it 1 extra‬
‭foot, unless you are Tiny or two or more sizes smaller than the grappler.‬
‭Escape.‬‭While Grappled, you can use your action to make a Strength (Athletics) or Dexterity (Acrobatics)‬
‭check against the grapple’s escape DC, ending the condition on yourself on a success. The condition also‬
‭ends if the grappler has the Incapacitated condition or if the distance between you and the grappler exceeds‬
‭the grapple’s range.‬

‭HIDE [ACTION]‬
‭With the Hide Action, you try to conceal yourself.‬
‭To do so, you must make a DC 15 Dexterity Check (Stealth) while you’re Heavily Obscured or behind‬
‭Three-Quarters Cover or Total Cover, and you must be out of any visible enemy’s line of sight; if you can see‬
‭a creature, you can discern whether it can see you.‬
‭On a successful check, you are Hidden. Make note of your check’s total, which becomes the DC for a‬
‭creature to find you with a Wisdom Check (Perception).‬
‭HIDDEN [CONDITION]‬
‭While you are Hidden, you experience the following effects:‬
‭Concealed‬‭. You aren’t affected by any effect that‬‭requires its target to be seen‬
‭Surprise.‬‭If you are Hidden when you roll Initiative,‬‭you have Advantage on the roll.‬
‭Attacks Affected.‬‭Attack Rolls against you have Disadvantage,‬‭and your Attack Rolls have Advantage.‬
‭Ending the Condition‬‭. The Condition ends on you immediately‬‭after any of the following occurrences:‬
‭you make a sound louder than a whisper, an enemy finds you, you make an Attack Roll, you cast a Spell with‬
‭a verbal component, or you aren’t Heavily Obscured or behind any Cover.‬
‭INCAPACITATED [CONDITION]‬
‭While you are Incapacitated, you experience the following effects:‬
‭Inactive.‬‭You can’t take Actions or Reactions.‬
‭No Concentration.‬‭Your Concentration is broken.‬
‭Speechless.‬‭You can’t speak.‬
‭Surprised.‬‭If you are Incapacitated when you roll Initiative, you have Disadvantage on the roll.‬

‭INVISIBLE [CONDITION]‬
‭While you are Invisible, you experience the following effects:‬
‭Unseeable.‬‭You can’t be seen, so you aren’t affected by any effect that requires its target to be seen. Any‬
‭equipment you are wearing or carrying also can’t be seen.‬
‭Surprise.‬‭If you are Invisible when you roll initiative, you have Advantage on the roll.‬
‭Attacks Affected.‬‭Attack Rolls against you have Disadvantage, and your Attack Rolls have Advantage.‬

‭LONG REST‬
‭A Long Rest is a period of extended downtime— at least 8 hours long—available to any creature.‬
‭During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such‬
‭as reading, talking, eating, or standing watch.‬

‭BENEFITS OF THE REST‬


‭When you finish a Long Rest, you gain the following benefits:‬
‭Regain All HP.‬‭You regain all lost Hit Points.‬
‭Regain All HD.‬‭You regain all spent Hit Dice.‬
‭HP Max Restored.‬‭If your Hit Point Maximum was reduced, it returns to normal.‬
‭Ability Scores Restored‬‭. If any of your Ability Scores were reduced, they return to normal.‬
‭Exhaustion Reduced.‬‭If you have the Exhaustion condition, your level of exhaustion decreases by 1.‬
‭Special Feature.‬‭Some features are recharged by a‬‭Long Rest. If you have such a feature, it recharges in the‬
‭way specified in its description‬
‭You can’t benefit from more than one Long Rest in a 16-hour period, and you must have at least 1 Hit Point‬
‭at the start of the rest to gain its benefits.‬
‭INTERRUPTING THE REST‬
‭A Long Rest is stopped by the following interruptions:‬
‭• Rolling Initiative‬
‭• Casting a spell other than a cantrip‬
‭• Taking any damage‬
‭• 1 hour of walking or other physical exertion‬
‭If the rest was at least 1 hour long before the interruption, you gain the benefits of a Short Rest.‬
‭You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional‬
‭hour to finish per interruption.‬
‭SHORT REST‬
‭A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than‬
‭eating, drinking, reading, dozing, and standing watch.‬

‭BENEFITS OF THE REST‬


‭To start a Short Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following‬
‭benefits:‬
‭Spend Hit Dice.‬‭You can spend one or more of your Hit Dice to regain Hit Points. For each Hit Die you‬
‭spend in this way, roll the die, and add your Constitution modifier to it. You regain Hit Points equal to the‬
‭total (minimum of 1 Hit Point). You can decide to spend an additional Hit Die after each roll.‬
‭Special Feature.‬‭Some features are recharged by a Short Rest. If you have such a feature, it recharges in the‬
‭way specified in its description.‬

‭INTERRUPTING THE REST‬


‭A Short Rest is stopped by the following‬
‭interruptions:‬
‭• Rolling Initiative‬
‭• Casting a spell other than a cantrip‬
‭• Taking any damage‬
‭An interrupted Short Rest confers no benefits, and it must be started over to confer any.‬

‭MAGIC [ACTION]‬
‭When you take the Magic action, you magic something by casting a spell that has a casting time of an action‬
‭or by using a feature or Magic Item that requires a Magic action to be activated. If you cast a spell that has a‬
‭casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you‬
‭must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t‬
‭expend a spell slot.‬

‭RITUAL CASTING‬
‭If you have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. A special feature is no‬
‭longer required for Ritual casting. All the other rules on Rituals in the 2014 Player’s Handbook still apply.‬

‭DAZED [CONDITION]‬
‭While Dazed, you experience the following effect:‬
‭Limited Activity. You can Move or take one action on your turn, not both. You also can’t take a Bonus‬
‭Action or a Reaction.‬
‭STUDY [ACTION]‬
‭When you take the Study action, you make an Intelligence check to study your memory, a book, a creature, a‬
‭clue, an object, or another source of knowledge and call to mind an important piece of information about it.‬
‭The Areas of Knowledge table suggests which skills are applicable when you take this action, depending on‬
‭the area of knowledge the Intelligence check is about.‬

‭Areas of Knowledge‬

‭Skill‬ ‭Areas‬

‭Arcana‬ S‭ pells, magic items, eldritch symbols, magical traditions, planes of existence, and‬
‭certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)‬

‭History‬ ‭ istoric events and people, ancient civilizations, wars, and certain creatures‬
H
‭(Giants and Humanoids)‬

‭Investigation‬ ‭Traps, ciphers, riddles, and gadgetry‬

‭Nature‬ ‭ errain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and‬
T
‭Plants)‬

‭Religion‬ ‭ eities, religious hierarchies and rites, holy symbols, cults, and certain creatures‬
D
‭(Celestials, Fiends, and Undead)‬

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