Professional Documents
Culture Documents
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## Hardmode Initiated!
These rules all work together to deliver a tougher-than-nails D&D experience with a
few sweeping changes. After years of playing 5e, we've discovered that supernatural
creatures are easily surmounted with supernatural aid. Why not explore another
paradigm, of mundane heroes, within the same basic framework of Dungeons and
Dragons? Here, defeat is the most likely outcome, preceded by horrible injury,
madness, and despondency. Of course, our mundane lives give us all these in excess,
but only in the kingdom of Voivodja are we able to confront that horror and stand
stalwart, though the fates and demons conspire to consume us, body and soul.
\page
# Character Creation
### Race
Choose any race, but only record the age, size, walking speed, and any bonus
languages. Feats that require a specific race retain their race requirement
### Hitpoints
Start with 10 hitpoints plus your Constitution modifier. Add d4 hitpoints plus your
Constitution modifier every level.
### Equipment
Start with 10gp worth of mundane supplies. If there is any gold left over, it is
lost.
### Secret
Choose a secret, three magic items (one each Uncommon, Rare and Very Rare) that you
will encounter in your travels, mark your current Sanity points at 10, and choose a
feat.
### Proficiency
Start knowing Common, and proficiency with light armor and simple weapons.
```
```
## Critical hits
Creatures that are Humanoid, Beast, Dragon, Fey, Giant, or Monstrosity are subject
to injury in the same way as players. However, a roll of 20 on the injury table
will result in instant death for the creature.
Other creature types are subject to injury only if the attack exploits their
vulnerability, such as radiant damage against shadows or adamantine weapons against
constructs. While such creatures cannot lose an eye or break a rib, the damage
causes a disruption of their form, resulting in the same effect mechanically.
The mechanical effects of injuries only take effect while in a stressful situation
such as combat.
#####
| (d100) | Injury |
|:----:|:-------------|
|01| **Lose Eye** Disadvantage to Perception checks and ranged attacks. Creature is
blind if it has no more eyes.
|02| **Lose Leg or Foot** Speed halved. Cannot move without cane. Disadvantage to
DEX checks to balance. Fall prone after Dash action.
|03-22| **Limp** Reduce speed by 5. Roll DC 10 DEX save to avoid falling Prone
after using Dash.
|23-54| **Scar**
|55-71| **Broken Ribs** At the start of each turn, roll DC 10 CON or incapacitated
until the start of your next turn.
|72-84| **Contusion** At the start of each turn, roll DC 15 CON or incapacitated
until the start of your next turn.
|85-94| **Horrible Scar** Grants advantage to Intimidate checks
|95-99| **Festering Wound** Lose 1 max HP every 24 hours.
|00| **Lose Arm or Hand** Cannot hold items with two hands. Monsters will suffer
Instant Death or Decapitation instead.
\page
# Winds of Magic
The Weave has been damaged beyond repair, and its forces swirl in violent and
unfettered patterns that locals refer to as the Winds of Magic.
However, all other spellcasting, including cantrips, is subject to the whims of the
Winds. When casting such a spell, roll a d12. On a 1, a Wild Magic surge is
triggered. Rumors abound of mages who have discovered true wands and true staves
that allow the d12 to be rerolled.
To those who know how to harness its power, the Winds may be channeled to produce
uncommon, singular and surprising effects. When casting a spell without using a
ritual or magic item, the mage may produce any effect hitherto unwitnessed, limited
only by the spell's level, its name, and the caster's imagination.
The theme of the spell, such as food (in the case of *goodberry*) or fire (in the
case of *firebolt*) must also be maintained. A spellcaster couldn't shoot a
*firebolt* made of water, for example, although one made of holy fire would be in
keeping with the theme. Likewise, *goodberry* could not be used to create a turkey
dinner, even though it might have the same effect mechanically. When in doubt, the
name of the spell should be used as a reference for the theme.
<br>
A magic item cannot be identified on a short rest, except to confirm the school of
magic that created it. Otherwise, only experimentation with the item and an
accompanying *identify* spell will reveal its true secrets.
### Scrolls
Reading and writing are a lost art among many in Voivodja. Reading allows you to
read any spell scroll written in a language you know, provided you can cast spells
and your level is at least twice the level of the scroll. If it is not, make an
ability check DC 10+ the spell's level to determine whether you cast it
successfully.
The ability check used depends on the spell's class. Wizard, Sorcerer, and Warlock
spells use Arcana, Paladin and Cleric spells use Religion, Druid and Ranger spells
use Nature, and Bard spells use Performance. If a spell is on multiple class lists,
either skill may be used to cast it. Otherwise, spell scrolls function using the
standard rules.
\page
# Sanity
Characters start with 10 maximum Sanity points, which can be used to automatically
succeed on a saving throw, in a manner similar to legendary resistance. Spells like
*Lesser Restoration *will restore 1 Sanity point, and* Greater Restoration* will
restore 5 per casting.
### Madness
Stressful and horrific events, like reading a proscribed text or witnessing the
creation of a flesh golem, call for an Intelligence saving throw, called a Sanity
check. Failure will result in an effect from the Madness table bellow, loss of a
Sanity point, as well as gaining a Corruption point. Characters currently afflicted
by Madness are immune to the effects of further Sanity checks. Regaining any Sanity
points, or gaining or losing any hit points, will allow you to make another Sanity
check to regain your senses, if you wish. You can make one Sanity check per turn.
If your Sanity reaches 10, your Madness will be cured instantly.
The Madness effects last 10 minutes. The mechanics only take effect if you are in a
stressful situation such as combat.
```
```
### Corruption
Frequent exposure to Madness causes changes in normal mortals. If your character
ever gains a tenth Corruption point, they will not become Insane. Instead, they are
immediately incapacitated until the start of their next turn and roll twice on the
Corruption table to determine further effects. Any roll on the Corruption table
resets your Corruption points to zero. Gaining a level reduces your Corruption by
one.
##### Corruption Table
| roll d12 | Mutation Effect |
|:-----------:|:-------------:|
|1| +2 STR
|2| +2 CON
|3| +2 DEX
|4| +2 INT
|5| +2 WIS
|6| +2 CHA
|7| -2 STR
|8| -2 CON
|9| -2 DEX
|10| -2 INT
|11| -2 WIS
|12| -2 CHA
## Morale
Some combatants might run away when a fight turns against them. Morale checks only
apply to NPCs. To determine if the enemy flees in the face of adversity, the leader
of the group must succeed on a Charisma saving throw.
The leader is usually the creature with the highest statistics in the group and
must be visible to every member of the group. The DM may choose a leader by fiat if
the group has no obvious leader. If some members of the group cannot see the
leader, they must use their own Charisma rolls.
<br>
Failing the Charisma saving throw results in every member of the group being
*frightened*.
\page
## Resting
Short Rests no longer allow for hit point recovery via Hit Dice. Hit Dice are no
longer used or tracked. Instead, short rests allow a player to regain a number of
hitpoints equal to their Constitution modifier. If a character's Constitution
modifier is negative, they will *lose* health during a short rest unless they are
at maximum hitpoints.
During long rests, you may regain a number of hitpoints equal to your level+ your
Constitution modifier multiplied by your level.
## Downtime
The party may choose to rest for a downtime week, which is ten days. Resting in
town is free, with the money that the players earn in town (wether through
crafting, buisness or larceny) serving to cover their lifestyle expenses. Each
player regains their full hitpoints, as well as gaining 1d6 Sanity. Player may opt
to regain additional Sanity during downtime.
## Mundane Items
Mundane materials listed on page 150 and 154 in the Player's Handbook are no longer
tracked, to reduce bookkeeping. Instead, the party is assumed to have reasonable
amounts of these items on hand at any time.
Although absurd situations like pulling out multiple ladders or portable rams are
to be avoided, a ready supply of alchemist's fire, holy water, rations, torches,
hunting traps, and so forth is to be expected.
### Supplies
Rations, oil flasks, rope, and wineskins are constantly consumed and refreshed
while on an adventure, but tracking all of these items would be time-consuming at
best. Therefore, an abstract unit of Supplies, which costs 1 gp and takes up one
item slot of encumbrance, is consumed during every long rest.
### Encumbrance
Encumbrance is measured in item slots. Each medium creature may fit ten items in
their backpack, in addition to items worn or carried. Objects slung across the
shoulder, worn, or carried in each hand, do not contribute to encumbrance except
for backpacks, saddlebags, sacks, or simular. Any creature wearing a full backpack
is considered *heavily encumbered* in combat. A backpack may be doffed with a Move
action.
*Heavily encumbered* means your speed drops by 20 feet and you have disadvantage on
ability checks, attack rolls, and saving throws that use Dexterity.
## New Reactions
### Scream
Once per short or long rest, you may use your reaction to utter an oath, hurried
prayer, or piercing scream. You alert all creatures within 100 feet to your
presence, and have advantage to your next saving throw.
### Shield
Once per long rest, use your reaction to raise your shield, preventing one source
of damage you would otherwise take, utterly destroying the shield.
### Observe
Once per short rest, after failing an attack roll, ability check, or saving throw,
you may use your reaction to notice a nearby trinket. Roll on the Treasure Table to
determine the value of the trinket.
## New Feat
### Alchemist
*Prerequisite: ability to cast a spell*
You learn the formulae to three elixirs, as well as gain proficiency with
alchemist's supplies, and either brewer's supplies or herbalism kit. These elixir
formulae are written in your alchemical formulary. A potion takes 20gp worth of
reagents to concoct, and five potions may be brewed in a workweek. The reagents are
unstable, and no more than 5 may be stored at any one time.
If you take this feat again, learn the other three formulae, as well as another
artisan tool proficiency.
##### Elixir of...
| Effect |
|:----|
| **Arnald's Embrocation** The drinker regains hit points equal to 2d4 + your
Intelligence modifier.|
|**Albertus Magnus, Higher** The drinker gains a +1 bonus to AC for 10 minutes. |
|**Al-Kindi's Greatpowder** The drinker can roll a d4 and add the number rolled to
every attack roll and saving throw they make for the next minute. |
|**St. Christina the Astonishing, Lesser** The drinker gains a flying speed of 10
feet for 10 minutes. |
|**Avicenna's Transfiguration** The drinker is affected by *alter self* for 10
minutes. |
|**Petrus Bonus' Aquaregia** The drinker is *poisoned*, has advantage to Sanity
checks, and +15 to d100 Madness rolls, for 1 hour. |
\page
# Secrets
Saints and murderers.
Who knows what darkness lies in the hearts of men? Only the shadows...
<br>
As part of creating your character, choose one of these secrets to help flesh out
your backstory. These replace backgrounds and are completely optional for your
character. A player can always write their own backstory and only use the mechanics
of a secret. No player may take the same secret as another. You may attempt any
ability check related to your Secret with advantage.
### Barber
Once per long rest, use your action to take your barber's razor to a character,
causing them to roll a DC 10 Sanity check. If the check is passed, the patient
heals 4d4 hitpoints plus the patient's Constitution bonus. This counts as magical
healing. If the check is failed, the patient suffers the effects of Madness and
takes 2d4 slashing damage minus their Constitution modifier.
### Coachman
You've witnessed miracles, or witchcraft, for which you have no explanation. Your
hooded lantern is a holy symbol of the Morninglord that shines like a beacon. Once
per long rest, you may activate its powers with an action, dispelling any magical
darkness within 30 feet. You have proficiency with land vehicles.
You have a lover whom who haven't seen in years. At any time outside of combat, you
can decide who the lover is by choosing an NPC that you can see. Once you've made
this choice, you can't change it. The old flame is friendly and helpful towards you
even if your past is checkered.
### Farmhand
None could have predicted the comet that came blazing down to crash upon the old
mill, and spread the unrelenting crystalline entity that consumed the honest
miller's once fertile fields. Even now, it feasts upon your flesh, slowly taking
hold of your body and soul as it begs for sustenance with a will of its own.
You have a pitted scythe (treat as glaive). You have a locket with Beatrice's
portrait. You cannot read or write.
<br>
Once per long rest, you may choose to critically succeed on a death saving throw
before rolling it, as the symbiotic entity refuses to let you die. This counts as
magical healing.
```
```
----------------------------------------
### Pedlar
The hunters came in the night, firing silver bullets and bellowing about werewolves
and cursed blood. We Vistani are a noble people, the enemies of dark powers, and we
curse those sanctimonious butchers that would murder simple travelers, leaving
nothing but a field of headstones in their wake.
You have a tarokka deck with which you can use per the Portent ability on page 116
in the Player's Handbook. You cannot read or write.
### Preacher
It's TRUE!! That book in the apothecary's study burned the truth into your brain,
which is that YOU ARE THE TRUE avatar of the Morninglord, and HIS SUN will shine
upon a new day! GLORY? GLORY TO THE MORNINGLORD!
You have a corded switch used to beat you as a child (treat as flail). Add 15 to
any d100 Madness roll you make. You have a flask of spirits (treat as aquaregia).
You cannot read or write.
If you fail any attack roll, ability check, or saving throw, you notice a
glittering trinket. Roll on the treasure table.
Two may choose to know the general location of two Uncommon, two Rare, and two Very
Rare items when you create your character.
You have your trusty shovel (treat as greataxe). You cannot read or write.
### Herbalist
Abducted by hags as a child, you have a hag eye that you can remove painlessly. If
you close your other eye, you can see through the hag eye as if it were attached to
you as long as it is within 10 miles. The eye has Darkvision out to 60 ft.
Your hide (bluish, purplish, or greenish) gives you an AC equal to 10+ your
Dexterity modifier+ your Constitution modifier while you are not wearing any armor.
You can use a shield and still gain this benefit.
\page
### Knight
You were just a beggar, so why did the shadow save you, killing the brigands
attacking that nobleman's coach? With the nobleman and his servants dead, there was
nobody to witness you take the nobleman's clothes, name, lands and titles.
You have the court mask of the decapitated nobleman and his riding horse.
<br>
You have advantage to saving throws made to avoid falling off your mount, and
always land on your feet when falling off 10 feet or less unless incapacitated. You
may mount or dismount as a free object interaction. You have proficiency with land
vehicles.
You cast no shadow. Once a day, you may call upon the shadow as an action,
increasing the range of your melee attacks by 15 feet for 1 minute.
### Peasant
The eldest scion of Luitpold von Holswig-Schliestein, you were heir to a great
fortune and kingdom... then that trouble started with the Von Carsteins. Bowed down
only by the memories of your own lost glory, you could never submit to anyone else.
Not you, of noble blood.
Not that you expect any of these insignificant peons to understand the depths of
your sorrow.
Once per day in a civilized setting, you can spend an hour to call forth an angry
mob. Of these, four humanoids of CR 1/8 or lower would be willing to join you in
combat. You are unable to determine the type of humanoids, nor are you able to
command more than four in combat with this ability at any one time. Roll initiative
as a group, and obey any verbal commands with no action needed for issuing
commands.
### Performancer
Camp followers supported the army during the war against Valentia, and these
tinkers, hustlers, harlots and procurers of substances both legal and illicit stood
by the soldiers during endless marches and countless skirmishes. You were one of
those mercenary survivors, and your immoral ways have led you to outlast the war,
and Valentia itself, even though it took your youth, your family, and your soul.
You may play a ribald tune once per long rest, as long as you are proficient with a
musical instrument. After 10 minutes, all allies within 30 feet may regain 1d4+
your Charisma modifier Sanity points.
You have a d6 Bardic Inspiration die, per page 53 in the Player's Handbook.
You have a plundered shield with the tarnished crest of Valentia. You cannot read
or write.
### Protagonist
An indiscriminate highwayman, you can Dash, Disengage, or Hide as a bonus action.
If you are hit by an attack roll, you can react by channeling your sister's spirit.
Add your proficiency bonus to your AC. If this causes the attack to miss, the
ability can't be used again until a short rest.
```
```
You have advantage on Intelligence saving throws against effects that you can see,
such as enemies and spells. To gain this benefit, you must be able to utter an
imprecation against this menace, and can't be blinded, deafened, or incapacitated.
You have lovingly restored the silvered weapon (simple or martial) that the Witch
Hunter finally defeated you with.
### Woodcutter
You were just a woodcutter; he offered you ten gold pieces to participate, and you
took it. When you awoke from the slab, the alchemist reached out his hand to help
you get up. Your not sure if his experiment was a success or a failure, but he
crumbled to dust at your feet as soon as your hands touched.
<Br>
Your unarmed strikes deal extra necrotic damage equal to 1d8 + your Constitution
modifier. In addition, at the start of each of your turns, a creature grappled by
you or one grappling you takes the same amount of necrotic damage.
The necrotic damage from this secret ignores necrotic damage resistance. If a
creature is reduced to 0 health from necrotic damage, their body shrivels into
dust. You cannot read or write.
### Wizard
He said you were the greatest apprentice he'd ever had, but as soon as you found
out your master's ulterior motive, you fled from his service. You never managed to
get licensed, but you may start with an Invocation and a cantrip. You can read and
write Draconic but not Common.