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# Dread and Darkness


Stay awhile and listen, traveler, here by the fire where it's warm I will tell you
the story of the *haiduti*. They were not trained soldiers, fresh from war, nor
learned sorcerers who could melt off your face with but a word. Some of them barely
had shields or weapons. But when our land fell under the yoke, it was these
outcasts, these vagabonds, who fought for our freedom. They starved, they marched,
and they bled for the return of our true king. To his Majesty! Long may he reign!

## 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.

### More Treasure


Choose three magic items (one each Uncommon, Rare, and Very Rare) that your
character will encounter during their adventures. They do not start with these
items, but they do know their general location.

### More Feats


Why not gain a feat every level? Tasha's Cauldron gave 5e a host of new feats to
explore and expand our character building horizons.

### More Madness


Every character starts with 10 Sanity points that can be used to succeed on any
saving throw. Lose too many sanity points and you could go insane or even suffer a
chaotic mutation! (see Sanity p5)

### More Secrets


As part of building your character, choose a secret to flesh out their backstory.
(see Secrets p7)

### More Danger


Every 20 on the attack roll scores a critical hit, which requires a roll on the
Injury table to see if permanent injury befalls the player.

### Zero to Hero


Start with the ability scores listed, 10gp worth of gear, and a feat.
<div style='margin-top:140px'></div>

### Less Bookkeeping


Rather than tracking supplies, the party is assumed to have a ready supply of all
mundane items.
Rather than track encumbrance, players can each carry ten things each.
Rather than track experience points, we will use milestone leveling (see Resting
and Encumbrance p6)

### Less Healing


Short rests now heal a number of hitpoints equal to your Constitution bonus, and
long rests grant a number of hitpoints equal to your level+ your Constitution
modifier multiplied by your level.

### Less Racy


Races provide only an age, size, walking speed, and bonus languages. No more
Darkvision for everyone.

### Less Classist


No more classes. Instead, everyone starts with 10 hitpoints plus your Constitution
modifier, and gains d4 hitpoints plus your Constitution modifier every level. You
also gain a feat every level.

### Less Rules Lawyering


Abilities or effects can do anything you can imagine... once. Winds of Magic
greatly expand your character's capabilities, but don't make them more reliable.
(See Winds of Magic p4)

\page

# Character Creation

### Ability Scores


Use the following ability scores: ** 7, 9, 10, 11, 12, and 13** assigned however
you prefer.

### 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

### Permanent Injuries


When you take or deal a critical hit, roll for an injury. Magical healing will
remove all injuries, except those listed as "Lose" or "Scar." These require either
common magic items or 6th level healing magic.

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.

As a result, spellcasting has become dangerous and unpredictable, forcing arcanists


to use rituals and magical items to contain these energies. If a spell is cast
through a ritual or magic item, the Winds do not affect it, and it resolves
normally.

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.

## Harnessing the Winds

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.

### Examples of Use


Changing the damage type of a *firebolt* to radiant, or creating a poisonous
*goodberry* that harms rather than heals, are possible uses of the Winds of Magic.
The spell's level governs its range, number of targets, and damage, which cannot
generally be affected by the Winds.

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.

### DM's Veto


No effect may be used more than once per campaign. The DM may keep a record of
previously used effects and veto an effect if it has been used before. The intent
is that the players use the Winds to add variety and novelty to the game by bending
the rules, rather than simply inventing new rules.

### Heroic Stunts


The Winds of Magic may even be used by those normally incapable of spellcasting.
For example, anointing some arrows with alchemist's fire so that they do an
additional d4 fire damage on a hit, or using a chain of cold iron to restrain a
fiend, are legitimate uses of the Winds of Magic. However, the tides of magic being
unpredictable at best, such effects rarely succeed if repeated.

<br>

### Magic Items

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.

##### Madness Table


| roll...d100 | Insanity Effect |
|:-----------:|:-------------|
|1-20| **Masochistic** Every turn, you drop everything in your hands and move to
punch the nearest creature.
|21-30| **Abusive** Every turn, you attack the nearest creature.
|31-40| **Hopeless** You collapse in a wailing, laughing heap. Incapacitated and
prone.
|41-50| **Selfish** Suffer from *Confusion*, per the spell, with no saving throw at
the end of your turn.
|51-60| **Fearful** Frightened condition from the source of the madness
|61-70| **Paranoid** Disadvantage on saving throws
|71-75| **Irrational** Babbling nonesense. Incapable of ordered speech.
|76-86| **Stalwart** All enemies that start their turn within 30' take 10 radiant
damage. All allies within 30' excluding yourself have advantage to saving throws.
Regain 3d6 Sanity at the end of 10 min.
|87-100| **Courageous** Gain 20 temporary hit points, 20' extra movement a turn,
and advantage on attack rolls and saving throws. Regain 3d6 Sanity at the end of 10
min.

```
```

### 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.

A morale check is called for when the following occurs:

- Group is reduced to half size


- All allies bloodied or surprised
- Leader is dead or incapacitated
- Enemy inflicted damage with a spell and no spellcasters in group

<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.

### Run Away


At the start of your turn, use your reaction to choose a creature within 60 feet of
you. Until the start of your next turn, you are *frightened* of that creature and
your speed is doubled.

### 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.

Liars and vagabonds.

None are to be trusted.

Nothing is what it seems.

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.

Your knowledge of anatomy allows you to critically hit on a 19 or 20.

You have a pearl-handled straight razor (treat as scimitar).

### 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.

### Grave Digger


The dark star. It shined on the hour of your birth and now it still watches you
coldly and distantly, whispering secrets of blasphemous and unspeakable treasures.

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.

As an action, you can send a telepathic message of up to twenty five words to a


creature holding or carrying the eye, as long as that creature is within 10 miles
of you.

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.

You have the musket you murdered your sister with.

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.

```
```

### Rat Catcher


An escapee from the darklord's dungeons, you rescued a small but vicious dog (treat
as giant rat). Add your proficiency bonus to the creature's AC, attack rolls, and
damage rolls. Its maximum hitpoints are at least four times your level, and it has
advantage on savings throws as long as it can see its master. It acts on your
initiative and if it dies, a new Small beast of CR 1/8 or lower may be tamed after
8 hours of searching. You cannot read or write.

### Witch Hunter


You were cursed with lycanthropy, and the memories of those you butchered haunt
you. You are still vulnerable to slashing, blunt, and piercing damage from silvered
weapons.

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.

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