Fates of the Chosen

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  • Seltortis
  • Eador
  • Mish Isle
  • Varis
  • Igarot

Fates of the Chosen

Fates of the ChosenFates of the ChosenFates of the Chosen
Home
Rules
Contribute
Information
  • Homebrew
  • Experience Shop
  • Renown
  • Content Allowed
  • Crafting
  • Beginner's Guide
  • Character Changes
Lore
  • The World
  • Being of the World
  • Religion
  • Seltortis
  • Eador
  • Mish Isle
  • Varis
  • Igarot
More
  • Home
  • Rules
  • Contribute
  • Information
    • Homebrew
    • Experience Shop
    • Renown
    • Content Allowed
    • Crafting
    • Beginner's Guide
    • Character Changes
  • Lore
    • The World
    • Being of the World
    • Religion
    • Seltortis
    • Eador
    • Mish Isle
    • Varis
    • Igarot
  • Home
  • Rules
  • Contribute
  • Information
    • Homebrew
    • Experience Shop
    • Renown
    • Content Allowed
    • Crafting
    • Beginner's Guide
    • Character Changes
  • Lore
    • The World
    • Being of the World
    • Religion
    • Seltortis
    • Eador
    • Mish Isle
    • Varis
    • Igarot

Changes in the World

What are these?

These changes may be things that change the way that certain D&D mechanics may be changed and tweaked to better fit the setting, or it may highlight how minecraft causes changes simply due to being our mode of playing.

Homebrew

This section outlines all the tweaks to the mechanics of D&D, including additions and subtractions. Be sure to familiarize yourself with these changes.

Minecraft Changes

This section includes the changes that differ from your typical campaign due to us using Minecraft as our primary platform.

Homebrew

Leveling and Reworks

Growing Leveling:

The starting level is based on the average level of active characters. The average level of active characters will be checked every other month, with a maximum minimum level of 10. Anyone currently below the minimum level will be raised to it.


Character Reworks:

Full reworks, which is a full change of a character changing everything but a character’s race and backstory, is a set three that can happen at any time. These reworks can only be done before level 17. Alternatively, players can do partial reworks, which only changes things like subclasses, level ratios, and proficiencies, once every four months. These reworks can be reverted back to the character’s previous state within a week of it being completed. There will be leniency in DM and Player relationships when it comes to changing classes and races without having to spend these reworks (such as an entity becoming a patron and a character shifting a level into warlock or a character getting turned into a dhampir); however, this should be DM initiated, not player-requested. This is further described in the Character Changes tab.


Multiclassing Limitations:

Multiclassing is limited to a maximum of three classes and must follow the other multiclassing requirements. Bloodhunter may use wisdom or intelligence for the requirement. 

Time Passage

Time passes 2 In Character days per 1 Out of Character day. (Meaning two days in real life is four days for a character). 


Jail and Imprisonment: 

For punishments longer than a year, a daily ratio of 4 IC (In character) days to 1 OOC (Out of Character) day. For any punishment longer than two months IC, a character may be stored after an OOC month has passed.


Long Term Spells:

Spells that become permanent after being cast on a spot for a year may use a 4:1 IC to OOC day ratio. Any day in which a spell would be cast, you must keep a spell slot saved for the spell to be cast, or else the cycle is broken. 


Pregnancy and Childbirth:

Pregnancy may follow the 4:1 IC to OOC day ratio. Descriptive actions related to childbirth or the pregnancy will not be tolerated, and the actual birth is expected to be FTB (Fade to black) or timeskipped. 

Healing and Helping

Healing Potions:

When using healing potions, you have two options: using your Action or using your Bonus Action. The usual health potion is 2d4+2 if you use an action to drink the potion, you’d always get the maximum health of 10HP. Bonus action would be the normal way of rolling. To make someone willing or unconscious drink a potion, you’d need to spend an action to make them drink it, giving them maximum healing. 


Help Action:

The help action means you’d give the person you’re helping gets advantage on the ability check. However, to do this you need to have proficiency in the skill you will be helping with. 

Death and Exhaustion

Exhaustion Rules:

When you go down and fail at least one of your Death Saving throws, you’d come back with 1 level of Exhaustion. If you don’t fail any before you are picked up then you won’t get a level of Exhaustion, however, once you hit six levels of exhaustion you will die. 


Revival rules:

After 2 revivals, you’ll start having permanent debuffs. As of now, there are no ways to reverse such effects.

3rd - Disadvantage on Ability Checks

4th - Above Effect and Your AC and Saves are Reduced by 1.

5th - Above Effects and Speed Halved

6th - Above Effects and you Permanently Have a Failed Death Save.

7th - Above Effects and Disadvantage on Attack Rolls and Saving Throws

8th - Death. You don’t come back, resources are spent.


Revival Gem requirements:

Revival (excluding Revivify, including Clone) and Planar Bindings can not be casted using Wish or Divine intervention unless you have the required materials to cast them (which are consumed if the spell consumed it) . Subclasses and other abilities that allow you to create such components also fall under this limitation. 


NPC Death Rolls:

NPCs (Non-Player Characters) get a single death saving throw, other than for effects that kill immediately when bringing a creature to 0 HP, such as Power Word Kill and Disintegrate. 

Limitation on Summons and Similar Abilities

Spells and abilities such as Glyphs, Simulacrum, Planar Bindings, etc, have a limit. For the sake of explaining limitations, the term ‘summons’ applies to any creature that the character controls that is not the character. 


Attunement: These creatures can only have one attunement slot each, with a player having a maximum of three extra attunement slots in total.

Planar Binding: Three creatures can be bound at a time, cast at the maximum of 7th level (30 days). 

Glyphs: If using a casting that lets you bypass the gem requirements, you can only have five at a time. Otherwise, a limit of 10. (If you have 5 of the bypassing kind, you can have 5 normal).

Legendary Actions and Resistances: Any summoned creature that has legendary actions and resistances will not retain them while under player control. Any instances of truesight are limited to 15 feet.

Summoning CRs: Cumulative Summons CR level may not exceed the player's character level, with simulacrums acting as a CR of half the character's level, for a max of 10 summons. (Meaning, for example, a level 18 could have a simulacrum(9), Planar Bound 1 (4), Planar Bound 2 (4), Planar Bound 3 (1), or alternatively a simulacrum (9) and 9 Zombies (2.5)) Having a summon doesn't guarantee it will be allowed to be used in combat or events. This would not apply to summons that last for an hour or less.

Item and Spell Changes

Weapon Changes: 

Given that this world is intended to be heavily non-magical, use the 2024 version of weapon masteries (the extra abilities like Sap, Vex, Topple). This applies to only the weapon version, not changing any other weapon features, and applies to any class that is proficient in the weapon being used.

Cleave. If you hit a creature with a melee attack roll using this weapon, you can make another attack with this weapon against a second creature within 5 feet of the first that's also in your reach. This additional attack does not add your damage modifier. You can make this extra attack only once per turn.

Graze. If your attack roll with this weapon misses the target, you still deal 0 damage + damage modifier.

Nick. The extra attack from a Light weapon can be made as part of the original Attack action instead of as a Bonus Action. You can only make this extra attack once per turn.

Push. If you hit a creature that's Large or smaller with this weapon, you can push them up to 10 feet straight away.

Sap. If you hit a creature with this weapon, they have Disadvantage on their next attack roll before the start of your next turn.

Slow. If you hit and deal damage to a creature with this weapon, you can reduce their Speed by 10 feet until the start of your next turn. This effect doesn't stack.

Topple. If you hit a creature with this weapon, you can force them to make a Constitution save with DC 8 + ability modifier + proficiency. On a failed save, they're prone.

Vex. If you hit and deal damage to a creature with this weapon, you have Advantage on your next attack roll against them before the end of your next turn.


Wish and Divine Intervention:

Divine Intervention outside of Events will be limited to copying spells on their cleric list. On the same note, Wish will be limited to 8th-level spells or lower outside of Events. 


Modified Sending Stones: 

Sending stones act similarly to a cellphone, allowing you to connect one sending stone to multiple others by simply tapping one against the other, and both parties are willing to have a connection formed between their stones. 


Spell Components: 

Any spell component other than the ones listed below with a non-consumed value of 10 gold or lower can be assumed to exist; anything higher than that value and non-consumed must have a designated gem with a value equal to or greater than the component cost, and should be marked by the DM in the event that its use is declared in. If a component is consumed and isn’t listed, a coin equivalent may be given instead. 

Components for which the above rule doesn’t apply:
Adamantine, Agate, Imprisonment material, Black Onyx, Black Pearl, Chalks and Ink (for Teleportation Circle, may use Wizard’s ink craft), Charcoal, Incense, and herbs (for Find Familiar, may use Uncommon Alchemy Mixture craft), Diamonds, Opal, Herbs Oils and Incense (For Hallow, use 2 Rare Alchemy and 2 Uncommon Alchemy Mixtures), Lead-Based Ink (for Illusory Script, use Polish), Jacinth, Jade, Pearl, Platinum, Ruby, Sapphire, and Silver

Combat Changes

Called Shots: 

Called shots are made at Disadvantage if the DM allows it.  Called shots can be denied if they deem it impossible or unrealistic.  


Potion Consumption:

All potions may be consumed as a bonus action rather than an action. See the Healing and Helping section for variations of this for healing potions. 


Event Inspiration: 

A person is given one use of Event Inspiration (EI) per event, letting you roll an additional d20. You can choose which of the rolls you want to use. You can call EI after you have already rolled but before knowing if it is a success or fail, any damage has been rolled or effect is described.


Pre-buffs:

Buffs are only allowed to be given and received from players in the event they are being used in, unless otherwise allowed by the DM. Any effect that lasts for longer than an hour and has a casting time of a minute or less may be used before the beginning of combat, assuming the combat isn't one that gives no time to prepare (such as a surprise / unexpected attack), with the maximum of two prebuffs of this type allowed. Spells that have a casting time of longer than a minute but are cast before the call to fight may fall under this rule as well. DMs have the right to decline certain prebuffs being used in their events. 


Flanking:

Flanking an enemy gives you a +2 to the attack roll of melee weapon attacks and unarmed strikes against that enemy.


Written Combat: 

In combat and events to avoid any confusion about what is happening and no one can try to say that their actions were misunderstood,  though it will slow combat slightly, people will need to type out what they are doing. Even if it's as simple as saying ((Two crossbow attacks against the dog or ((Disintegrate 8th level on the witch. This falls under both the player side and DM side. If you chose to do full emotes, they are expected to be pretyped before your turn, or done after your turn has passed with a shorter ooc typing of what you are doing beforehand. 

Minecraft Changes

  • Each Minecraft block represents 5 feet for the purpose of movement, but not nessesarily for height of a player with MPM (More Player Models), as that ranges closer to 3 feet per block. 
  • Due to the size of Minecraft blocks, for the purpose of calculating fall damage, remove the first two blocks fallen. If only two blocks are fallen, it does nothing, while for 10 blocks, instead of counting as 50 feet as it would with the above rule, it would instead only be 40. 
  • For the purpose of calculating the time it takes to move from place to place in regions outside of town, each minecraft block represents 50 feet that must be moved. Instances in which are small distances traveled such as in combat or small group roleplay, the 5 feet per block ratio is used. 
  • When consumables are used in events, players are expected to hand the item to the person running the event, not consume or drink it in game. 

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