
Hello. These are just some rules that I have used for a while in the few campaigns I have DM'd. Please let me know if you have any issues with these rules and I will strive to adjust them to be more balanced to the current campaign.
Character Creation: I am allowing just about every race and sub-class in this campaign, but I just ask to please take into consideration that game breaking characters will make play suck! I am allowing variety so players can tailor-make the character that fits best. In addition, you can choose between the 2014 and 2024 character classes, but once you make this choice you can't go back.
Countdown to Against the Giants:: For the new guys: we lost a few long time players during The Gates of Firestorm Peak module, and we will be wrapping up side quests that would have otherwise lasted longer. It will be risk vs reward heavy!
3rd party content/adventures and homebrew rules are common during sessions, and players can use classes and sub-classes from both 2014 or 2024 unless specified otherwise.
Vile Damage is a combat condition alternative to level drain that is applied after failing your save against the touch of certain undead and fiends.
Vile damage works in the same way as 5e necrotic damage along with hit point reduction, but if you fail a constitution save you are -1 on your proficiency bonus. If you are drained to 0 you flat out die, and in some cases could become an undead. In addition, this proficiency drain can only be restored via a Greater Restoration spell cast on consecrated ground or ground affected by a Hallow spell. Vile damage causes such a violation to the body to the soul that these extreme measures are needed. Failed save effect: -1 to proficiency bonus that affects ability checks, saving throws, and attack rolls.
An individual who becomes sickened will have disadvantage on all constitution checks and saving throws. In addition, food and drink cannot be held down, and will immediately use their next bonus action when available to spit up what was last consumed. Any potion taken while sickened will not take affect and will have to be bonus action expelled as above. Finally, any healing potion drank or fed to a sickened person will heal one hit point with the rest being wasted.
The way to end the sickened condition is to retch (vomit) which takes a full action. IF A PLAYER VOMS on an opponent and rolls a natural 19 or 20 - the opponent is blinded until the end of the next round if large or smaller.
Rules: This is not to the death. The duel is over if one duelist gets reduced to zero or the duelist can also yield. In addition, any verbal grievances between the duelers must be within the current game only, and gear/money cannot be taken from the loser.
When the duel is over, so is the point of fighting. You wan't revenge? Talk to the DM in private.