Home
Custom Items
World
Characters
Rules
Dice Roll
Turn Helper



Rules

I use D&D 5e 2014 core Players Handbook, Dungeon Masters Guide, and Monster Manual as the core set of rules for the campaign, so anything outside of those rules will get detailed here as custom. Many rules may be inspired by other sources, so credit where it is due.

Downtime Activities

Each player character can spend downtime hours and GP's to achieve character development, crafting, or other goals. Players can dedicate a number of hours (up to 8 per day) and gold to work accumulatively towards their goal. The GP cost assumes for each goal assumes that the player is spending that money to pay for relevant components, but those components could be obtained via other means and used instead of gold costs. Other proficent characters may contribute to crafting but not learning. The limit spent on crafting or learning per increment is:
((5 x Proficency bonus) + ( 5 x Ability Modifier )).
For each block of time spent on a downtime activity such as learning or crafting, a player must roll an ability check using the relevant skill proficency and ability modifier and consult the table below or treat the result as if it were a 10.

Roll Result
1-3 Failed attempt. The time and materials are forfeit for no gain.
4-9 Failed attempt. Half the material cost is lost for no gain.
10-16 Normal success. Time and resources are spent as normal towards the goal.
17-20 Great success. Treat the amount of time and materials spent as if it were 50% more.

Characters may (or for some activities, must) work with a master or other proficient character to complete the activity. The gp cost is paid to that contributer as an additional cost; the hireling then contributes their amount towards the completion requirements of the activity. One ability check is made for each time increment, regardless of the number of contributers. The number of additional contributors allowed is equal to: (Proficency Bonus - 1).

Contributer Contribution Amount Additional Cost
Artisan 10 gp 11 gp
Expert 20 gp 22 gp
Master 50 gp 55 gp

Crafting

Performing crafting can require proficency in the relevant skill or tool to preform. Creating a weapon or item without the required proficency or the relevant tools adds the makeshift property.
Makeshift weapons or items do not allow the character to add ability modifers to attacks or damage, as they are too brittle or ramshackle to work at full strength.

Crafting Applicable Proficiency Ability Score Craftable Resource
General Items Artisan's tools of the appropriate type for the item Intelligence unless applicable All items listed in the Adventuring Gear section of the PHB.
Masterwork Items Artisan's tools of the appropriate type for the item Intelligence unless applicable All nonmagical weapons and armor can be crafted as masterwork. The cost is 300 gp plus the item cost, for the benefit of +1 to hit or +1 AC.
Silvered Items Smith's tools Intelligence unless applicable All nonmagical weapons can silvered. The cost is 25 gp worth of silver, and 75 gp worth of labour
Magic Items Artisan's tools of the appropriate type for the item Intelligence unless applicable Magic items upon request. Options available in DMG.
Weapons (simple) Artisan's tools of the appropriate type for the item Strength All simple melee and ranged weapons in the PHB.
Weapons (Martial melee) Smith's tools Strength All melee martial weapons in the PHB.
Weapons (Martial ranged) Tinker's tools Dexterity All ranged martial weapons in the PHB.
Armor (textile) Weavers's tools Wisdom Light Armor (padded)
Armor (leather) Leatherworker's tools Wisdom Light Armor (leather, padded leather), Medium armor (hide), Shield
Armor (metal) Smith's tools Strength Medium Armor (chain shirt, scale mail, breastplate, half plate), Heavy Armor (ring mail, chain mail, split, plate), Shield
Spell Scrolls Calligrapher's tools Intelligence Must be able to cast the spell that the scroll would be or have a book containing the spell and be of an appropriate spell casting level to cast the spell. Consult the magic item cost table for costs.

Rarity Level Requirement Spell Scroll Level Cost
Common 3 Cantrip 100
Uncommon 3 1-3 500
Rare 6 4-6 5000
Very Rare 11 7-8 50000
Legendary 17 9 500000

Learning

Performing crafting can require proficency in the relevant skill or tool to preform. A Master in the skill is often required for learning properly. Any ability score increases in a feat are not obtained from learning in this way, but the gp cost is reduced by 25%.

Benefit Gold Requirement Additional Cost
Skill Proficency 4000 hrs Relevant Master hireling
Feat 8000 gp All feat requirements must be met. Relevant Master hireling.

Examples:

Crafting: Magni the level 4 dwarf with 16 Strength hires an artisan to help complete his masterwork warhammer. He pays the worker for their time, and the gold cost and time spent by the worker are both contributed towards the completion requirements. Per increment, Magni contributes ((5 x 2) + ( 5 * 3)) = 25, while his artisan contributes 10 gp. The cost of the masterwork warhammer (15 + 300) = 315 gp. The team would have to spend exactly nine increments to complete the hammer, and the artisan is paid an additional 9 gp.
Learning Feats: Cora the level 6 halfling with 18 Intelligence is learning the feat Keen Mind. She hires two Master instructors to teach her the feat. The cost of the feat is 8000 gold, reduced to 6000 gold because of the ASI included in the feat. Cora contributes ((5 x 3) + ( 5 * 4)) = 35 and each Master contributes 50 gp for a total of 135 gp per increment. Cora spends 6035 gp and 45 increments to complete the activity, and each master is paid 445 gp.

Hex Travel

When travelling across the world, adventurers can use the following rules to pace their party. Each hex is 5 miles in size.
30ft of movement equates normal travel to a rate of 3 hexes/15 miles per day. One hex can be added or subtracted to that pace for each multiple of 10 feet over or under that movement statistic.
The following paces can be declared at the beginning of a travel day:

Races

Phraint

Insect-like humanoids hatched from eggs into colonies called sticks, Phraint are an intelligent species that can be found following all manner of walks in life. Standing somewhere between a preying mantis and an ant, scaled up with with two arms and two legs, Phraint have armored chitins, dangerous natural weapons, and an impressive ability to jump. Their societies are seprated into castes of genetic adaptations for sets of tasks. It is difficult for Phraint to comprehend other race’s morality decisions due to their insectoid brain chemsitry and unique racial caste system, leading to confusion of intentions or tension when Phraint interact with the outside world. Despite the difficultly, idividual Phraint can be found leaving their stick to experience the world, fufill blood debts, or seeking their own destiny.
Ability Scores: +2 Dex, -2 Cha
Age: Adulthood at 40, maximum age of 350
Alignment: Neutral, with the complex decisions of Phraint appearring Chaotic to other races
Size: Medium
Speed: 35ft
Darkvision: 60ft
Blindsight: 5ft
Predator Vision: Advantage on vision-related Perception checks
Predators Stillness: Advantage on Stealth checks while not moving
Phraint Jump: Phraints may always jump their maxiumum distance without requiring any minimum movement distance. Additionally, once per short rest a Phraint may perform a Phraint Jump, a jump movement action where a single melee attack may be perfomed at any point during the movement.
Languages: Common, Phraint

Phraint Castes

Warrior Caste
Often menaial workers or gatherers and the most numerous of the castes, this caste is often larger of body and has more dangerous apendages than average, better adapted as tools. Their colouring is usually a blazing red, orange or yellow or spotted blue, green or yellow reflecting their inensity and strong heart.
Ability Scores: +1 Con
Unarmed Strikes: Unarmed strikes damage size increased to 1D6
Royal Caste
The hierarchal leader of sticks, these Phraint use every biological and mental tool at their disposal to interact with and gain advantage to those around them. They can be seen with grey, silver, or ashy black with white, yellow or red speckles. Colouring of Royals may be representative of their nebulous motives, schemes, or drive to push the others to greater tasks.
Ability Scores: +1 Wis
Phermones: Knows Friends as a cantrip, with Wisdom as the spellcasting ability
Hunter Caste
Providers of the stick, individuals, or assasins, it is most common to find a Phraint with this caste lineage, although they are usually a minority in the stick itself. Their colouring can make them difficult to spot, with earth green, brown or black natural patterns, or strike dread in others with darker shades of blue, black or purple tiger stripes. Phraint of the hunter caste have their colouring perfectly adapted for their hunting role in the stick, but equally may strike fear or awe in those around them.
Ability Scores: +1 Int
Natural Posion: Knows Posion Spray as a cantrip, with Intelligence as the spellcasting ability