Children of Cyre - Rulings and House Rules

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Optional Rules & Houserules

New Feat: Dragonmark

You have a magical mark that indicates you are a member of one of the dragonmarked houses. Select one of the options from the Dragonmarks table, you must belong to the race listed. You gain the ability to innately cast spells and cantrips, as summarized in the Dragonmark Benefits table, using the spellcasting ability listed under the Ability column. You cast each spell at its lowest level. You may cast a cantrip granted by this ability at-will. Other spells, once cast this way, require you to complete a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:

  • When you first take this feat, you gain the least dragonmark. You learn the spells listed under the Least column as well as the Cantrip column.
  • At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You also learn the spell listed under the Lesser column.
  • At 9th level and higher, your mark’s power increases again, becoming a greater dragonmark. You also learn the spell listed under the Greater column.

SPECIAL: A 1st-level character may reduce their starting point buy pool from 27 to 22 points to begin play with this feat. SPECIAL: Alternatively, you may select the Magic Initiate feat to represent an aberrant dragonmark.

Mark House Race Ability Cantrip Least Lesser Greater
Detection Medani Half-elf Wisdom Mage hand Detect magic Detect Thoughts Clairvoyance
Finding Tharashk Half-orc, human Wisdom Mage hand Identify Locate object Clairvoyance
Handling Vadalis Human Wisdom Druidcraft Speak with animals Beast sense Conjure animals
Healing Jorasco Halfling Wisdom Spare the dying Cure wounds Lesser Restoration Revivify
Hospitality Ghallanda Halfling Charisma Friends Unseen servant Rope Trick Leomund's Tiny Hut
Making Cannith Human Intelligence Mending Identify Magic weapon Fabricate
Passage Orien Human Intelligence Light Expeditious retreat Misty step Teleportation circle
Scribing Sivis Gnome Intelligence Message Comprehend languages Sending Tongues
Sentinel Deneith Human Wisdom Blade ward Compelled duel Blur Protection from energy
Shadow Phiarlan, Thuranni Elf Charisma Dancing lights Disguise self Darkness Nondetection
Storm Lyrander Half-elf Intelligence Shocking grasp Fog cloud Gust of wind Sleet storm
Warding Kundarak Dwarf Intelligence Resistance Alarm Arcane lock Magic circle

Resurrection Magic

The spells Raise Dead, Resurrection, True Resurrection, and other methods of raising the dead do not exist in Eberron. The sole exception is the spell Revivify, which functions as normal. While their are legends and stories of men women brought back to life, rescued from Dolurrh, there has never been a case of recorded history.

Alignment

Alignment restrictions for clerics are relaxed. As are monster's natural alignment tendencies.

Delay Initiative

By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.

You never get back the time you spend waiting to see what’s going to happen. You can’t, however, interrupt anyone else’s action (as you can with a readied action).

Your initiative result becomes the count on which you took the delayed action. If you come to your next action and have not yet performed an action, you don’t get to take a delayed action (though you can delay again).

If you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

Foe Appraisal

It is possible for a character to get a handle on any other creature's challenge rating, merely by observing them. Pictures are not sufficient to get an accurate reading. The categories are:

Category Challenge Rating
Weak < 1
Strong 1 - 4
Mighty 5 - 10
Paragon 11 - 15
Epic 16 - 20
Legendary > 20

Death Saving Throws

Rolling a 1 on a death saving throw incurs the normal penalty of one failure, not two.

Official Optional Rules

Rule Description Reference
Potion Miscibility A chance when combining potions that they could have unexpected effects. DMG. 140
Scroll Mishap A chance of mishap occurs when reading a spell from a scroll. DMG. 140
Diagonals Diagonals are counted as 7.5 feet of movement (15 feet for every 2 diagonals) DMG. 252
Fear and Horror When confronted with overwhelming threats, or cosmic horror, the characters may become frightened, or mad. DMG. 266
Action Options Climbing onto a bigger creature, disarming, overrunning, shoving aside, and tumbling. (No marking) DMG. 271
Healing Surges Second-wind type healing ability for all classes. No hit dice recovery during short rest. DMG. 266
Variant Human Humans who start with a feat and an extra skill proficiency. PHB. 31
Multiclassing Characters may have levels in multiple classes. PHB. 163
Feats Special traits that characters can choose from when they level up. PHB. 165

Downtime & Living Expenses

Between adventures, the characters will have periods of downtime. During this downtime, there will be a number of activities for your characters to pursue. In addition, at the end of each period of downtime, you will be required to pay for your character's lifestyle expenses for the period. For ease of play, we'll only track lifestyle expenses for periods of downtime. While adventuring your characters will be assumed to be maintaining the same lifestyle as during your most recent period of downtime.

Popular Downtime Activities: Carousing, crafting, practising a profession, recuperating, researching, training, gaining renown, performing a sacred rite, building a stronghold, running a business, selling magic items, sowing rumors

Lifestyle Price/Day
Wretched Free
Squalid 1 sp
Poor 2 sp
Modest 1 gp
Comfortable 2 gp
Wealthy 4 gp
Aristocratic 10 gp minimum

Rulings

Sentinel

When a creature's move is reduced to 0, this prevents them from leaving the square they started in. This is because an opportunity attack interrupts the provoking action.

The attack which is granted when a creature marks an attack against someone other than is, is performed after the triggering attack is complete. This is because reactions are generally taken AFTER the triggering action (opportunity attacks are an exception).

Fast Hands

The bonus action from the fast hands class feature may be use to activate magic items (including administering healing potions).

Shatter

Warforged do not have disadvantage on their saving throw against Shatter.

Travel

While travelling, the party can choose a pace (fast/medium/slow).

Pace Hour Day Effect
Fast 4 miles 30 miles -5 penalty to Wisdom (Perception) checks
Normal 3 miles 24 miles
Slow 2 miles 18 Miles Able to use stealth

If the party is travelling at a slow pace, they may choose to stealth. If so, independent of any other travel activities, the party can make a group stealth check.

In addition to a possible group stealth check (see above), the characters can each choose a specific activity while travelling:

  • Watching for danger - front or back rank
  • Tracking
  • Navigating
  • Making a map
  • Foraging for food

Learning New Spells

Spells of up to third level may be purchased.

Level Cost Location
1 50 gold Cities (6,000+ People)
2 200 gold Cities (6,000+ People)
3 500 gold Metropolis' Only (25,000+ People)

Spells beyond third level can be learned through the research downtime activity as per the following table:

Spell Level Days to Research Research Cost
1 10 10 gold
2 20 20 gold
3 30 30 gold
4 60 60 gold
5 75 75 gold
6 90 90 gold
7 105 105 gold
8 160 160 gold
9 180 180 gold