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<div class='pageNumber auto'></div>
# Maladon's Handbook
### Introduction
##### 1. [Getting Started](#p2)
##### 3. [Levelling up & Joining a Sessions](#p3)
##### 4. [How to Find and Use a Picture/Token](#p4)
##### 5. [Session Expectations](#p5)
##### 6. [The Tier System and Passes](#p7)
<div style='margin-top:20px'></div>
### Rules
##### 8. [Playstyle and Philosophy](#p8)
##### 7. [House Rules](#p10)
##### 8. [Player vs Player rules](#p14)
<div style='margin-top:0px'></div>
### Feats
##### 10. [Player's Handbook Feats](#p15)
##### 11. [Unearthed Arcana Feats](#p20)
##### 12. [Maladonian Feats](#p21)
<div style='margin-top:0px'></div>
### Lore
##### 13. [Languages in Maladon](#p25)
##### 14. [The Maladon Companies](#p26)
##### 15. [Mystbound Realms](#p32)
##### 16. [Setting Lore](#p34)
##### 17. [The Lay of Skarn and Skara](#p35)
##### 18. [People Discovered](#p43)
##### 19. [Places Discovered](#p44)
<div style='margin-top:0px'></div>
### Misc
##### 20. [Starting and Running a Business](#p45)
```
```
<img
src='http://imgur.com/KfkiC8y.png' style:"float:right" width="325px" />
\page
<div class='pageNumber auto'></div>
<div class='footnote'>INTRODUCTION</div>
# Getting started
Welcome to Maladon! In this page you will find all the basic information you will need to get started in our world.
### Discord Server
We use the Discord app ([link](https://discordapp.com)) for communication, including voice and chat. If you want to play a game, you will need to install it and to set your username in it to the same username you have on Roll20. Once you have installed it, you can join our channel by following [this link](https://discord.gg/jY4Ubz9).
### Creating a Character
##### Character Concept
To create a character, first post a character concept in [this thread](https://app.roll20.net/forum/post/2934112/character-concepts/?pageforid=2934112#post-2934112). The character concept usually includes a picture as well as a simple description of your character. Please don't post any "secret" bits; keep it restricted to what other party members meeting you might know.
A GM will look over your concept and usually approve it. Once that happens, you can ask a GM or Co-GM (they usually roam in the Discord channel) to give you a character sheet.
##### Character Creation
Maladon uses 5th Edition D&D character generation using 27 point buy. A handy tool to determine you starting stats can be found [here](https://1-dot-encounter-planner.appspot.com/point-buy-calculator.html). All standard Races and Classes from the [5e PHB](https://drive.google.com/open?id=0B0Agp20vK-hOQWNSUW5IOVRfc1E) and from **any** official 5e sources are permitted. Content from unofficial splat or netbooks is **not** allowed.
Human characters may use the Variant Rules where they take +1 to two different attributes, a Feat and an extra skill. This feat doesn't count toward the maximum number of feats a character can have. Human characters also have social advantages over other characters because non-humans are 'second class citizens' in the the setting.
All characters must take the standard equipment from their race/class/background, but equipment swaps may be allowed. Check with your GM!
Languages are treated differently in Maladon. Check [this page](#p23) for more info.
A character may start Maladon with an XP 'debt' in order to buy a feat; this costs 150 XP for a first level and 300 XP for a second level character. No character may start with an XP debt larger than 600 XP and only human variant characters may have two feats at character generation. See [here](#p13) for a list of all the feats currently allowed.
If your character dies you get the XP from their last mission to use to build your next PC, possibly advancing them to higher levels.
As part of making your background, you will need to consider how your character feels about the Empire and why you were sent to Maladon? Are you here willingly or have you been sent here?
Do **not** turn up to a session without a character created.
```
```
##### Character Token
Please make sure to prepare a picture and a token for your character. If you don't know how to make a token, you can post a picture in the [#art-tokens](https://discord.gg/6DhCR2v) channel and ask nicely if someone can make one for you. The following is an example of a token.
<div style='margin-top:20px'></div>
<img
src='http://imgur.com/3DjVx47.png'
style='width:200px' />
<div style='margin-top:20px'></div>
More info on finding a suitable picture and making a token is available [here](#p4)
##### Character Death
When a character dies, the XP they earned for their last adventure (i.e. the one they died upon) is passed to your next character. When you roll up your next character they start with an XP bonus equal to the amount of XP your dead character earned for their last adventure. This XP may be used to purchase feats or research spells or train an animal companion before the game starts. If there is a sufficient amount, it may also allow your character to start at a higher level than first.
Also you will receive 100gp for each level that you start above the first, i.e.:
Lvl 2 = 100gp
Lvl 3 = 200gp
...
##### Buying Items
Any standard items that you want to buy are available from the PHB or from the handouts in-game. When you buy an item, don't forget to remove the coins spent from your character sheet and to note down the item's name and weight in your inventory.
A list of special equipment is available [here](https://docs.google.com/spreadsheets/d/1FN5i66vUW-azYuKkxLgiCdeSC4Syob3-NlFlRh_0ahM/edit?pref=2&pli=1#gid=0).
##### Feats that grant attribute increases
You can only gain a total of +1 point in each attribute from feats. For example, if you take two feats that increase strength +2 in total, you will only be able to increase 1 point in that attribute instead. You still get all the other benefits from the feats.
\page
<div class='pageNumber auto'></div>
<div class='footnote'>INTRODUCTION</div>
# Levelling up & Joining Sessions
Characters may not level up whilst playing; levelling up can only happen in the downtime between adventures.
10 days minimum must elapse in Maladon to level up; this is now dictated by the campaign chronology as detailed in [the Calendar](https://docs.google.com/spreadsheets/d/1wtKg7uN6MTGM9NxRAr6bmG_9qI7h6sh7DKBouBY9IZI/edit#gid=427505042).
Characters going up in level for their current class merely need to let 10 Maladonian days pass and need to train (no adventures allowed for that character) in order to level up.
Training for mutliple things can be concurrent but you can train for no more than two feats, levels etc at a time.
Characters may train to become proficient in skills; this takes 1 Maladonian Month. XP costs are available from your DM. Training more than 2 skills takes up a feat slot over the life of your character.
##### Hit point increases
Your HP increases by 0.5 x hit-dice maximum + 1 + Con modifier.
##### Changing Class
You need to wait longer before levelling up (and cannot adventure) as follows:
To change to a different martial class (i.e. from martial to martial) requires 30 Maladonian days of training; to change from any class to a different arcane or divinely magical class requires 2 Maladonian months of training and must also be supported by events in game. If you intend to multiclass; please inform the DM before you gain the XP required.
##### Learning a Feat
This requires 1 Maladonian month (45 in-game days) of training and you must find someone who knows the feat to train you (see [here](https://app.roll20.net/forum/post/3393611/feat-trainers/?pageforid=3393611#post-3393611) for a list of trainers. You must also spend XP equal to 0.5 x (minimum XP for next level - minimum XP for current level). This XP is 'lost' and does not contribute to gaining levels. You cannot spend XP such that you would lose a level. You can adventure in the middle of training but days on adventure are lost and do not count towards the month of training. See [here](#p13) for a list of feats.
##### Changing from Martial to Magical
Classes that start as martial and become magical e.g. Arcane Trickster or Eldritch Knight need special handling in game. Please tell the DM before you have the required XP to level up, if you want to enter these paths.
##### Level 4 changes
At level 4th etc where a character normally may take either a feat or a atttribute increase, they may now only take an attribute increase. Feats can only be bought between levels via XP spends.
<div style='margin-top:60px'></div>
## Important
Any time your character levels up, multiclasses, changes classes or learns a feat you must mark it down in the [Imperial Calendar](https://docs.google.com/spreadsheets/d/1wtKg7uN6MTGM9NxRAr6bmG_9qI7h6sh7DKBouBY9IZI/edit#gid=427505042) next to where it say "Current Time in Maladon".
>Your character, Orguk, has earned enough experience to level up to two.
> He open up the Imperial Calendar, looks up where it says "Current Time in Maladon", and marks down "Orguk starts levelling up to 2" in the column to the right.
Since it takes 10 days, he goes down 10 rows and marks down "Orguk" finished levelling up to 2".
### Joining a Session
There are two ways of joining a session.
##### Joining a premade game
From time to time, GMs will post joinable sessions in the forum. These sessions usually have a signup period to give everyone a fair chance. If you want to join the session, you should post on this thread when the signup period opens with your tier number (more info on Tiers [here](#p7)).
If you are a new player, you have two of what's called a Bronze Pass, which means your tier number for your first two games is equal to 0. If you have played 2 or more games, you can find your tier number is on [this list](https://docs.google.com/spreadsheets/d/1H7F7uZcRaXK8o7WiDIK-Ks2p92gFx-nTdXvckwxQMn8/edit#gid=0).
##### Starting a game yourself
It's perfectly acceptable and even encouraged for you to start your own expedition!
You can choose to explore anywhere you want in Maladon. Perhaps last session you found an ancient elven passage that you didn't have time to explore? Perhaps you killed a big beast but didn't have time to explore further?
You can start a thread in the forum to propose an expedition. Please state the day and time you want to play it as well as what you want to achieve. If enough players rally under your flag, an available GM can sanction your game and run it.
>Last session you managed to defeat the hybrid Red Dragon / Demilich of the Nine Hells. Unfortunately, you were so hurt and weak after the battle that you didn't dare explore further.
You could now propose a session (i.e: next Saturday at 17:00 UTC+1) to go back and explore more.
\page
<div class='pageNumber auto'></div>
<div class='footnote'>INTRODUCTION</div>
# How to find and use a picture/token
A picture is worth a thousand words, and so it is in Maladon as well. Your token represents your character on the virtual tabletop.
## Finding a picture
First, you need to have an an idea.
If you know how your character looks like you will have an easier time finding one. Some players though go the other way around, they find a picture and then create the character around it. So how do you find a picture?
There are thousands of pictures to be found on the internet and some good places to check are:
[Deviant Art](http://www.deviantart.com/) and
Tumblr ([example](http://char-portraits.tumblr.com/)) as well as your favourite search engine's image search...
The next step is to check if the picture can be used as a token. Some pictures look amazing but will not make your character recognisable if only part of it is visible and then again if the whole thing is visible it might be too big and resizing it will turn it into a mash of too small colourboxes...
Here are some parameters a picture has to fulfil:
- It has to be at least 200x200 pixel: if it is smaller it will be resized by roll 20 and will look dead ugly. 400 x 400 pixel would be ideal.
- It must distinguish the character: most of the tokens you can see on the Virtual Tabletop are faces. There is a good reason for that, it is easier for us to recognise people by their faces.
- It must not already be used by another player. That should go without saying...
- Check if the background of the part of the picture you want as a token is monochrome or not.
The background is something else that is drawn? Great! Move on! If the background is monochrome it will not make a very appealing token. In that case you can start searching for an image that you want to have instead of the monochrome colour. Modern graphic programs can turn the monochrome parts transparent with ease.
- Decide on how to make the token: there are people in the community here that will be willing to turn an image you have into a token. You can also use software for this purpose: an example of such a software is token-tool. You want something a bit more tailored to your wish? Hop into the [discord art channel](https://discord.gg/6DhCR2v) and ask! No hurting in asking.
Are you actually someone who knows how to properly do things with graphic design? Great, make your token and perhaps you will also like to do it for others! (And maybe teach us a thing or two!)
If you want to learn how I do it, feel free to ask.
\page
<div class='pageNumber auto'></div>
<div class='footnote'>INTRODUCTION</div>
# Session Expectations
This page includes expectations for sessions. This will give both expectations for what you should have prepared before the game, and what to do during and after the game.
Before the game begins you are expected to have:
- Your character sheet complete (at least as much as possible).
- Any equipment purchased, and added to your character sheet unless it needs GM approval.
- A token ready and to be the Maladon map.
- A working microphone, headphones, and computer.
Obviously we're all humans, and none of us are perfect. Sometimes computer problems will happen, or you will need to ask questions to finish filling in your character sheet. With that said if you sign up for a session, and show up with 1/4th of your character sheet complete you may be turned away in favor of a player who is already ready to play. It is your responsibility to be prepared for a game. If you need help with getting prepared please ask for help on our discord server before the game begins.
We are all happy to help, but once the game starts it's not fair to the rest of the players to delay the game so you can finish your character, or work out technical problems that could have been resolved in advance.
#### Show up on time.
As usual all of us are humans, and will make mistakes from time to time. With that said if you show up late to a session do not be surprised if your spot has already been forfeited to another player. If you are going to be late please try your best to inform your group so they can be aware of the situation.
#### Player List
At the beginning of the game, or right before it starts please ready a list of who is playing. After the game double check to make sure the list is accurate. The format is the following:
<div style='margin-top:10px'></div>
Character name; Race Class Lvl # (Player Name)
Character name; Race Class Lvl # (Player Name)
Etcetera
<div style='margin-top:10px'></div>
Later you can use this list for the session log.
#### During the game
- **Pay attention to what is going on in the game**: if you want to play Skyrim please wait until after the game session has concluded.
- **Be available**: this somewhat falls into paying attention to the game. If you sign up for a game please be sure you are available. If the game is expected to last 5 hours do not sign up if you can only play for 3, or have some other obligation that will prevent you from dedicating 100% of your attention to the game. Having to leave for 15 minutes once during the game is usually fine, but having to leave every 5 minutes is not acceptable.
- **Take notes**: this is more of a suggestion, but taking notes can help improve the gaming experience for everyone involved. You should have access to an editable handout called 'Notes' that you can use for this if you want, you can find it in the journal section with your character sheet. If you don't have one or want another one please ask one of the GMs.
- **Be ready to act before your turn**: while other players are taking their turns try to figure out what you will do on your turn. When your turn rolls around you should already know what you want to do.
- **Be aware of what your character can do**: you should know what abilities your character has, and how to use them. When we are in the middle of the game you should not have to stop to look up your character's abilities, or ask another player. Obviously all of us are human, but in general try to be aware of what options you have.
- **Be respectful of other players**: Try your best not to talk over others, and not talk too much during other player's turns. Everyone is here to have fun.
- **Respect the GM's rulings**: often times your GM will have to make rulings on the fly for the sake of the game's pace. If your GM makes a ruling please try your best to move on. After the game is over you can bring up any issues with the GM, or on the forums.
- **Don't be "That Guy"**: this is a classic Dungeons and Dragon request. Your character is in Maladon to adventure. The party is under no obligation to drag your character on missions. If you make a character who wants to brood in the corner, and not adventure the party can and will leave them behind. Your character should be able to work with groups, and want to go on adventures.
- **No Backtracking**: please do not backtrack. If your character performs an action please do not try to change that action 3 rounds later. If you say "I walk into the room." and then trigger a trap you will not be allowed to say "Well I meant to say I sneak into the room carefully looking for traps." Be careful with your actions, and word choice.
#### Determine who's writing the log
After the game please make sure to determine who is doing the log. The thread detailing the campaign logs can be found [here](https://app.roll20.net/forum/post/2929562/campaign-logs/?pagenum=1). Below is the generally expected format of a campaign log. The actual contents of the log are up to your desecration, but should be written from your character's perspective. The title uses Header 3 for the size.<div style='margin-top:10px'></div>
**Present**:
Character name; Race Class Lvl # (Player Name)
Character name; Race Class Lvl # (Player Name)
Character name; Race Class Lvl # (Player Name)
Character name; Race Class Lvl # (Player Name)
Character name; Race Class Lvl # (Player Name)
Character name; Race Class Lvl # (Player Name)
<div style='margin-top:10px'></div>
[Log of what happened in the session.]
\page
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<div class='footnote'>INTRODUCTION</div>
### The Unwritten Rules of Roleplaying
1) **Don't talk over other players!** Let everyone speak.
2) **Conversely, don't be bullied by other, louder players**. Ask them to stop in a whisper but also speak up. Players who don't contribute are annoying.
3) **Don't argue with the GM**: if you think he has got the rules wrong, just pause; very often a lurking CoGm will correct them. If it isn't corrected, whisper the GM but don't expect a roll-back. We have to keep the game moving and mistakes are inevitable.
4) **If you say your character does something, don't try to take it back afterwards**. Once it is said, it is done. No retconning once you hear of the consequences, so THINK before you act.
5) **Don't try to stop other players from acting**: each character should be able to do as they choose as far as possible. Especially don't try to stop other players when your character has no idea they are doing something, If there are disputes about what other characters are doing, deal with them IN CHARACTER.
### Yellow Cards
In order to enforce these policies, were are instituting a system of yellow cards; if you get three, you will be booted from Maladon permanently. They last one month (real world) and will be awarded to players if you break the above unwritten rules. Please observe the rules and be respectful.
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### Spectating a game
It is perfectly ok to join a game you aren't playing in so you can watch it unfold in real time. To do so please try and turn up before the game and set your display name to be "USERNAME (SPECTATOR)" or something like that (not character name) and let the GMs know you want to watch. If you turn up while the game is already in progress, approach a co-gm that isnt running the session first to be added to the camera if one is available, if not, please be patient. There are a lot of things GMs have to do and manage during a game, even when it might not seem like it from the outside.
Also remember that some events that occur in sessions won't be common knowledge to characters that weren't there, so just because Tom the player witnessed an event, does not nessecarily mean his character Agorath the Slayer of Evil also knows about it.
### Missing a session
If you are among the first 6 players to sign up for a session, you are required to attend. If you are not present at the session start, your absence will be noted and you will be required to say justify yourself [in this thread](https://app.roll20.net/forum/post/3778917/no-shows-and-late-arrivals-post-here).
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# The Tier System and Passes
All player in Maladon have assigned a number to them. This is their Tier. A player's Tier will change depending on how times they have played in the last 8 sessions. This number is calculated for you and can be found [here](https://docs.google.com/spreadsheets/d/1H7F7uZcRaXK8o7WiDIK-Ks2p92gFx-nTdXvckwxQMn8/edit#gid=0). A tier determines your priority when signing up for a game. A lower tier is better.
> You sign up for a game. You write down your Tier which is 3. 5 other players sign up for the game. The signup closes and this is the list of players ordered, first by tier and then by signup date:
<br>
<br>
>**Tier 2**
>Clarence
Justine
>**Tier 3**
You
>**Tier 4**
Adolfo
Sam
>**Tier 5**
Witchhunter
> The final players to play the game will be taken from this list starting from the top.
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## Passes
### Bronze Passes
- Bronze Passes are awarded for role-playing (including text based RP), for good attendance or for helping around the site. For every 10 times a player signs up for a game, arrives on time, and does not get a Yellow Card, they will be granted a Bronze Pass.
- Two Bronze Passes are awarded to all new players who enter Maladon. They are played automatically in the first two games a new player enters.
- Bronze Passes allow a player automatic entry at Tier 1; though the game does count against their tier count for determining their Tier for future games.
- A Bronze Pass may be played in any game on this site; including all Co-GM games.
- Bronze Passes do not allow a player any special input into party composition or to influence the mission choice beyond their normal vote.
- A Bronze Pass must be played within the legal sign up phase of a game and can be played in any game (including CoGM games).
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### Silver Passes
- A Silver Pass is awarded for monumental Roleplaying, or being really helpful around the site with administration.
- A Silver Pass grants automatic entry into a game at Tier 1; though the game still counts for the player's sessions played for calculating their tier.
- A Silver Pass allows the player who plays it to set the mission they want to tackle.
- A Silver Pass allows the player who plays it to veto (but not choose) characters who go on the mission; i.e. if a player signs up but their character is considered unsuitable, the Silver Pass player can force them to play another character (or create a new one if one is not available). Silver Passes do not allow a player to veto a player.
- A Silver Pass must be played before signups open or more preferably before the next mission signup gets posted. This allows for GM's to prep for the mission earlier and for players to decide if they also want to sign up for the special mission and create a new PC if you provide a requirement of no Evil/Good characters and they do not meet this. These can be played in any game (including CoGM games).
### Gold Passes
- Gold Passes are awarded only to CoGMs or for a vital story thread based RP that is central to the main campaign.
- A Gold Pass can be played in any game (including Co-Gms games).
- A Gold Pass can be used to ask a GM to run a game when none is planned; provided the GM is available. Obviously, this requires negotiation but allows urgent missions to be forced into play.
- A Gold Pass allows the player playing it to automatically join a game at Tier 1; thought the game still counts against their tier count.
- A Gold Pass allows the player playing it to handpick the mission, the players and characters on the mission. They have complete control over party composition. They may also pick the campaign date provided it would not advance the timeline more than 1 month. It can be used to force a mission in the past but cannot contradict the canon timeline.
- A Gold Pass can be played like a Silver Pass just setting what type of PCs go or what PCs can not. (I want an evil party so Cain is not allowed). If played in this way it can be played before signups start or beforehand by speaking to the GM as it does not effect sign ups so much.
- A Gold Pass also allows you to choose the people/PC's you would like to go on the mission but this must be worked out with the GM you wish to run the mission before their next game is announced. This is to avoid players signing up and being first in line to play to just have a gold pass played and be booted out because they were not selected.
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<div class='footnote'>RULES</div>
# Playstyle and Philosophy
The Maladon Campaign is based off of games like 'West Marches by Ben Robbins (and popularized by ItmeJP on Twitch).
West Marches games are Open Game Tables; which means that there is a big player pool. Players form groups to adventure on the forum, post where they want to explore, and beg the GM to run a session. Sessions will take place as often as possible and not necessarily at set times. Note however I have a busy real life and so there will be limits. Get your group together and propose an expedition. Exploration is a valid goal in the absence of any other.
## Conceits of the Game
Groups must start and end the session in some 'safe environment'. Initially there is only one; The City of Haven, because you have not found any others. Players can establish safe bases of operation to push further into the wilderness, but this must be done 'in game' and resources either provided or begged from your faction; typically as a 'downtime action' (see later|). Tents and caves are not valid safe zones; the safe zone must be fortified or well hidden and constantly manned. Groups are not static; I hope members will mix freely; this is the reason for the 'back to home base rule' to avoid situations where players want to play but have characters 'stuck in an adventure somewhere' and we can't get the original group back together to 'finish' the adventure. Hence any groups who do not return to base by session end will be automatically returned there by a rescue party from their faction and will lose renown in the process.
This will be an unusual Roll20 game because I am running the same exact campaign face to face and some players (in Birmingham UK) will be both on and off-line participants. I am hoping that groups will become rivals and your actions in game will affect the other party. If I post a mission and the online group completes it, the offline group may not know and might set out only to discover that the reward has already been collected.
## Zones of Danger
Maladon is a persistent environment that uses the idea of 'zones of danger' that often correspond to the prevailing magical aura (see setting info). Maladon does NOT scale for your character. If you walk into an area with an aura of 9, don't be surprised to meet Dragons and other terrible creatures, who will kill you if you act against their interests.
Before you wander into a dangerous area, you will be given various warnings through the DM's descriptions (tracks, spoor, rumors) but if you ignore these warning signs, YOU WILL DIE! This is a game that will be run with NO fudging. The 'dice shall fall where they may' and clever players will survive whilst poor, reckless players will die. Players are advised to plan ahead and act cautiously until they are sure of their ground. Prepare lines good lines of retreat and be ready to run if over-matched.
Any mage or magic user can sense the power of an aura with a DC15 Arcana check and an action. Elves, Dragonborn and Tieflings also have an in-built ability to sense auras; but for them it's a straight DC12 wisdom check. The stronger the aura, the easier it is to sense.
Another way to sense the power of an aura is with a laen glass; this is a crystal flask that is nearly unbreakable and filled with a strange fluid. The fluid glows when you enter a magical aura and the colour also tells someone experienced the nature of the aura (since some auras are divine etc). The laen glasses on Maladon are almost all Sithi artifacts found during the Great War. If you have enough renown you can beg one from your faction or you can buy one for 50 gp.
Exploration is a big part of the game; as are politics and religions. More XP will be allocated for roleplaying, exploration and cleverness than for killing monsters. Monsters that are bargained, intimidated or tricked will grant the same experience as those that are killed.
## How the Game is Run behind the Curtain
Maladon is not 'balanced' like normal D&D. The encounters are set at a certain CR that has nothing to do with the level of the party exploring an area. I set the CR when I first post the mission on the job board without knowing who will go on the mission nor when they will go. One of the 'behind the scenes' rules for Maladon is that I never make an encounter easier just because a bunch of 1st levellers take it on. That is the essence of West Marches. The encounter difficultly is set in stone and though I don't do much advance prep before someone decides to go on an adventure, I have a shorthand to tell me about difficulty that I don't just alter on a whim.
### An example 'stat block' for a mission for Maladon:
Lord Rufus of the Black Lions hearby offers a reward of 100 gp for any willing to go to Gatesgarth and investigate rumours of Lord
Gategarth’s disappearance (job dated 1st Havis 984)
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The tomb of an ancient Vampire is sited under Gatesgarth Tower. The Vampire's body is ash but the spirit lingers. On the festival of Sorth 983, the Lord of Gatesgarth sleep-walks and opens the hidden crypt under the infuence of a siren spell cast by the Vampire spirit. Life energy is drawn from him. Each full moon the spirit summons him and draws off more life force. The Vampire starts off very weak but by the 1st of Havis 984, the spirit possesses Lord Gatesgarth and he becomes a Vampire spawn and vanishes. PCs invesigating may find the tomb; any spawn will be present in the tomb in the daytime. At night they will be prowling Gatesgarth:
**Start Date**: (1st Havis 984)
**Starting Difficulty**: CR 2 (1 modified Vampire Spawn: see notes).
**Progression**: Each month after the start date (1st Havis 984) roll 1d6: on a 1-3 the CR of the Lord increases by 1; on a 4 the number of CR 1 spawn increases by 1d4, on a 4 the CR of one spawn increases by 1, on a 6 there is no change.
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**Progression Cap**: Vampire Lord progression cap is CR 13; Spawn progression cap is CR 5. Maximum number of spawn is equal to 3d6. The spawn cannot grow to higher level than the Lord-1.
**Encounter Tables**: Modify encounter tables in Bonewood/Gatesgarth; add 5% chance of Vampire encounter per month this threat is left unchecked to a maximum of 20%.
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The whole of Maladon is set up like this. Why have I done it this way? Because I want the game to be 'impartial! I don't want to decide as a DM that 'tonight it's time to kill some characters'. If I don't do this kind of prep before the mission is discussed, then there's a chance that knowledge of who is going on the mission will start to sway me into being lenient or harsh. This method takes the 'burden' of running the world out of my hands and the thing basically runs itself. It is a powerful GMIng technique that I developed years ago and have been refining ever since. I have simplified the example above to make a point, but you hopefully get the idea.
For further discussion on this 'behind the curtain' type of mechanics see here.
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<div class='footnote'>RULES</div>
# House Rules
The following Rules are changed from standard 5th edition D&D:
1) Flanking now grants a +2 bonus to both combatants without spending an action. You need to be opposite your flanking partner for the bonus to apply. The aid bonus stacks with this flanking bonus.<div style='margin-top:10px'></div>
2) Half XP for killing or interacting with monsters.<div style='margin-top:10px'></div>
3) Extra XP for roleplaying, exploration, completing missions and forming alliances.<div style='margin-top:10px'></div>
4) Social interaction is handled as follows; all NPCs/monsters have a starting disposition that is a function of your (players') race/class and standing in the area or organization that the NPC or monster is a part of, and there is also a component that is determined by your Charisma. How they treat you is also based upon your past actions in the form of Fellowship and Renown. Fellowship is awarded to players and can be 'spent' to gain favours from individuals. Renown works the same way for organizations or factions. The way that actions affect NPCs/monster is complex; e.g. if you are too nice to an NPC orc, it will lower his respect for you, since orcs respect strength and posturing.<div style='margin-top:10px'></div>
5) Most PCs do not spend all of their time adventuring because of the needs of the colony. Time passes quickly in Maladon; based on the Campaign Calendar here. Game time is tracked constantly and death from old age is a possibility before the campaign ends.<div style='margin-top:10px'></div>
6) An important interaction is with the factions; the most obvious are the Ten Companies, though you cannot formally join as a 'Freeman' of any of the Companies until your Renown is at least 5 with that faction. Before that you are just an associate. Whilst an associate you are not barred from working for or rising in standing with other Companies; but once you join one Company as a Freeman you are tied to them and your Renown with the other Companies is frozen at its current level.
The point of joining factions is that certain benefits are only available to Freeman. Other factions do exist but must be unlocked through exploring Haven and elsewhere, In order to gain access to certain goods, services and equipment, you need to rise in standing with your faction.
Your standing is measured by your Renown for that faction. Renown rises when you complete tasks, donate money or interact with Company Sargeants and The Captain. It also rises if you find resources for your Company, such a mines, minerals, plants, dungeons and locations that can be fortified or settled safely, It drops when you fail to return to Haven at the end of each session (since the Company sends out someone to find you and bring you back to Haven, and this wastes resources).
Renown is also lost by failing missions or bringing your Company trouble or making them enemies. If you complete a mission that is in the interests of one Company but discomforts another you can both gain Renown for one faction and lose it for another.<div style='margin-top:10px'></div>
7) The game uses the concept of virtual rolls as championed by Ben Robbins. The concept is simple and is designed to stop the following happening; the players come up with a brilliant speech to convince a monster to leave an area. The speech is wonderfully crafted and convincing. The DM asks for a diplomacy check and a 1 comes up........and so the whole thing fails and falls flat.
This not only penalizes creative play, it also turns the game into mindless dice rolling. The virtual roll system works as follows; the player tells the DM what they will do in detail. If it's a speech, they speak in character, if setting camp, the player describes setting the fire deeply into the ground with an air tunnel at a 45 degree angle so that the the chimney effect makes the fire smokeless and virtually impossible to see. The DM then assigns a number to activity the player just described, from 1-20, based on how good the description or roleplaying was.
That number becomes the virtual d20 roll the player applies to their check. Players then add ability mods, proficiency bonus etc to this and the DM compares the total to the DC to determine success. The differences is, no roll is ever made. This mechanic is primarily for social situations but can be used anywhere except in combat (though I will even allow combat exceptions for clever play). If a player actively role-plays in a social situation they will be awarded a minimum of 10 on the check. Active roleplaying is speaking in character.<div style='margin-top:10px'></div>
8) This game will use active role-playing as it's preferred mode. As DM I will not say 'the NPC says......' I will use a voice and actually say what is said to you in character. I expect and encourage players to do the same.<div style='margin-top:10px'></div>
9) At the end of every session, PCs are automatically returned to the safe zone in Haven (unless they have been captured) if they have not returned by themselves. This return mechanism is in the form of a 'rescue' by the Rising Sun patrols and causes a loss of renown to every party member that affects prices, access to services and advancement within their Company.<div style='margin-top:10px'></div>
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10) At the end of every session, one player must write a brief expedition log and post it in the campaign forum. This log should note important places or locations discovered. PCs earn NO XP and receive no payment for missions until this is done.<div style='margin-top:10px'></div>
11) At 4th, 8th and 12th levels, the only option is to train attributes. Feats cannnot be gained from levelling up in Maladon; instead they are purchased by a homebrew 'XP spend' mechanism detailed below. Learning a Feat requires 1 Maladonian month of training and you must find someone who knows the feat to train you (see [here](https://app.roll20.net/forum/post/3393611/feat-trainers/?pageforid=3393611#post-3393611) for a list of trainers). <div style='margin-top:10px'></div>
You must also expend XP equal to 0.5 x (minimum XP for next level - minimum XP for current level). This XP is 'lost' and does not contribute to gaining levels. You cannot spend XP such that you would lose a level. You can adventure in the middle of training but days on adventure are lost and do not count towards the month of training. See here for a list of new feats (note that only one's marked 'active' are currently allowed). <div style='margin-top:10px'></div>
## Rule Clarifications
### Perception
This is not radar and does not allow you to detect everything in your field of view just because you roll well. Here is what the PHB says about this;
- FINDING A HIDDEN OBJECT: when your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom (Perceplion) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook. In most cases, you need to describe where you are looking in order for the DM to determine your chance of success.
For example, a key is hidden beneath a set of folded clothes in lhe top drawer of a bureau. If you tell the DM that you pace around lhe room, looking at the walls and furniture for clues, you have no chance of finding lhe key, regardless of your Wisdom (Perceplion) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success.
If you want to actively search for something, that is an ACTION. This includes if you are trying to find a monster you heard by passive peception but cannot see, or trying to find a monster who is hidden.
Likewise, if you are searching for a secret door or other object, your Wisdom check does not apply if a monster creeps up on you (though you still get your passive Perception). Essentially you are distracted..........
So a good advice is when the party enters a room, you cover the doors or doorways and one person covers each entry and exit with active perception checks and another just stands with them with the benefit of passive perception. Meanwhile, other characters actively search specific walls and floor areas for hidden objects/doors/etc.
As an addendum to this; if you want to search for a secret door, 30 seconds allows you to search a wall/floor section 10ft x 10ft in area.
<div style='margin-top:10px'></div>
### Encumbrance
We use the variant system for encumbrance in the PHB. All characters must note weight on their sheets now including armour. Armour must appear in the carried list even if worn; otherwise its weight does not count in the automatic total.
In addition:
- Dwarfs don't count armor to their weight limit.
- Heavy armor mastery reduces the effective weight of heavy armor by 1/2.
- Improved heavy armor mastery reduces the effective weight of heavy armor to 0.
- Medium armor mastery reduces the effective weight of medium armor to 0
- Light armor mastery reduces the effective weight of light armor to 0
> ##### Variant Encumbrance
> When you use this variant, ignore the Strength column of the Armor table in chapter 5 of the PHB.
>If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.
>If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvanlage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
>Your maximum carrying capacity is 15 times your strength score. If you exceed your maximum carrying capacity you are Restrained.
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### Oil flasks
You use your Str modifier to hit with them (no proficiency bonus since it is an improvised weapon). The AC is the target's normal AC. Attacking a square is AC = 5 if the square is 5-20 feet away or AC 12 if 21-40 feet away.
- **Single oil flask made as a Molotov**: If you hit a creature it takes 1d6 fire damage (no save) but does not set them on fire..
On a miss, it hits a random 5x5 foot square, and burns for 1d6 rounds (GM rolls in secret). Any creature passing through must make a DC12 Dex save to avoid damage; creatures that end their turn in the square get no saving throw and automatically take damage.
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- **Waterskin filled with oil**. If you hit a creature it does 2d6 fire damage (no save) but does not set them on fire. On miss: it ignites a random 10 x 10 foot square, and burns for 1d6 rounds. Creature passing through must make a DC12 Dex save to avoid 1d6 damage; creatures that end their turn in the square get no saving throw.
#### Death Saves
Death Saves are done in secret. Players roll them by using the command /gr 1d20.
#### Familiars
All familiars with an intelligence less than 8 now have an intelligence of 8, can speak one language the caster speaks and can speak this language aloud, though not necesarily very well or understandably. If you buy a Familiar Ring from the White Horses or Unicorns and your familiar dies, you must return to their chapterhouse to have it resummoned, though it will be the same creature and will remember its past service and how it died.
Familiars die at 0 HP and do not get death saving throws.
The Telepathic link and the ability to see through your familiar's sense do not work in an aura of less than 2. In addition, you can only see what your familiar sees on the VTT when you are looking through its sense. In future, no familar with 'have sight' as a token unless you are using an action to look through it's senses.
#### Animal Companions
These are mundane animals that have to be trained for a particular purpose. It costs XP to train an animal to do 'tricks' representing orders you can give them that they will obey under conditions of stress. An animal can only learn a number of tricks equal to it's Int rating (so Int of 2 equals 2 tricks). Tricks are things like attack, fetch, stay etc. They must be one word orders and cannot be complicated in any way. Every time a PC orders it's animal companion, they must make a DC7 handle animal check as a Bonus action. An animal companion can be taught more tricks but each extra trick costs double the XP to learn and this stacks; so a creature with Int 2 that needs to learn 4 tricks, the first two cost normal XP but the third costs double and the fourth quadruple.
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The normal XP cost to learn a trick is as follows:
| Your Level | XP Cost to learn one trick |
|:----:|:-------------|
| 1 | 25 |
| 2 | 25 |
| 3 | 50 |
| 4 | 150 |
| 5 | 315 |
| 6 |625 |
| 7 | 750 |
| 8 | 915 |
| 9 | 1165 |
| 10 | 1333 |
| 11 | 1750 |
| 12 | 1250 |
| 13 | 1665 |
| 14 | 1665 |
Animal companions do get death saving throws and do not automatically die at 0 HP; the same rules apply to them as to player characters.
#### Flanking
Flanking gives you +2 to attack.
#### Lucky Feat
As lucky is too strong for regular use in between sessions (advantage on all rp rolls) the following changes are done:
The lucky feat gives one luck point between two session and one every Maladonian month. The points granted by the months do not stack.
That means the maximum of these luck points outside sessions is two (having the one from the month and one from between sessions).
These luck points cannot be carried over into a session, your luck points in a session are always maximum 3.
However: If you used a luck point in an RP at the same Maladonian day as a session starts/ends, they are subtracted from the total.
Example: You get an between sessions luck point. You use it in an RP that happens. On the same Maladon day also is a session. Since you used one of your 3 luck points of that day, even though you used it in RP out of session, you will have only 2 luck points left for that day.
#### Companies' Feats
The 'free feats' from the Companies do not cost XP but and do add to the standard progression. You also now have a dedicated trainer and don't need to pay any gold. Normally a trainer will charge a serious amount of money and/or demand a quest or some aid for feat training.
In addition, you must always obey the rule that you can't have more feats than level/2 rounded up. The only exception so far is the human first level feat, which does not count and is truly 'free'.
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#### Lingering Injuries
We are now following the rules for lingering injuries. In short, this means that when you are taken down, you need to roll a 1d20 to determine what kind of injury you suffer. This might include mutilations if you are really unlucky, but also minors scars.
#### Falling Damage
If you fall 10 feet the normal rules for falling damage apply: you take 1d6 of bludgeoning damage for 10 feet.
Should you fall more than 10 feet, you will take 6 bludgeoning damage for each 10 feet you are falling, i.e. the maximum of the roll will be taken.
This resembles more realism since a fall from 30 feet would kill most people whereas with the standard rules you might end up only loosing 3hp.
E.g. a character gets pushed off a 33 feet cliff, the character takes d6+2*6 damage.
Note: this also applies to enemies that "drop" on you e.g. the Piercer (they still take half damage in accord with the MM)
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# Player vs Player Rules
The PvP lock is now removed from Maladon.
This does not mean that there are no consequences for PvP; if there are witnesses and you do something illegal, you will face the full weight of Imperial Law. This could mean fines, imprisonment (and so the character might be out of the campaign for years) or even face execution.
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Meanwhile, evil and cowardly characters had better wake up; cowards who endanger their companions, and evil do-ers who murder, steal from their companions or delierately cuase events that lead to loss of life can be summarily executed whilst on 'Expeditions under Imperial Writ' and all adventures on Maladon come under this heading, though happenings on Haven Isle do not.
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<div class='footnote'>FEATS</div>
# Active Feats in Maladon
A feat represents a talent or an area of expertise that gives a character special capabilities. lt embodies training, experience, and abitities beyond what a c1ass provides. You start the game with 0 feats (1 if variant human), although you may choose to start with an XP Debt to buy a feat at character generation (at a cost of 150xp for level 1 chars and 300xp for level 2 chars). Later on you can attempt to learn one feat by finding a [suitable trainer](https://app.roll20.net/forum/post/3393611/feat-trainers/?pageforid=3393611#post-3393611) and spending 1 Maladonian month (45 days) and XP equal to half of the difference between the minimum xp for your next level and the minimum xp for your current level. Any time you spend adventuring doesn't count toward your training.
The maximum amount of feats you can have at any time is your total character level divided by two rounded up (+1 if variant human). You can't earn more than 1 point in any stat from feats.
You can take each feat only once, unless the feat's description says otherwise.
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow - perhaps by a withering curse - you can't benefit from the Grappler feat until your Strength is restored.
>##### Example
> Say you just created Oklan, a level 1 human variant barbarian. You choose the Athlete feat as your free feat for your race - giving you +1 Dex - and then you choose to have a 150xp debt at the start to choose another feat.
> At level 3, your feat limit is 3/2 + 1 = 3 (the division is rounded up).
> Oklan could now decide to find a trainer for a specific feat and have him teach him for a month to learn it. He would have to spend 900 xp (0.5 * (2700 - 900)) for this. He chooses the feat Burglar. Because the feat Athlete already gave him +1 Dex, this new feat will not grant him that stat increase.
## Standard Feats
The following are untouched feats from the Player's Handbook.
### Alert
You are always on the lookout for danger. You gain the following benefits:
- You gain a +5 bonus to initiative.
- You can't be surprised while conscious.
- Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
### Athlete
You have undergone extensive physical training to gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When you are prone, standing up uses only 5 feet of your movement.
- Climbing doesn't halve your speed.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
### Actor
Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
### Charger
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
### Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
- You ignore the loading quality of crossbows with which you are proficient.
- Beings within 5 feet of a hostile creature don't impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.
### Defensive Duelist
*Prerequisite*: Dex 13 or higher
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
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### Dual Wielder
You master fighting with two weapons, gaining the following benefits:
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- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even whcn the one handed melee weapons you are wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one
### Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors,
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
- You can search for traps while traveling at a normal pace, instead of only at a slow pace
### Durable
Hardy and resilient, you gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
### Elemental Adept
*Prerequisite*: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multipIe times. Each time you do so, you must choose a different damage type.
### Grappler
*Prerequisite*: Strength 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. lf you succeed, you and the creature are both restrained until the grapple ends.
### Great Weapon Master
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
- On your turn, when you score a criticai hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
### Healer (Modified PHB)
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
- You gain proficiency with the medicine skill. If you are already proficient with it, you add double your proficiency bonus to medicine checks you make with the healing kit.
- As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + your Medicine score hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
### Heavily Armored
*Prerequisite*: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency with heavy armor.
### Heavy Armor Master
*Prerequisite*: Proficiency with with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
- Reduces the effective weight of heavy armor by 1/2 (Does not count toward encumbrance)
### Inspiring Leader
Prerequisite: Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
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### Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
- Increase your lntelligence score by 1, to a maximum of 20.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
### Lightly Armored
You have trained to master the use of light armor, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with light armor.
### Linguist
You have studied languages and codes, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn three languages of your choice.
- You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
### Lucky (Modified PHB)
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. RolI a d20, and then choose whether the attack uses the attacker's roll or yours.If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each
The lucky feat gives one luck point between two session and one every Maladonian month. The points granted by the months do not stack.
That means the maximum of these luck points outside sessions is two (having the one from the month and one from between sessions).
These luck points cannot be carried over into a session, your luck points in a session are always maximum 3.
However: If you used a luck point in an RP at the same Maladonian day as a session starts/ends, they are subtracted from the total.
Example: You get an between sessions luck point. You use it in an RP that happens. On the same Maladon day also is a session. Since you used one of your 3 luck points of that day, even though you used it in RP out of session, you will have only 2 luck points left for that day.
### Mage Slayer
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
- When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
### Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class' spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest leveI. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock: Wisdom for cleric or druid: or Intelligence for wizard.
### Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier(your choice).
- If you already have superiority dice, you gain one more. The superiority die is added to any others you have no matter when you gain them: otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
### Medium Armor Master
*Prerequisite*: Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:
- Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
- Reduces the effective weight of medium armor to 0 (does not count toward encumbrance)
### Mobile
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
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- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
### Moderately Armored
Prerequisite: Proficiency with light armor
- You have trained to master the use of medium armor and shields, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with medium armor and shields.
### Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
### Observant
Quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- If you can see a creature's mouth while it is speaking a Ianguage you understand, you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
### Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benetits:
- When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
- While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
### Resilient
Choose one ability score. You gain the following benefits:
- Increase the chosen ability score by 1, to a maximum of 20.
- You gain proficiency in saving throws using the chosen ability.
### Ritual Caster
*Prerequisite*: Intelligence or Wisdom 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard.
You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spelleasting ability for these spells: Charisma for bard, sorcerer, or warlock: Wisdom for cleric or druid: or Intelligence for wizard. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book.
The spell must be on the spell list for the class you chose, the spell's leveI can be no higher than half your level (rounded up), and it must have the ritual tag. The proeess of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per leveI. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
### Savage Attacker
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
### Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- When you hit a creature with an opportunity attack, the creature's speed beeornes0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking crealure.
### Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient wilt, you can choose to take a -5 penally to the attack roll. If the attack hits, you add +10 to the attack's damage.
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### Shield Master
You use shields not just for proleclion but also for offense. You gain lhe following benefits while you are wielding a shield:
- If you take the Attack action on your turn, you can use a bonus aclion to try to shove a creature wilhin 5 feet of you with your shield.
- lf you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving lhrow, interposing your shield between yourself and the source of the effect.
### Skilled
You gain proficiency in any combination of three skills or tools of your choice.
### Skulker
*Prerequisite*: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
- You can try to hide when you are lighlly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
### Spell Sniper
*Prerequisite*: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting abilily for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock: Wisdom for cleric or druid: or lntelligence for wizard.
### Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- lncrease your Strength or Constitution score by 1, to a maximum of 20.
- You are proficient wilt improvised weapons and unarmed strikes.
- Your unarmed strike uses a d4 for damage.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
### Tough
Your hit point maximum increases by an amount equal to twice your leveI when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
### War Caster
*Prerequisite*: The abilily to cast at least one spell
You have practiced casting spells in the midst of combat, learning lechniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spellmust have a casting time of 1 action and must target only that creature.
### Weapon Master
You have practiced extensively with a variely of weapons, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with four weapons of your choice.
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## Unearthed Arcana Feats
Here you can find a series of additional feats originating from the Unearthed Arcana.
### Fell Handed
You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:
- You gain a +1 bonus to attack rolls you make with the weapon
- Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
- Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
- If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.
### Flail Mastery
The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits:
- You gain a +1 bonus to attack rolls you make with a flail.
- As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
- When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
### Gourmand
You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You gain proficiency with cook's utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
- As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned provided that you can see and smell it.
- During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constituion saving throws against disease for the next 24 hours.
### Master of Disguise
You have honed your ability to shape your personality and to read the personalities ofothers. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
- If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
### Spear Mastery
Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:
- You gain a +1 bonus to attack rolls you make with a spear.
- When you use a spear, its damage die changes from a d6 to a d8,and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die)
- You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear’s reach on its next turn,you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
As a bonus actionon your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
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## Maladonian Feats
Here you will find a list of feats custom-made for the world of Maladon.
### Eschew Components
*Prerequisite*: Cleric, Druid, Warlock, Wizard or Bard of 3rd level or higher.
A spell cast using this feat no longer requires the caster to have his spell component pouch, divine, magical or arcane focus in hand. Thus spells with the M component can be cast without the material component, unless it has a listed value. In the case of material components with listed gp values, the spell component is still required.This feat allow allows druids or polymorphed wizards to cast spells in animal/monster form if combined with Eschew components and Still Spell but the slot increases stack: thus a spell cast using eschew components, silent and still spell would be cast 3 levels higher to achieve the same effect as casting the spell at it's default level.
A spell cast using the benefit of this feat uses up a slot one higher than normal: thus a cantrip uses up a first level spell slot etc
### Eyes in the back of your head
*Prerequisite*: Wis 13
When flanked in melee combat, foes do not gain +2 to hit you nor advantage if they have the Vexing Flanker feat.
### Expertise
*Prerequisite*: +5 in a trained skill you desire expertise in.
Choose 1 skill that you are trained in: you are now very proficient in your chosen skill. You gain a +2 bonus to all uses of the chosen skill outside of combat.
### Expertise, Improved
*Prerequisite*: Expertise in the chosen skill
Choose 1 skill that you have expertise in, including any granted by the Rogue class feature of the same name: you are now very gifted in your chosen skill. You gain an additional +2 bonus to all uses of the chosen skill that stacks with normal expertise or with the bonus granted by the Rogue class feature. This feature can only be used on skills outside of combat.
### Extended Casting
*Prerequisite*: Cleric, Druid, Warlock, Wizard, Sorceror, or Bard of 3rd level or higher.
You can now cast spells in low level auras by extending the casting time of your spell. If the prevailing magical aura is lower than the level of the spell you want to cast, you can increase the casting time of your spell, to leech energy from the aura more slowly and allow the spell to be enacted. The amount of time required is worked out as follows:
Level of spell, minus the level of the aura, equals the extra casting time in consecutive actions that are required to enact the spell. This is added on to the spell's normal casting time. For example, caster in an aura of 0 wants to cast a second level spell that normally requires an action to cast. He now must spend 3 consecutive actions in order to cast the spell (2-0 + the spell's normal casting time of 1 action).
A caster enacting a spell by extended casting must make a DC10 concentration check if he is forced to move, speak or is attacked whilst casting. He also takes a normal concentration check if he is damaged. For the entire duration of the extended casting, the caster has disadvantage on all ability checks, saves and perception checks and so is at -5 to his passive perception.
This feat is limited in that spells requiring casting times longer than 3 actions cannot be cast using: as the power drain whilst the spell is in operation is too high to allow successful casting.
### Extend Spell
*Prerequisite*: Cleric, Druid, Warlock, Wizard or Bard of 3rd level or higher.
When you cast a spell using the extend spell feat, the duration of the spell is doubled. This feat can only be used on spells with durations equal to or less than 1 hour. Spells cast using this feat expend a spell slot 1 higher than normal. All other parameters of the spell remain the same.
### Extra Sorcery
*Prerequisite*: Sorceror level 2
You gain a permanent increase in sorcery points at 2nd, 4th, 6th, 8th and 10th levels: an increase of 1 at each of these levels.
### Grappler, Improved
*Prerequisite*: Grappler, Str of 16
When you grapple a creature and pin it, it is incapacitated until it breaks free: i.e. the only action it can take is to attempt to escape the Grapple. You are only restrained whilst pinning another creature.
### Heavy Armour Master, Improved
*Prerequisites*: Heavy Armour Mastery
- When you wear Heavy armour, you deduct 5 from the damage of any attack that deals bludgeoning, slashing or piercing damage and 3 damage from any attack that deals fire, acid, cold or thunder damage. In addition, Heavy Armour no longer grants disadvantage on stealth checks. Nor does it count against encumbrance.
- Reduces the effective weight of heavy armor to 0.
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### Heighten Spell
*Prerequisite*: Cleric, Druid, Warlock, Wizard or Bard of 3rd level or higher.
This feat allows casters to increase the DC of their spells by expending higher level spell slots. For each level of slot used to power this feat, the spell save DC of your spell increases by 1. Hence a level 1 spell with a normal DC of 13 cast as a second level Heightened spell would have a DC of 14. No other parameters of a heightened spell are affected: thus a Heightened spell does not also gain extra damage or other effects normally gained by casting a spell at a higher level.