Red Guide to D&D

by chsv

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Red Guide to D&D

PART I

Combat

Called Shots

Once per turn if you have advantage on an attack roll, you can roll only one die instead of two to make a called shot.

Choose a called shot from those described below. If you hit the creature with your called attack, it only takes half damage from your attack but also suffers the first effect listed in the shot's description. If a creature is bloodied, or if it is hit with another of the same called shot before the start of its next turn, it also suffers the second effect.

1. Arm Shot

  • You strike at the target’s arms, hands, forelimbs in order to weaken its capabi Creatures that are more than one size larger than you cannot be affected by this called shot.
  • Bruised. Until the end of its next turn the target cannot do one of the following: benefit from a shield, use a weapon with two hands, or use two-weapon fighting.
  • Broken. On its next turn, the target cannot make more than one weapon attack.

Hearing Shot

  • You aim for the target’s ears or other hearing orifice in an attempt to deafen your foe.
  • Impair. Until the end of its next turn the target has disadvantage on Wisdom (Perception) checks that rely on hearing.
  • Deafen. Until the end of its next turn, it is deafened.

Eye Shot

  • You aim for the target’s eyes or similar sensory organ. Creatures that are immune to being blinded or have blindsight cannot be affected by this called shot.
  • Deprive. Until the end of its next turn the target has disadvantage on Wisdom (Perception) checks that rely on sight.
  • Blinded. Until the end of its next turn, it is blinded.

Leg Shot

  • You aim to strike the target's legs, hips, knees or other appendages in order to hinder its movement. Creatures that cannot be knocked prone or are incorporeal cannot be affected by this called shot.
  • Slowed. Until the end of its next turn the target's speed is halved.
  • Stopped. The target's speed is reduced to zero until the end of its next turn and it is also knocked prone.

Extended Reactions

Those additional reaction abilities you can use as any character

Opportunity Attacks

All of the Opportunity attacks are made at disadvatage

  • You get Melee Opportunity attacks when:
    • The target rolls a Natural 1 on the Attack Roll
    • The target interacts with an object, changes a weapon or uses a consumable
    • The target gets up from being prone, they could use double the movement to not trigger the attack
    • The target changes the face direction (face rules)
  • You get Ranged Opportunity attacks when:
    • The target leaves your optimal shooting range

Maneuver

  • As a reaction, you can switch places with an ally who wants to maneuver into to your position. When an allied creature moves into a space you control, it can end its move there if you use your reaction to immediately move into the space it previously occupied. You must be able to move into that space and it must be within be more than 5 feet away from you.

Spell Dueling

  • As a reaction lo a spell being cast, you cast a spell to counter it. This spell mus be of the same School of Magic as the spell targeted, if you don't know the specific school, you can make an Arcana check against the DC of 10 + Double of the Level of the Spell.
  • You make a contested Spell Attack - Duel Check, on your success you cancel the Target's spell and cast yours. If you get Draw results, both spells are cast and both you and the target rolls the Wild Magic Surge.
  • When your spell is cast, you cannot choose any target except the one that casted the opposing spell.
  • For every spell level higher then the targeted you receive +2 to the Duel Check. If you cast the spell of the School of Magic you automatically fail the Duel Check.
  • Anything more about this will be in Chapter 3 "Magic"

Exhaustion

  • For every Exhaustion level you have, you receive -1 to ALL of your d20 tests, and for every 2 levels of Exhaustion you receive -1 to your AC.
  • Whenever you receive more then 10 levels of Exhaustion, you die. Whenever you make a Long rest, you Recover 1 level, and if you make a Prolonged rest you recover 1+Con. Mod levels of Exhaustion.

New Actions

There are two new types of combat options presented here: new actions and martial attacks. The new actions are available for any creature to take. Martial attacks give characters who can make multiple attacks tactical choices to consider when attacking with different weapons.

Guard

You can interpose yourself between a creature and any attackers. Choose a creature that is within 5 feet of you. If you would grant that creature cover, it gains three-quarters cover from you instead of half cover until the start of your next turn as long as it is within 5 feet of you. Before the start of your next turn, if the creature you are guarding moves, is attacked, or forced to make a Dexterity saving throw to avoid taking damage, you can use your reaction to move up to half your speed to an unoccupied space within 5 feet of your guarded creature. If your new position is between the guarded creature and the enemy that made the triggering attack or the source of the harmful effect, you provide the guarded creature three quarters cover from that attack or effect.

Harry

When you take the Harry action you attempt to hinder another’s actions or foil an attack. Choose a creature you are aware of and that is within 5 feet of you. Describe something the creature could do or is doing that you want to interfere with. Examples of actions to harry include holding a door closed, breaking a pillar, completing a ritual, or making its next attack. The creature you harry has disadvantage on its next attack roll, or on any ability checks made relating to that action until the start of your next turn.

Sunder

You attempt to break an item another creature is carrying or using. Make an attack roll with disadvantage against a nonmagical object that is no more than one size category larger than you and is being worn, used or carried by another creature. Use the object’s AC and hit points as normal, but if the attack is a critical hit, the object is destroyed.

Escape

When you take the Escape action, you attempt to withdraw from combat; move up to your speed. If before the start of your next turn you come within the reach of a creature that wants to stop you, it can attempt to grapple you as an opportunity attack it makes against you. At the start of your next turn if you can move and your distance away from each hostile creature is greater than its speed, you escape from combat and are removed from the initiative order. If any enemies try and pursue you, you become the quarry in a chase.

Aim

You use the attack action to take aim at or outwit a creature you can see. Your next attack roll against a creature of your choice before the end of your next turn has advantage and gains a bonus equal to your Wisdom, Intelligence, or Charisma modifier (your choice). If you’re able to make multiple attacks with the Attack action, this action replace some of them.

Anylize

When you want to deduce the combat capabilities of a creature you're fighting, you can use the Attack action to make a special attack, an analyze. If you’re able to make multiple attacks with the Attack action, this attack replace some of them. The target of your analyze must be a hostile creature you can see. You make an skill check determined by the DM with a DC of 10 + the target's proficiency bonus. If you succeed, you learn one of the following things about the target:
AC, An ability score of your choice, Any resistances it has, A saving throw modifier of your choice, Any vulnerabilities it has, Current HP, CR, Total class levels (if any), One of the creature's traits (the DM chooses if it has multiple)

Raise Guard

While wielding a shield or off-hand weapon, you can use the attack action to gain temporary hit points equal to 1d6 + your Constitution modifier. All remaining temporary hit points disappear at the start of your next turn. If you’re able to make multiple Attacks with the attack action, this action replace some of them.

Taunt

When you want to provoke or goad a creature into focusing on you, you can use the Attack action to make a special attack, a taunt. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your taunt must be within 30 feet of you and must be able to hear or see you. You make a Charisma(Intimidation) check contested by the target’s Charisma(Intimidation) or Wisdom (Insight) check (the target chooses the ability to use). Creatures that are one or more sizes larger than you have advantage on their check. If you succeed, the target has advantage on attack rolls against you and disadvantage on attack rolls against creatures other than you until the start of your next turn.

Adrenaline Attack

Before you make your attack, you can choose to make it Adrenaline. You make your attack at disadvantage, if you hit - that is a critical hit. After making an Adrenaline attack you suffer a level of Exhaustion

Facing Rules

Face rules are a way to create a more tactical experience.

  • The Front of your character is the 3 squares before you(one before, one left of it and one right of it) and a cone from there. Anything beyond is considered a Flank
  • The Flank is area besides your character, while attacking to that side you have Disadvantage, and creatures that attack from there have +2 to their rolls. Anything beyond the Cone of Flank is considered a Rear
  • The Rear is your back side, you cannot attack there and creatures that are attacking from there get Advantage on their attack rolls.
  • You can change your face direction every time you move, and you can spend 5ft of movement to change it on place
  • You can use your reaction to Movement to change your Face direction

Martial Attacks

If you’re able to make multiple attacks with the Attack action, you have the option to use these special attacks that replace one or more of the attacks you can make as part of taking the Attack action.

Staggering Bash

When you take the Attack action and hit with a melee weapon and deal bludgeoning damage, you can choose to replace one of your subsequent additional attacks to make the attack that just hit a Staggering Bash. If you do so, the target you hit takes additional damage equal to your Strength modifier and you also shove the target 5 feet in any direction if it is your size or smaller, or knock it prone.

Arching Slice

If you take the Attack action and hit with a melee weapon and deal slashing damage, in place of a subsequent attack you may choose to perform an Arching Slice. Choose any number of creatures within your reach besides the target of the original attack. If the original attack roll would hit the additional creatures, they take slashing damage equal to your ability modifier that was used for the original attack.

Deep Stab

When you take the Attack action and hit with a melee attack with a weapon and deal piercing damage, you can choose to forgo one of your subsequent additional attacks in order to drive your weapon deeper. When you take the Attack action and Deep Stab you make a special attack roll against the same target and gain a +5 bonus to this roll. You don’t add your ability modifier to the damage of this second attack.

Expert Snipe

If you’re able to make multiple attacks when taking the Attack action you can replace two of those attacks with a single well aimed missile. When you take the Attack action and make an Expert Snipe, make an attack with a ranged or thrown weapon. You gain a bonus to your attack roll equal to your level (an NPC or monster adds its CR instead).

Charge

If you moved at least 20 feet in a straight line before making an attack with a two-handed weapon, you may declare it to bea charge attack. On a hit, a target of your your size or smaller must make a Strength saving throw or be knocked prone. The damage of this attack is halved.

Step

Before you make an attack with a light weapon as part of theattack action, you may declare it to be a step attack. Immediately before or after the attack you may move 5ft. This does The damage of this attack is halved.

Wallop

If you've moved no more than 15 feet on your turn before you make an attack with a heavy weapon as part of the attack action, you may declare it to be a wallop attack. If the attack hits, you can use you bonus action to increase its damage by your proficiency bonus.

Pierce

Before you make a melee weapon attack that deals piercing damage as part of the attack action, you may declare it to be a pierce attack. This attack ignores AC bonuses from effects that last less than 1 hour and any temporary hit points the target might have. The damage of this attack is halved.

Keen Attack

Before you make an attack with a finesse weapon as part of the attack action, you may declare it to be a keen attack. You may add half of your Wisdom, Intelligence, or Charisma modifier (your choice, maximum of 3) to the attack roll. The damage of this attack is halved.

Debilitate

Before you make a melee weapon attack that deals bludgeoning damage as part of the attack action, you may declare it to be a cripple attack. If the attack hits, the target's speed is reduced to half until the start of your next turn. The damage of this attack is halved.

Critical Hits Effects

This only considers Weapon critical hits

  • Bludgeoning - the creature is Confused for the next 1d4 rounds.
  • Piercing - the creature is Stunned until the end of their next turn
  • Slashing - the creature suffers Bleeding +1

PART II

Magic

Casting Spells

Casting a spell requires a successful spellcasting check, one free hand, and any required material components or arcane focus.

Spells require a successful spellcasting check with a DC = 12 + Spell Level.

If your roll does not meet or beat the DC, the spell fails, you receive a Spell Exhaustion level and it cannot be cast again until you complete a long rest.

Rituals

Rituals can be cast without making a spellcasting check. If a spell has the ritual tag, you can cast it as a ritual.

Cantrips

Cantrips do not require a spellcasting check due to their simplicity. Additionally, if a cantrip is to become more powerful at higher levels, as listed in the D&D 5e player’s handbook, it does not.

Rolling a Natural 20 on a Spellcasting Check

Messing with the weave can be incredibly dangerous, but it can also grant you incredible power. When rolling a spellcasting check, if you roll a natural 20, choose one of the following benefits and add it to your spell:

Spellcasting Nat 20 Table
Double the number of dice rolled for the spell
Double the number of targets the spell can affect
Double the duration the spell lasts for
Recover one of your failed spells.

Rolling a critical hit against a target

You deal maximum damage instead of rolling normal damage

Rolling a Natural 1 on a Spellcasting Check

Generally speaking, this is bad and a critical risk when it comes to messing with the weave. Depending on your subclass, there are different consequences for rolling a natural 1 while spellcasting. The consequence is to suffer an Arcane Mishap.

  • Arcane Mishap: Roll on the Arcane Mishap Table
  • Blood Magic

Arcane Mishap

If you roll a Natural 1 on your spellcasting check, even with the use of blood magic to succeed, you trigger an arcane mishap. When this happens, you must roll a D20 and consult the spellcasting mishap table below.

Roll Result
1-3 Gain 4 levels of exhaustion. The caster and all creatures within 30ft take 2d6 damage/spell level and suffer the effects of the spell
4-7 Gain 3 levels of exhaustion. Caster takes 2d6 damage/spell level
8-15 Gain 2 levels of exhaustion. Caster takes 1d6 damage/spell level
16-19 Gain 1 level of exhaustion. Caster takes 1d4 damage/spell level
20 As luck would have it, you are unharmed

Blood Magic

Blood Magic is an ancient and dark power that any magic user can tap into. A spell cast with blood magic cannot be cast again until you complete a long rest. Anytime a PC fails a spellcasting check, they may force the spell to succeed by fueling it with their own blood. To do this, the PC takes 1*spell level blood magic damage for each point needed to allow the spell to be cast successfully. Blood magic can even force a spellcasting check of a natural 1 to succeed, but at great cost.

Resurrection Magic

Resurrection magic is classified as any spell that brings a PC back to life who has died. The following traits are applied to all resurrection spells.

  • Material components are required.
  • If the spell is successfully cast, the target of the spell awakens with 1 hit point.
  • It is absolutely FORBIDDEN to use Blood Magic to cast a Resurrection spell.

Spell Exhaustion

  • For every Spell Exhaustion level you have, you receive -1 to all of your d20 tests except Spellcasting checks, and for every 2 levels of Exhaustion you receive -1 to your AC.
  • Whenever you receive more then 10 levels of Spell Exhaustion, you die. Whenever you make a Long rest, you Recover 1+con levels, and if you make a Prolonged rest you recover all levels of Spell Exhaustion.

PART III

Conditions and Stuff

Tweaks

Those are small rules that change some part of the game

  • Free action (open a door, change a weapon, etc.) costs 5ft of movement
  • When you use Two-handed weapon, you may add double the Str. mod. to your damage
  • When you use Dual-wielding, you make both attacks with one Attack action
  • Stackable Dis/Advantages: for every advantage above first you have +2, for every dis. you have -2.
  • Stackable Resistances: for every resistance above your first you negate 10 damage after halfing
  • Mid-vantage - When a roll has both advantage and disadvantage, instead of rolling none die, roll three. If the result of all the d20s are different, use the result of the die that has the middle value. If you roll the same number on two of the dice, use that value as the result of the roll.

Hero Points

When you level up, you receive 5+your current level amount of Heropoints, you loose all previously gained ones. You can only use them once per d20 roll. You can use those for yourself or for your teammates. You can use them the following ways:

  • You gain +1d6 to your roll
  • You reroll your dice, you must pick the new result
  • Autosucces on the Death Saving Throw

Starvation

You can survive for 3(+Con. mod.) days without food. In this mode, you cannot restore exhaustion and only restore half of your hits. After this period, at the start of a long rest you make a Consitution saving throw of a DC 12(+2 per long rest at a time without food), on a failure you gain a level of exhaustion, you do not regenerate hits points, and you also decrease your Strength and Consitution by 1d4. If your strength or Con becomes 0, you die. For each day with food, at the start of a long rest you make a DC12 Con saving throw, restoring 1d4 of your strength and con on a success.

Stealth Casting

  • If there is a Verbal component: Intelligence or stealth check, advantage in noisy places.
  • If there is a Somatic Component: Stealth check, advantage if there is a lot of movement.
  • If there is a Material Component: Sleight of hand check, advantage if there is cover.

Learned Languages

When you learn a language at the start of the game, you get 2 points that you can distribute among all languages

  • Beginner (1 point) - You know the language a little, Disadvantage on all language checks.
  • Basic (2 points) - You know the language quite well, Disadvantage on difficult language checks.
  • Proficient (3 points) - You know the language, advantage on difficult checks.

Weapon and Armor Durability

Weapon Durability levels, decreases by 1 when you score a critical miss.

Durability Effect
3 Made of an uncommon material - full properties of that material, +1-3 to hit and damage
2 Improved with an uncommon material - partial properties of that material
1 Just an extra level of durability
0 Ordinary weapon
-1 Damaged - Disadvantage on hit, on critical miss you take damage instead of the enemy
-2 Nearly Broken - Disadvantages on hit, only does Ability Mod. damage

Armor Durability levels, decreases by 1 when the enemy scores a critical hit against you, on a critical failure on Str/Dex save. If armor's AC decreases to 10, it breaks

Durability Effect
3 Made of unusual material - full material properties, +1-3 to AC
2 Improved with unusual material - partial material properties, +1 to AC
1 Just an extra level of durability
0 Ordinary Armor
-1 Damaged - -2 to AC
-2 Nearly Broken - -5 to AC

Intelligence proficiencies

If you have a positive intelligence modifier, you can use it to gain new proficiencies

For every +1 you can take a new skill proficiency, weapon skill, language, tool, or transport.

Resting

We use a different system of rests to further the idea of Danger in the wilds and beyond

Short Rest

You rest for 10 minutes, at the end of this time you may use 1 Hit Dice. You may use as many short rests in a row as you need to.

Long Rest

You rest for 8 hours. You restore half of your hit dice, you can heal with hit dice. Spell slots are restored as on a short rest, if you don't have the ability to restore them, you may use the Wizard ability "Arcane Recovery", abilities are restored as on a short rest. If you rest in an unsafe place you make a wisdom saving throw, on failure you gain a Exhaustion level. Also, you recover 1 Exhaustion level if you are safe.

Prolonged Rest

You rest in a safe place for 3 days, you fully recover everything as in the normal Long Rest. You also recover 1+Con. mod Exhaustion levels.

Extended Conditions

Some items and abilities refer to these new conditions

Confused

  • Your speed is reduced to half
  • You cannot hold concentration
  • You have disadvantage to all d20 tests and rolls against you are with advantage.

Bleeding

  • You cannot restore Hit Points, you lose 1 hit dice every 10 minutes and after you have no hit dices, you receive necrotic damage equal to your hit dice every minute.
  • If you receive Bleeding while already having bleeding condition, it goes to Bleeding 2. For every bleeding level above first, target receives 1d4 necrotic damage at the start of their turn.
  • Using medkits of any kind reduces bleeding by one level

Fear

  • You must choose between 2 core reactions, Only getting as far as possible from the source of fear or only mindlessly attacking it. Either way you get disadvantage on all of your d20 tests.

Already Dead

If your character dies in an unsatisfying way, DM might give you the Already Dead condition. Whenever the story suits most, you die. No roll, DM just says how you die.

Despondent

This condition represents a sense of overwhelming hopelessness or depression. A GM might be inspired to use the despondent condition to mimic the effect the One Ring has on Frodo or the effects of a Dementor attack.

  • A despondent creature can’t have advantage on ability checks to interact socially.
  • The creature does not add its proficiency bonus to its attack rolls or ability checks.

Doomed

This condition represents fate pulling a creature towards grave. Curses from evil priests and attacks from fiends or incorporeal undead are likely ways a GM might have a creature become doomed.

  • A doomed creature has disadvantage on death saving throws.
  • When one or more dice are rolled to restore hit points to a doomed creature, instead the creature uses the lowest number possible for each die.

Dulled

Being dulled represents a diminishing a creature’s intellectual capacities. A creature can become dulled by mind affecting magic and supernatural effects, or though mundane means such as inebriation. A GM might use this condition as a rider for failing a saving throw against taking psychic damage, or as a replacement to reducing a character’s ability score.

  • A dulled creature has disadvantage on Intelligence, Wisdom and Charisma ability checks.
  • Other creatures have advantage on Intelligence, Wisdom, and Charisma saving throws against the dulled creature’s spells and effects.

Wounded

Becoming wounded represents a serious injury that limits a creature’s ability to physically function. A wounded creature is also limited in their ability to heal and recover from damage taken.

  • A wounded creature is also bloodied.
  • The creature takes a -5 penalty on Dexterity, Strength and Constitution ability checks and saves.
  • Recovering hit points at the end of a rests can only restore hit points below the creature’s bloodied value, and it recovers half as many hit dice as it normally would.

Shocked

If standing on the ground while struck by lightning, the Shocked condition is inflicted. Shock causes electricity to run through one's body, paralyzing them briefly.

  • A shocked creature becomes paralyzed until the end of its next turn.
  • A creature resistant to lightning damage has advantage on saving throws that deal the shocked condition.
  • A creature immune to lightning damage has immunity to the shocked condition.

Burned

Being hit by powerful fire-based attacks may inflict the Burned condition. While burning, flames are visible on your body, you'll be unable to restore health, and will gradually lose vitality over time.

  • A burned creature takes 1d10 fire damage at the start of each of its turns.
  • A burned creature cannot regain hit points or gain temporary hit points until the burned condition ends.
  • A burned creature can make a Constitution saving throw at the start of each of its turns to end the condition. Otherwise, the burned condition ends after 1 minute, or if the creature is doused with water.
  • A creature resistant to fire damage has advantage on saving throws that deal the burned condition. And a creature immune to fire damage has immunity to the burned condition.
  • A creature that fails its saving throw against the burned condition becomes immune to it for one hour after the condition ends. Spells cast at 3rd level or higher that deal fire damage o a failed save may deal the burn condition (DM's discretion).

Terror

Taking damage from apparitions will fill the mind and body with Terror. Guarding such attacks does not prevent Terror from accumulating. Those overcome with Terror are known to die.

  • A creature that is subjected to terror must make a death saving throw.
  • A creature that fails a death saving throw in this way does not fall unconscious or lose hit points as a result of failing.
  • A creature that has 3 failed death saving throws has its hit points reduced to 0 and dies.
  • A creature that has advantage on saving throws against fear effects or immunity to the Frightened condition has advantage on its death saving throws against Terror.

At the Death's Door

When your character drops below 1 hit point, you do not fall unconscious but all of your actions exhaust you. You roll death save at the start of the turn as before. Those levels of Exhaustion don't affect your Death Saving Throws and Receiving Damage doesn't get you autofailed death saves.

  • Movement - you receive 1 level of Exhaustion
  • Action - you receive 3 levels of Exhaustion
  • Bonus Action - you receive 1 level of Exhaustion
  • Reaction - you receive 1 level of Exhaustion

At the end of your turn, you need to expend a Hit Dice, if you don't do so, you fall unconscious. You need to expend an additional Hit Dice if you were to receive damage in this round.

If you were drop below 0 cause of receiving more than Half of your Max Hit points, you receive a Lingering Injury.

After you recover to 1 or more hit points, you receive following effects:

  • +1 to the Death Saves before the Prolonged Rest
  • For the next 1d4 round you have Confused condition
  • You receive a random d12 death injury

Death Injury

Those injuries are a result of being nearly killed in a battle

d12 Injury
1 Back Injury - you have disadvantage on attack rolls, STR and CON checks. To recover you need a short rest and magical healing, or a month of rest
2 Broken Leg - your speed is halved, at the start of your movement you need to make a DC15 Con save or fall prone. To recover you need a short rest and magical healing, or a month of rest
3 Broken Arm - you cannot hold anything with both hands, if a spell requires a somatic component, 50% chance of failure. To recover you need a short rest and magical healing, or a month of rest
4 Armor Damage - you decrease your armor durability by 1, if you don't have armor, reroll
5 Arm Injury - before you make an action that requires hand you make a DC10 Con save, dropping the item on fail. To recover you need to receive magical healing, or a week of rest
6 Leg Injury - your speed is reduced by half. To recover you need to receive magical healing, or a week of rest
7 Internal Injury - before you make an action, you need to make a DC10 Con save, losing this action of failure
8 Exhaustion - you cannot make Action and Bonus action in the same turn, you need to choose. To recover you need to receive magical healing, or a week of rest
9 Bleeding - you receive bleeding 1 condition. To recover you need to use a medkit on a short rest or receive magical healing
10 Disorientation - at the start of your movement you need to make a DC10 Int save, going into the random(d8) direction of failure. To recover you need 5 minutes or receive magical healing
11 Sight Blur - All what you see is lightly obscured. To recover you need 5 minutes or receive magical healing
12 Epic Scar - it's just an epic scar