more toh prep

This commit is contained in:
Eric Woodward 2025-05-31 23:01:53 -04:00
parent 095a85b9c5
commit aeef88c1dc
54 changed files with 983 additions and 185 deletions

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@ -21,3 +21,9 @@ When a humanoid loses more than 1/2 of their max hit points from the natural att
- The disease takes 2d12 days to fully infect, with signs of infection appearing halfway through.
- Humanoids become the same type of werebeasts (and are typically run by the GM, at least while transformed).
### Paralyzing Terror
Any level 0 character seeing this creature must **Save** or be [paralyzed](/rules/adventuring.html#paralyzed) with terror.
- Paralysis is broken if werebeast attacks them or goes out of sight.

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@ -1,3 +1,3 @@
### Legal Information
> This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://www.dndbeyond.com/srd. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
> This work includes material taken from the System Reference Document v5.1 (“SRD 5.1”) and/or v5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC and available at https://www.dndbeyond.com/srd. SRD 5.1 and SRD 5.2.1 are both licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

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@ -1,10 +1,12 @@
- **Ammunition**: Requires ammunition of the indicated type.
- **Blunt**: No cutting edge, may be wielded by a cleric.
- **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking.
- **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
- **Reach**: Grants extra 5' reach for determining melee range.
- **Reload**: Takes a round to reload, can only be fired every other round.
- **Reload**: After being used the indicated number of times, it takes one full round to reload.
- **Slow**: Always attacks last in a round.
- **Spread**: May be used to make a single attack at -2 which targets up to two creatures within 5' of each other, dealing half damage (round up) to each.
- **Stealth**: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
- **Two-handed**: Requires two hands to use.

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@ -354,7 +354,7 @@ table th {
.dividedTableWrapper {
display: block;
box-shadow: none;
margin: 1rem 0;
margin: 0;
max-height: 5000px;
max-width: 100%;
overflow-x: auto;

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@ -35,7 +35,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
<div class="rulesMenu">
<div class="rulesVersion">
Version Beta-0.20.1 / 2025-05-04
Version Beta-0.21.0 / 2025-05-30
<!--
<%=site.version ?? '0.0.0' %>
<%=site.lastUpdated ?? '0.0.0' %>

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@ -69,7 +69,7 @@ Skull rises into the air, scans for potential victims within sight, and picks on
- Picks most powerful party member and attacks them first.
- Spellcaster over fighter, over cleric, over thief.
- After swallowing a soul, the skull sinks down.
- Attack can be stopped by casting either a "Forget" spell or an "Exorcise" spell.
- Attack can be stopped by casting either a Forget or Exorcise spell.
- This causes the skull to sink down without consuming a soul.
- If there are no empty soul-gems left:

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@ -9,7 +9,7 @@ hd: 12
status: hidden
---
An enormous, 4-armed, mutant [gargoyle](./gargantuoyle.html).
An enormous, 4-armed, mutant [gargoyle](./gargoyle.html).
> I've only ever heard of one these, allegedly kept by the demilich Assyr-Ayrrak in his infamous Tomb of Terrors on the plane of Gygaxia.

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@ -27,8 +27,8 @@ Pale, hairless, cannibalistic humanoids who dwell underground.
</div>
- Native language (Morlokkian) comprised of screeches and clicking noises.
- Attacks gain advantage in total darkness.
- Attacks gain disadvantage in full daylight.
- Attacks gain [advantage](/rules/basics.html#advantage-and-disadvantage) in total darkness.
- Attacks gain [disadvantage](/rules/basics.html#advantage-and-disadvantage) in full daylight.
### Combat

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@ -28,7 +28,7 @@ Large, pale, hairless, cannibalistic humanoid with glowing, red eyes who dwells
- Native language (Morlokkian) comprised of screeches and clicking noises.
- [Truesight](/rules/adventuring.html#truesight): 10'
- Attacks gain advantage in total darkness.
- Attacks gain [advantage](/rules/basics.html#advantage-and-disadvantage) in total darkness.
### Armaments

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@ -27,7 +27,7 @@ A powerful, preserved, undead humanoid, often found wrapped in funerary bandages
!!!include(bestiary/mummies/base-info.md)!!!
- Gains advantage on saves vs spells and other magical effects.
- Has [advantage](/rules/basics.html#advantage-and-disadvantage) on saves vs spells and other magical effects.
- When destroyed, if heart remains intact, will reform body (with full HP) 1d4 days later.
### Spellcasting

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@ -29,7 +29,7 @@ A miniature dragon (about the size of a hawk or a small dog) with fine scales, s
- Has [infravision](/rules/adventuring.html#infravision) up to 60', even in total darkness.
- Can sense invisible creatures within 10'.
- Understands Common and Draconic but cant speak it.
- Has advantage on saving throws against spells and other magical effects.
- Has [advantage](/rules/basics.html#advantage-and-disadvantage) on saving throws against spells and other magical effects.
### Draconic Ancestry
@ -65,3 +65,36 @@ Choose (or roll) a type of dragon to determine breath weapon damage and area.
[^1]: Rather than dealing damage, targets in area must **Save vs Blasts** or fall asleep for 1d4 turns.
</div>
<!--
### Pixie Dragon
A highly intelligent wyrmette native to the faewolde, able to cast spells, and known to come in a variety of colors.
#### Draconic Ancestry
As with the Wyrmette ability, but using the following table.
<div class="dividedTableWrapper">
| 1d20 | Color | Breath Weapon |
| :---: | :------: | :-----------------------: |
| 1 | Amethyst | 20' Line of Cold |
| 2-3 | Black | 20' Line of Acid |
| 4-5 | Blue | 20' Line of Lightning |
| 6 | Brass | 10' Cone of Sleep Gas[^1] |
| 7 | Bronze | 20' Line of Lightning |
| 8 | Copper | 20' Line of Acid |
| 9 | Emerald | 10' Cone of Acid |
| 10 | Gold | 10' Cone of Fire |
| 11-12 | Green | 5' Cloud of Chlorine Gas |
| 13 | Onyx | 5' Cloud of Chlorine Gas |
| 14-15 | Red | 10' Cone of Fire |
| 16 | Ruby | 20' Line of Fire |
| 17 | Silver | 10' Cone of Cold |
| 18 | Topaz | 5' Cloud of Sleep Gas[^1] |
| 19-20 | White | 10' Cone of Cold |
[Pixie Dragon Draconic Ancestry]
-->

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@ -0,0 +1,87 @@
---
title: 'New Game Idea: City in Shadows'
description: Information about a new idea I've had for a game, called "City in Shadows"
date_pub: 2025-05-18T23:30:43.000-04:00
section: campaigns
subsection: mini-campaigns
content_type: feature
short_code: ccis
status: hidden
---
For some reason, I've lately found myself itching to play a game set in the modern day, and featuring dark, tortured heroes fighting against an even darker, soul-crushing technocratic bureaucracy (of course, I have _no idea_ where this is coming from, but I digress). This itch lead me towards White Wolf's classic World of Darkness, and in particular, their reality-bending Storyteller game, _Mage: the Ascension_. But as with all White Wolf games, the good ideas are buried in an avalanche of needless filler and pretension, so I stripped most of that away and came up with:
### City in Shadows
#### Setting
Modern urban setting in decay, appearing much like our world but with a "darkness" hiding in the shadows.
#### The Villains
A secret conspiracy of ancient "Promethean Orders" working behind the scenes to promote a technocratic agenda and maintain their version of "consensual reality" by eliminating any and all "anomalies" (nonhumans and those humans that won't conform).
- They have super-science at their disposal (mutants, cyborgs, robots, lasers, psychics, even mechs), and they get their marching orders from the Illuminati, a group of humans trying to ensure their supremacy in the "reality wars".
#### The Heroes
Anyone trying to fight the system, even if it's just by existing as a supernatural being in a highly regulated, mechanized reality. This could include (but is not necessarily limited to):
- _Vampires_: Because it can't be a world of "darkness" without some pointy-teeths in leather brooding in the corner.
- Compared to WoD, the plot would involve _much_ less partying and politics, and there would be no built in "clans" to determine "gifts".
- _Werebeasts_: You can't have vampires without weres, but why limit it to wolves when there are so many types of [werebeasts](https://www.planarvagabond.com/bestiary/werebeasts/) out there?
- Incidentally, these would be more like movie or D&D werebeasts (3 forms, can change shape at will except during the full moon), and less tribal / shamanistic than the WoD versions.
- _Fae_: Any type of faerie creature trying to reach (or keep their distance from) the [Faewolde](https://www.planarvagabond.com/planes/near/faewolde.html) (although some fae races would obviously have a harder time hiding from the authorities than others).
- I never understood _Changeling_, so I can't really make a comparison.
- _True Immortals_: Usually someone blessed (or cursed) with immortality by a powerful being, and who cannot die.
- Not quite _Highlander_-style, more like Captain Jack Harkness from "Doctor Who".
- _Mummies_: Nearly-immortal undead serving some higher ideal(s) or power(s).
- Could be similar to one of the versions from the WoD, but doesn't have to be.
- _Angels and Demons_: Beings of pure elemental law (angels) or chaos (demons). The purpose-built / completely random nature of the creatures mean that there are lots of different kinds of each, including many who could (mostly) pass for human.
- This could also include fallen angels (those who rebel against their gods) and "virtuous" demons (those who rebel against their corrupting nature).
- _Gargoyles_: Because the classic Di$ney show always felt like it would belong in the WoD, so why not include a bunch of strange, winged creatures around that get "stoned" every day? :D
- _Other creatures_ (or "monsters", according to the Technocracy) that don't "belong" in the modern world, like a living statue, vampire-werewolf hybrid, natural born psychic or mutant, or maybe even some kind of extraplanar refugee.
- _Humans_ who are somehow involved in all of this weirdness (ex: because of their class or backstory).
- _Escapees from the Orders_: These could include some of the same mutants, cyborgs, robots, psychics, and even human agents that normally hunt down anomalies, but who wound up on the wrong side of the Technocracy.
#### The System
Here's where it gets interesting... As with my other games, I'd prefer to run this with HOSR.
But that leaves a pretty major question: How can one play as a monster? The answer is: via monster characters.
- I'm thinking that PCs will be level 7 or 8 to start out, which means that they could play as any monster with that many HD or less.
- I'm also considering asking players with monster PCs to stick to martial classes, just to prevent the game from getting _completely_ unbalanced (although a vampiric bloodmage does sound cool).
- Speaking of classes... I know that I'll need to add firearm compatibility rules to each (relevant) class, and may wind up changing them up somewhat to better accommodate modern settings, but the core ideas will remain the same.
- In fact, if there's an archetype you'd like to play that doesn't have a class, I'm open to that idea as well.
- Also, spellcasters (of any type) will have to contend with the modern "mechanized" consensual reality pushing back against their spellcasting.
- I'm tweaking the spellcasting rules to account or this push back, and to allow casters to minimize or bypass it altogether via "coincidental" magic.
- I'm also experimenting with some freeform magic systems, if someone wants to try one out (but they would likely have to play as a human or other "core" race, lest it become too unbalanced).
- I know that all of this implies a bunch of things that HOSR doesn't have yet (like full firearms rules, published freeform magic rules, modern class support, immortals as a race / monster, etc.), but I'm all too happy to keep working on filling those blanks in, especially if this idea intrigues someone besides me.
#### The Plan
First, I should note that, at least to me, this idea is _very_ different from Donnie's Monster of the Week game. Whereas MotW is about investigating the latest "weird" thing, this game should be more about staying one step ahead of the global conspiracy that wants you dead. Also, despite this being inspired by the WoD, it's very much set in the modern day, with cell phones, ubiquitous surveillance, and self-driving cars that don't actually work (although the agents of the Technocracy probably get to ride around in the good kind, but I digress again).
As for the campaign, I'd love to run it as a mini-campaign, aiming for 6-8 sessions over 8-12 weeks.
- It'll most likely be run on Roll20 (as usual), and we won't start until after the Tomb of Horror game (June 8th).
- I don't have any adventures planned (yet), but I think that the core ideas lend themselves to certain type of stories.
- In keeping with the classic Storyteller feel, I'd also love it if each PC came with a goal that was obtainable within 2-3 sessions, to help drive the campaign.
If this sounds like something you might want to play, please let me know. Thanks for reading!

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@ -0,0 +1,12 @@
---
title: Tomb of Horrors
description:
date_pub: 2025-05-31T22:28:13.000-04:00
section: magic items
content_type: feature
short_code: c1th1
status: hidden
---
- [Intro](../one-night-in-toh.html)
- [Starting magic Items](./magic-items.html)

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@ -0,0 +1,173 @@
---
title: 'Tomb of Horrors: Starting Magic Items'
description: Starting magic item tables for each PC to roll on
date_pub: 2025-05-31T22:28:13.000-04:00
section: magic items
content_type: feature
short_code: c1thm
status: hidden
---
As 14th level characters, each PC is assumed to have gone on numerous high-stakes dungeon crawls, fortress assaults, and royally-backed expeditions into the unknown. As such, each PC is also assumed to have collected quite a stash of fairly powerful magic items, some of which they've brought with them on this adventure. To simulate this history, I'm allowing each player to make a few rolls and pick some fairly powerful magic items from the tables below.
Some of these are generic (ex: effects that can be applied to any type of weapon or armor), whereas others are limited to only some types (ex: Armor of Hunting can only be made from hide, leather, or studded leather). Although I have some pre-built magic items listed as examples, I want each player to have a say in their own character's history, and that includes what type of magic items they've found (especially since some of these could be life-altering to an adventurer). For example, rolling a Weapon +4 means it could be a longsword, short sword, katana, spear, axe, or any other weapon that the PC can use (based on class). Likewise, rolling armor +2 or Armor of Stashing means it could be any [type of armor](/rules/combat.md#fantasy-armor.md) that the PC can use (again, based on class).
Any items not linked below can be found in another book, probably OSE Advanced Fantasy. If you roll something and you don't know what it is, I will gladly post it in the Discord chat.
So, please follow the instructions below, rolling either in Discord or on Roll20, and feel free to post in the chat if you have any questions. Thanks!
### Legendary Magic Items
Pick one of the following legendary tables (L1-L3), roll twice on it, and choose one of the rolled items.
<div class="dividedTableWrapper">
| 1d12 | Enchantment |
| :--: | :---------------------------------------------------------------------: |
| 1-4 | [+4](/magic-items/polearm-vokdec-giantspike.html) |
| 5-7 | +5 |
| 8-9 | [Sharpness (+1)](/magic-items/limbcleaver-greatsword-of-sharpness.html) |
| 10 | [Vorpal (+3)](/magic-items/sword-ryssa-vorpal.html) |
| 11 | [Defense (+4)](/magic-items/nunchaku-kaaji-jukai-defense.html) |
| 12 | Player's Choice |
[L1 - Legendary Weapon Enchantment Types]
</div>
All legendary weapons have a base 30% chance to be sentient.
<div class="dividedTableWrapper">
| 1d12 | Magic Item |
| :--: | :----------------------------------------------------------------: |
| 1 | [Cloak of Invisibility](/magic-items/cloak-of-invisibility.html) |
| 2 | [Helm of Immaculate Conservation](/magic-items/helm-of-halos.html) |
| 3 | [Ring of Invisibility](/magic-items/ring-of-invisibility.html) |
| 4 | Ring of Regeneration |
| 5 | Ring of Shooting Stars |
| 6 | Ring of Spell Turning |
| 7 | Ring of Telekinesis |
| 8 | Robe of Scintillating Colors |
| 9 | Robe of Stars |
| 10 | Rod of Resurrection |
| 11 | [Scarab of Protection](/magic-items/scarab-of-protection.html) |
| 12 | Player's Choice |
[L2 - Legendary Magic Items]
</div>
<p></p>
<div class="dividedTableWrapper">
| 1d12 | Spellcaster Item |
| :--: | :------------------------------------------------------------------------: |
| 1 | [Chamber of Lightning Bolts](/magic-items/chamber-of-lightning-bolts.html) |
| 2 | Robe of the Archmagi |
| 3 | Rod of Absorption |
| 4 | Staff of Fire |
| 5 | Staff of Frost |
| 6 | Staff of Power |
| 7 | Staff of the Magi |
| 8 | Wand of Fear |
| 9 | Wand of Fireballs |
| 10 | Wand of Shatter |
| 11 | Wand of Forget |
| 12 | Player's Choice |
[L3 - Legendary Spellcaster Items]
</div>
### Defensive Items
Pick one of the following defensive item tables (D1-D2), roll twice on it, and choose one of the rolled items.
<div class="dividedTableWrapper">
| 1d12 | Armor Enchantment |
| :--: | :--------------------------------------------------------------------: |
| 1-4 | +2 |
| 5-7 | +3 |
| 8 | [Stashing (+1)](/magic-items/armor-stashing.html) |
| 9 | [Hunting (+1)](/magic-items/armor-of-hunting.html) |
| 10 | [Invincibility (+1)](/magic-items/armor-of-invincibility) |
| 11 | [Protection from Magic (+1)](/magic-items/armor-protection-magic.html) |
| 12 | Player's Choice |
[D1 - Armor Enchantments]
</div>
<p></p>
<div class="dividedTableWrapper">
| 1d12 | Protective Item |
| :--: | :----------------------------------------------------------------: |
| 1-4 | Bracers of Defense (+2) |
| 5-6 | [Cloak / Robe of Protection](/magic-items/robe-of-protection.html) |
| 7-8 | [Ring of Protection](/magic-items/ring-of-protection.html) |
| 9-10 | Ring of Protection +1, 10' radius |
| 11 | Ring of Protection +2 |
| 12 | Player's Choice |
[D2 - Protective Items]
</div>
#### Miscellaneous Items
Pick one of the following miscellaneous item tables (M1-M2), roll twice on it, and choose one of the rolled items.
<div class="dividedTableWrapper">
| 1d12 | Miscellaneous Item |
| :--: | :-------------------------------------------------------------------------------------: |
| 1 | Bag of Tricks |
| 2 | Boots of Flying |
| 3 | [Bottled Lightning](/magic-items/bottled-lightning.html) |
| 3 | [Broom of Flying](/magic-items/broom-of-flying.html) |
| 16 | [Cape of Muun'teh'bahn'k](/magic-items/cape-of-muuntehbahnk.html) |
| 4 | Chime of Opening |
| 5 | Cloak of Arachnida |
| 17 | [Cloak of Displacement](/magic-items/cloak-of-displacement.html) |
| 7 | Cloak of Flying |
| 8 | Cloak of Invisibility |
| 9 | Cube of Force |
| | [Elven Cloak](/magic-items/elven-cloak.html) and [Boots](/magic-items/elven-boots.html) |
| 11 | Gauntlets of Ogre Power |
| 12 | Gem of Brightness |
| 13 | Helm of Brilliance |
| 14 | Horn of Blasting |
| 15 | Lantern of Revealing |
| 18 | Rope of Climbing |
| 19 | [Immovable Rod](/magic-items/immovable-rod.html) (+ roll again) |
| 20 | Player's Choice |
[M1 - Miscellaneous Items]
</div>
<p></p>
<div class="dividedTableWrapper">
| 1d12 | Shield Enchantment |
| :--: | :-----------------------------------------------------------: |
| 1-3 | +1 |
| 4 | +2 |
| 5 | [Ring of Shielding (+1)](/magic-items/ring-of-shielding.html) |
| 6 | Animated Shield (+1) |
| 7 | Arrow-Catching Shield (+1) |
| 8 | Ring of Shielding (+2) |
| 9 | Animated Shield (+2) |
| 10 | Arrow-Catching Shield (+2) |
| 11 | Spellguard Shield (+1) |
| 12 | Player's Choice |
[M2 - Shield Enchantment Types]
</div>

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@ -74,15 +74,15 @@ Immediately after taking or inflicting damage, can use a free action to try and
- **Free Climb**: Can climb sheer surfaces by making a skilled DEX check at +4 for every 100' climbed.
- Failure indicates falling from half-way, taking 1d6 damage / 10'.
- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
- On a complete success, the attack roll gains advantage.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Sense Magic**: Make a skilled WIS check to sense nearby magic.
- Usually takes the form of an odor, with more powerful magic smelling more foul.
- **Sneak Outdoors**: Make a skilled DEX check to hide in undergrowth and move silently outdoors.
- Can't be done while engaged in melee combat.
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds).
### Tribal Leader

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@ -67,12 +67,12 @@ An adventurer who possesses a special bond with one (or more) animal companions.
- **Companion Sight**: From 5th level, make skilled WIS check to see through the eyes of an animal companion.
- Once established, must [concentrate](/rules/magic.html#concentration) to maintain sight.
- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
- On a complete success, the attack roll gains advantage.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
### Speak with Animals

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@ -77,7 +77,7 @@ To cast a spell, make a [skilled INT check](/rules/adventuring.html#skilled-abil
- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
### Healing

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@ -51,11 +51,11 @@ An adventurer that specializes in battle and combat.
- **Feat of Strength**: Make a skilled STR check to perform an extraordinary feat of strength (ex: bend iron bars, lift a steel gate, smash a door on the first try).
- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
- On a complete success, the attack roll gains advantage.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
### Combat Expertise

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@ -0,0 +1,109 @@
---
title: Dru'ydd
description: The Dru'ydd class for OSR gaming.
date_pub: 2025-05-18T20:25:45.000-04:00
section: classes
content_type: feature
short_code: cdy
status: hidden
---
A guardian of nature empowered by the magic of the faewolde.
[[toc]]
<div class='headlessTableWrapper'>
| | |
| ------------------------ | ------------------------------------------------ |
| **Hit Dice** | 1d8 |
| **Armor** | Leather, wooden shields |
| **Weapons** | Non-metal only - Club, sling, spear, staff, whip |
| **Languages** | Alignment, Common, Dru'ydd'ik |
| **Spellcasting Ability** | Wisdom (WIS) |
</div>
### Core Features
- **Charm Immunity**: From 7th level, gains immunity to fae charms (from dryads, nixies, pixies, etc).
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save | Spellcasting<br />Bonus |
| :---: | :---: | :-: | :--: | :---------------------: |
| 1 | 1d8 | 0 | 11 | - |
| 2 | 2d8 | 0 | 11 | 1 |
| 3 | 3d8 | 0 | 11 | 1 |
| 4 | 4d8 | 0 | 11 | 1 |
| 5 | 5d8 | +2 | 9 | 2 |
| 6 | 6d8 | +2 | 9 | 2 |
| 7 | 7d8 | +2 | 9 | 2 |
| 8 | 9d8 | +2 | 9 | 3 |
| 9 | 9d8 | +5 | 6 | 3 |
| 10 | 9d8+1 | +5 | 6 | 3 |
| 11 | 9d8+2 | +5 | 6 | 4 |
| 12 | 9d8+3 | +5 | 6 | 4 |
| 13 | 9d8+4 | +7 | 3 | 4 |
| 14 | 9d8+5 | +7 | 3 | 5 |
[Dru'ydd Features]
</div>
### Change Form
- Starting at 2nd level, can make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) to change into the form of either a reptile, bird, or mammal.
- The roll is reduced by the number of hit dice of the intended form.
- The new form can't have more hit dice than current level.
- Regains 1d4 hit points per level when used successfully.
- All carried equipment is absorbed into animal form, only reappearing after changing back.
- Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
- When in combat, can change (or change back) as a free action.
### Class Skills
- **Dru'ydd Craft**: Can use a combat action and make a skilled WIS check to create a small, instant, illusory effect, or to make a single seed pod open, flower blossom, or bud bloom.
- **Nature Lore**: Make a skilled INT check to identify plants or animals, to discern pure water, or to recover from being lost.
- **Pass Without Trace**: From 3rd level, can make a skilled DEX check to lead up to 5 people through natural environments without leaving any tracks and move through overgrown areas unimpeded at normal speed.
- **Ritual Casting**: Some rituals require a skilled check.
- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
### Faewolde Magic
- At level 2, gains spell casting and learns how to conduct magical research.
- Can cast spells by channelling power from the faewolde.
- Must have a symbol of either the fae or nature.
- Must remain faithful to alignment and defense of nature.
- Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
- [Example Dru'ydd Spells](./druid/spell-list.html)
#### Casting Spells
To cast a spell, the dru'ydd must make a skilled WIS check.
- The current spellcasting bonus is added to the roll, while twice the level of the spell being attempted is subtracted from it.
- Check the result.
- On a fumble, causes [Doubt](#doubt).
- On a failure, nothing happens, and it doesn't count towards casts for the day.
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
- On a complete success, the spell casts as expected.
- On a critical success, the spell works exceptionally well (ex: player may choose to double spell duration, range, or targets).
#### Doubt
Occurs whenever a fumble occurs while casting a spell.
- Next attempt to cast spell gets -2 on roll.
- Cleared by a successful cast or form change.
- Fumbling while already having Doubt severs connection to faewolde, preventing spell casting until next day.
### Languages
- Knows a secret language called "Dru'ydd'ik", known only to other dru'ydds.
- With each level beyond 2nd, learns to speak the language of a creature in the forest.
### Stronghold
After 12th level, can build a stronghold that integrates with a natural setting.

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@ -67,7 +67,7 @@ A nature-focused magic user and guardian of the forest.
- **Pass Without Trace**: From 3rd level, can make a skilled DEX check to lead up to 5 people through natural environments without leaving any tracks and move through overgrown areas unimpeded at normal speed.
- **Ritual Casting**: Some rituals require a skilled check.
- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
### Divine Magic

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@ -60,13 +60,13 @@ Holy (or unholy) warrior-priests who serve one or more deities.
- Can only be used successfully once per day.
- **Ecclesiastical Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
- On a complete success, the attack roll gains advantage.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
### Divine Magic

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@ -60,12 +60,12 @@ An honor-bound warrior that excels at mounted combat.
### Class Skills
- **Chivalric Attack**: Describe intended outcome and make a skilled check as indicated by GM.
- On a complete success, the attack roll gains advantage.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- ex: grab fair maiden, jump over table, set her down safely, and strike nearest opponent.
- **Heraldic Lore**: Make a skilled INT check to recognize standards, symbols, or names associated with liege, their allies, or their enemies.
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
### Code of Honor

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@ -56,7 +56,7 @@ Mystics are warriors that spend their lives rigorously training both their minds
- **Martial Lore**: Make a [skilled INT check](/rules/adventuring.html#skilled-ability-checks) to recognize names of major figures, magic items, and other symbols of importance to different martial or mystical groups.
- **Mystical Acts**: Describe intended outcome and make a skilled check as indicated by GM.
- ex: making a running leap from a table to a balcony before landing and striking the nearest opponent.
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
### Martial Training

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@ -56,11 +56,11 @@ An adventurer that specializes in infiltration and retrieval.
### Class Skills
- **Cunning Attack**: Describe intended outcome, make a skilled check as indicated by GM.
- On a complete success, the attack roll gains advantage.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
#### Special Skills

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@ -74,7 +74,7 @@ To cast a spell, make a [skilled CHA or INT check](/rules/adventuring.html#skill
- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks.
### Stronghold

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@ -76,7 +76,7 @@ To cast a spell, make a [skilled INT check](/rules/adventuring.html#skilled-abil
- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks.
### Stronghold

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@ -11,7 +11,7 @@ For you've stumbled onto the _new and updated_ digital representation of the mos
Within these hallowed pages, you'll find everything you need to know about the [various planes of the multiverse](/planes/), including:
- 140 [creatures](/bestiary/) that you may encounter,
- 75 [magic items](/magic-items/) to search for,
- 85 [magic items](/magic-items/) to search for,
- 40 [spells](/spells/) to cast (or dodge),
- 25 [deities](/deities/) to worship,
- 22 [races](/races/) and 20 [classes](/classes/) to join-up with (or become), _plus_

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@ -0,0 +1,26 @@
---
title: Armor of Hunting
description: A suit of well-crafted armor adorned with the hide of a monster which improves stealth in the wilderness.
date_pub: 2025-05-31T11:57:59.000-04:00
section: magic items
content_type: feature
short_code: m1ahu
---
A suit of well-crafted armor adorned with the hide of a strange creature or monster.
- Grants additional +1 AC over standard armor.
- While worn outdoors, can make a DEX check to hide in undergrowth, behind trees, etc.
- This includes when [checking for stealth at the start of an encounter](../rules/adventuring.html#encounter-procedure).
<div class="dividedTableWrapper">
| Armor Type | AC |
| :-------------: | :-: |
| Padded / Hide | 12 |
| Leather | 13 |
| Studded Leather | 14 |
[Armor AC]
</div>

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@ -0,0 +1,32 @@
---
title: Armor of Invincibility
description: A suit of shiny, well-crafted metal armor etched with arcane symbols which protect from non-magical attacks.
date_pub: 2025-05-31T11:57:44.000-04:00
section: magic items
content_type: feature
short_code: m1a01
---
A suit of shiny, well-crafted metal armor etched with arcane symbols of protection.
- Grants additional +1 AC over standard armor.
- Wearer takes 1/2 damage from non-magical attacks.
### Invincibility
When the command word (_ger'an'gil_) is spoken, wearer becomes immune to non-magical attacks for 10 minutes (1 turn).
- May only be activated once per day.
- While active, runes glow bright red.
<div class="dividedTableWrapper">
| Armor Type | AC |
| :--------: | :-: |
| Chainmail | 15 |
| Half-Plate | 16 |
| Full Plate | 17 |
[Armor AC]
</div>

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@ -0,0 +1,26 @@
---
title: Armor of Protection Against Magic
description: A suit of shiny, well-crafted metal armor etched with runes which protect against magic spells.
date_pub: 2025-05-31T11:58:05.000-04:00
section: magic items
content_type: feature
short_code: m1apm
---
A suit of shiny, well-crafted metal armor etched with runes of protection.
- Grants additional +1 AC over standard armor.
- Wearer gets advantage on saves vs spells.
- On a natural 20, spell rebounds on caster.
<div class="dividedTableWrapper">
| Armor Type | AC |
| :--------: | :-: |
| Chainmail | 15 |
| Half-Plate | 16 |
| Full Plate | 17 |
[Armor AC]
</div>

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@ -0,0 +1,27 @@
---
title: Armor of Stashing
description: A suit of well-made armor with 6 hidden extra-dimensional pockets.
date_pub: 2025-05-31T11:57:53.000-04:00
section: magic items
content_type: feature
short_code: m1a5t
---
A suit of well-made armor with 6 hidden extra-dimensional pockets.
- Grants additional +1 AC over standard armor.
- Each hidden pocket functions like a [Pouch of Stashing](./sack-of-storing.html#pouch-of-stashing)
<div class="dividedTableWrapper">
| Armor Type | AC |
| :-------------: | :-: |
| Leather | 13 |
| Studded Leather | 14 |
| Chainmail | 15 |
| Half-Plate | 16 |
| Full Plate | 17 |
[Armor AC]
</div>

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@ -17,7 +17,7 @@ An ancient vorpal battle axe made of strange, blackened steel, and carved with d
</div>
- +2 to attack and damage rolls (1d8+2 / 1d10+2).
- +3 to attack and damage rolls (1d8+3 / 1d10+3).
!!!include(magic-items/decapitation.md)!!!

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@ -0,0 +1,14 @@
---
title: Cloak of Invisibility
description: An enchanted cloak that can render its wearer invisible.
date_pub: 2025-05-31T13:02:19.000-04:00
section: magic items
content_type: feature
short_code: m1c0n
---
An enchanted cloak that can render its wearer invisible.
- My be activated by drawing hood over head.
- May be used up to once per turn (10 minutes).
- Invisibility ends when wearer attacks or casts a spell.

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@ -18,5 +18,5 @@ An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruc
- Creatures in cone must **Save vs Spells**.
- On a failure, they take 2d6 damage and are [deafened](/rules/adventuring.html#deafened) for 1 turn (10 minutes).
- On a success, they take 1/2 damage.
- Creatures and objects made of glass or crystal have disadvantage on the save and take double damage (4d6 base).
- Creatures and objects made of glass or crystal have [disadvantage](/rules/basics.html#advantage-and-disadvantage) on the save and take double damage (4d6 base).
- Buildings and objects in cone may also be damaged or destroyed.

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@ -21,18 +21,18 @@ Below you'll find a growing list of 75+ magic items that can be found across the
</div>
1. [Beyza, The Bandit's Heart](./beyza-the-bandits-heart.html): A finely crafted short sword capable of casting [Charm Person](/spells/charm-person.html) once per day.
2. [Flaming Sword](./flaming-sword.html): A high-quality longsword, exquisitely decorated with fire and dragon iconography, capable of bursting into flames on command.
3. [Limbcleaver, Greatsword of Sharpness](./limbcleaver-greatsword-of-sharpness.html): An absolutely enormous broadsword etched with various arcane symbols which glow a dull purple, and with a black, bejeweled pommel.
4. [Lumye, Hope's Defender](./sword-lumye-hopes-defender.html): A golden longsword, edged and crusted in diamonds, that glows when readied or attacking.
5. [Nemesys, the Enforcer](./sword-nemesys-the-enforcer.html): A blackened metal longsword, etched with eldritch runes that glow faintly green, which counter-attacks anyone who attacks its wielder.
6. [Ryssa, Misery's Edge](./sword-ryssa-vorpal.html): A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, arcane symbols.
7. [Sayka, Sword of Charming](./sword-of-charming-sayka.html): A finely-honed silver short sword with golden adornments and a large, glowing, purple gem in its ornate hilt which is capable of casting [Charm Person](/spells/charm-person.html).
8. [Sai'ju, Blade of Quickness](./sword-of-quickness-saiju.html): A straight-edged short sword which allows its wielder to attack first in a combat round.
9. [Tyrhung, Wolf Hunter](./tyrhung-wolf-hunter.html): A longsword that specializes in identifying and killing lycanthropes.
10. [Vah'ki, Flametongue of Dulara](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
11. [Vozath, the Wizard's Wail](./sword-vozath-the-wizards-wail.html): A sentient longsword devoted to killing arcane spellcasters.
12. [Zyshak, Unholy Avenger](./sword-zyshak-unholy-avenger.html): A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law.
1. [Beyza, The Bandit's Heart (+2)](./beyza-the-bandits-heart.html): A finely crafted short sword capable of casting [Charm Person](/spells/charm-person.html) once per day.
2. [Flaming Sword (+1)](./flaming-sword.html): A high-quality longsword, exquisitely decorated with fire and dragon iconography, capable of bursting into flames on command.
3. [Limbcleaver, Greatsword of Sharpness (+1)](./limbcleaver-greatsword-of-sharpness.html): An absolutely enormous broadsword etched with various arcane symbols which glow a dull purple, and with a black, bejeweled pommel.
4. [Lumye, Hope's Defender (+4)](./sword-lumye-hopes-defender.html): A golden longsword, edged and crusted in diamonds, that glows when readied or attacking, and which is capable of improving its wielder's AC.
5. [Nemesys, the Enforcer (+2)](./sword-nemesys-the-enforcer.html): A blackened metal longsword, etched with eldritch runes that glow faintly green, which counter-attacks anyone who attacks its wielder.
6. [Ryssa, Misery's Edge (+3)](./sword-ryssa-vorpal.html): A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, arcane symbols.
7. [Sayka, Sword of Charming (+2)](./sword-of-charming-sayka.html): A finely-honed silver short sword with golden adornments and a large, glowing, purple gem in its ornate hilt which is capable of casting [Charm Person](/spells/charm-person.html).
8. [Sai'ju, Blade of Quickness (+2)](./sword-of-quickness-saiju.html): A straight-edged short sword which allows its wielder to attack first in a combat round.
9. [Tyrhung, Wolf Hunter (+2)](./tyrhung-wolf-hunter.html): A longsword that specializes in identifying and killing werewolves.
10. [Vah'ki, Flametongue of Dulara (+1)](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
11. [Vozath, the Wizard's Wail (+1)](./sword-vozath-the-wizards-wail.html): A sentient longsword devoted to killing arcane spellcasters.
12. [Zyshak, Unholy Avenger (+4)](./sword-zyshak-unholy-avenger.html): A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law.
<div class="clearBoth" />
@ -44,29 +44,25 @@ Below you'll find a growing list of 75+ magic items that can be found across the
[![Tharruum, Hammer of Torzen, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/tharruum.jpg 'Tharruum, Hammer of Torzen')](./warhammer-tharruum.html)
[![Vokdec Giantspike, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/vokdec.jpg 'Vokdec Giantspike')](./polearm-vokdec-giantspike.html)
[![Zormut, Gnomish Warscepter of Lordly Might, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/zormut.jpg 'Zormut, Gnomish Warscepter of Lordly Might')](./rod-of-lordly-might-zormut.html)
</div>
1. [Crossbow of Distance, Hand](./crossbow-of-distance-hand.html): A small crossbow capable of firing with double the normal range.
2. [Darklurker](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
3. [Emyul, Holy Avenger](./chain-whip-emyul-holy-avenger.html): A sentient, silver chain whip with a spiked tip etched with runes that glow with divine power.
4. [Fay-Zur's Stone of Blasting](./fay-zurs-stone-of-blasting.html): A smoothed, palm-sized red gem, framed in ornate platinum and gold metalwork carved-through with ancient runes and adorned with two small rounded stones.
5. [Flame Lance](./flame-lance.html): A 10' long shining steel lance, wrapped in rune-covered metal coils, and capable of shooting gouts of flame from it's ruby tip.
6. [Judgement](./battle-axe-judgement-vorpal.html): An ancient vorpal battle axe made of strange, blackened steel, and carved with disturbing eldritch symbols that glow faintly when covered in blood.
7. [Kaaji-jukai, Nunchaku of Defense](./nunchaku-kaaji-jukai-defense.html): A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain, and which can be used defensively.
8. [Lor'nath, Breaker of Darkness](./lornath-breaker-of-darkness.html): A sentient mace dedicated to stopping the [Kho'pru invasion](https://www.planarvagabond.com/campaigns/mini-campaigns/isle-of-dread.html).
9. [Melaydius, Spear of Backstabbing](./spear-melaydius-backstabbing.html): An well-crafted spear made of shiny red wood and a large, slightly-hooked tip which is known for flying out of the hands of its wielder and stabbing them in the back.
10. [Parguk, Trident of Submission](./trident-of-submission-parguk.html): A trident capable of demoralizing opponents.
11. [Portable Pole](./portable-pole.html): A remarkably strong but lightweight metal rod, 1' long and 1/2" in diameter, consisting of 2 shafts side-by-side, both etched with gnomish symbols.
12. [Scalehunter](./spear-scalehunter.html): A sentient spear with a hatred of dragons.
13. [Staff of Adani](./staff-of-adani.html): A lightweight, platinum quarterstaff etched with arcane symbols and set with 2 small gems towards the center, which can change to being anywhere between 5' and 15' in length.
14. [Tharruum, Hammer of Torzen](./warhammer-tharruum.html): A massive, silver war hammer trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung.
15. [Thune, Rod of Parrying](./thune-rod-of-parrying.html): A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes which may be used to parry incoming attacks.
16. [Vokdec Giantspike](./polearm-vokdec-giantspike.html): A lightweight wooden pole, nearly 10' in length, carved with arcane runes which pulse slowly with a dull green glow, and tipped with a large spiked spearhead.
17. [Zormut, Gnomish Warscepter of Lordly Might](./rod-of-lordly-might-zormut.html): A powerful rod capable of multiple unique features.
1. [Crossbow of Distance, Hand (+1)](./crossbow-of-distance-hand.html): A small crossbow capable of firing with double the normal range.
2. [Darklurker (+2)](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
3. [Emyul, Holy Avenger (+3)](./chain-whip-emyul-holy-avenger.html): A sentient, silver chain whip with a spiked tip etched with runes that glow with divine power.
4. [Flame Lance (+1)](./flame-lance.html): A 10' long shining steel lance, wrapped in rune-covered metal coils, and capable of shooting gouts of flame from it's ruby tip.
5. [Judgement (+3)](./battle-axe-judgement-vorpal.html): An ancient vorpal battle axe made of strange, blackened steel, and carved with disturbing eldritch symbols that glow faintly when covered in blood.
6. [Kaaji-jukai, Nunchaku of Defense (+4)](./nunchaku-kaaji-jukai-defense.html): A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain, and which are capable of improving their wielder's AC.
7. [Lor'nath, Breaker of Darkness (+1)](./lornath-breaker-of-darkness.html): A sentient mace dedicated to stopping the [Kho'pru invasion](https://www.planarvagabond.com/campaigns/mini-campaigns/isle-of-dread.html).
8. [Melaydius, Spear of Backstabbing (+2)](./spear-melaydius-backstabbing.html): An well-crafted spear made of shiny red wood and a large, slightly-hooked tip which is known for flying out of the hands of its wielder and stabbing them in the back.
9. [Parguk, Trident of Submission (+1)](./trident-of-submission-parguk.html): A trident capable of demoralizing opponents.
10. [Scalehunter (+2)](./spear-scalehunter.html): A sentient spear with a hatred of dragons.
11. [Staff of Adani (+2)](./staff-of-adani.html): A lightweight, platinum quarterstaff etched with arcane symbols and set with 2 small gems towards the center, which can change to being anywhere between 5' and 15' in length.
12. [Tharruum, Hammer of Torzen (+4)](./warhammer-tharruum.html): A massive, silver war hammer trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung.
13. [Thune, Rod of Parrying (+2)](./thune-rod-of-parrying.html): A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes which may be used to parry incoming attacks.
14. [Vokdec Giantspike (+4)](./polearm-vokdec-giantspike.html): A lightweight wooden pole, nearly 10' in length, carved with arcane runes which pulse slowly with a dull green glow, and tipped with a large spiked spearhead.
15. [Zormut, Gnomish Warscepter of Lordly Might (+2)](./rod-of-lordly-might-zormut.html): A powerful rod capable of multiple unique features.
<div class="clearBoth" />
@ -80,10 +76,11 @@ Below you'll find a growing list of 75+ magic items that can be found across the
1. [Ring of Animal Control](./ring-of-animal-control.html): A simple silver band etched with an arcane rune for the word "control", which that grants its wearer the ability to control animals.
2. [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A ring that grants its wearer the ability to fire eldritch blasts.
3. [Ring of Protection](./ring-of-protection.html): A simple gold ring engraved with a rune of protection which grants an AC and saving throw bonus.
4. [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A simple silver band engraved with glyphs of mental protection which prevents its owner from having their mind read.
5. [Ring of Shielding](./ring-of-shielding.html): A small silver band etched with arcane glyphs of protection and defense which transforms into a shield.
6. [Ring of the Scholar](./ring-of-the-scholar.html): A ring that grants it's owner a small INT boost.
3. [Ring of Invisibility](./ring-of-invisibility.html): A simple silver ring engraved with a rune of invisibility.
4. [Ring of Protection](./ring-of-protection.html): A simple gold ring engraved with a rune of protection which grants an AC and saving throw bonus.
5. [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A simple silver band engraved with glyphs of mental protection which prevents its owner from having their mind read.
6. [Ring of Shielding](./ring-of-shielding.html): A small silver band etched with arcane glyphs of protection and defense which transforms into a shield.
7. [Ring of the Scholar](./ring-of-the-scholar.html): A ring that grants it's owner a small INT boost.
<div class="clearBoth" />
@ -113,18 +110,23 @@ Below you'll find a growing list of 75+ magic items that can be found across the
1. [The Amulet of Al-Shakk](./amulet-of-al-shakk.html): A magical amulet that grants its wearer tha ability to control any creature (intelligent or otherwise).
2. [Amulet of Reading Thoughts](./amulet-of-reading-thoughts.html): An amulet on a chain that grants its wearer tha ability to read the thoughts of a creature.
3. [Astral Compass](./astral-compass.html): A device for navigating to a desired location on the astral plane.
4. [Belt of Giant Strength](./belt-of-giant-strength.html): A wide brown leather belt engraved with various arcane runes of strength and fastened with a large, simple gold clasp which grants the strength of a hill giant to its wearer.
5. [Boots of Leaping and Bounding](./boots-of-leaping-and-bounding.html): A finely-crafted pair of leather boots that allow unfettered movement and occasional leaps.
6. [Bracers of Bulwark](./bracers-of-bulwark.html): A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-like protection to their wielder.
7. [Cape of Muun'teh'bahn'k](./cape-of-muuntehbahnk.html): A black and red cape decorated with gold arcane symbols which can teleport its wearer once per day.
8. [Cloak of Displacement](./cloak-of-displacement.html): An enchanted cloak that bends light, making wearer difficult to hit.
9. [Elven Boots](./elven-boots.html): A pair of enchanted leather boots of elven origin, intricately decorated and exceptionally crafted.
10. [Elven Cloak](./elven-cloak.html): An enchanted cloak of elven origin, intricately decorated and exceptionally woven.
11. [The Helm of Immaculate Conservation](./helm-of-halos.html): A helmet that grants an aura of divine protection to nearby allies.
12. [Lenses of Necroscopy](./lenses-of-necroscopy.html): A set of lenses that allow their wearer to view and [speak with the dead](/spells/speak-with-dead.html).
13. [Robe of Protection](./robe-of-protection.html): An enchanted robe that protects its wearer.
14. [Scarab of Protection](./scarab-of-protection.html): A small, golden medallion shaped like a beetle and inlaid with a single round, glowing, white gem, which can protect its wielder against various effects.
3. [Armor of Hunting (+1)](./armor-of-hunting.html): A suit of well-crafted armor adorned with the hide of a monster which improves stealth in the wilderness.
4. [Armor of Invincibility (+1)](./armor-of-invincibility.html): A suit of shiny, well-crafted metal armor etched with arcane symbols which protect from non-magical attacks.
5. [Armor of Protection from Magic (+1)](./armor-protection-magic.html): A suit of shiny, well-crafted metal armor etched with runes which protect against magic spells.
6. [Armor of Stashing (+1)](./armor-stashing.html): A suit of well-made armor with 6 hidden extra-dimensional pockets.
7. [Astral Compass](./astral-compass.html): A device for navigating to a desired location on the astral plane.
8. [Belt of Giant Strength](./belt-of-giant-strength.html): A wide brown leather belt engraved with various arcane runes of strength and fastened with a large, simple gold clasp which grants the strength of a hill giant to its wearer.
9. [Boots of Leaping and Bounding](./boots-of-leaping-and-bounding.html): A finely-crafted pair of leather boots that allow unfettered movement and occasional leaps.
10. [Bracers of Bulwark](./bracers-of-bulwark.html): A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-like protection to their wielder.
11. [Cape of Muun'teh'bahn'k](./cape-of-muuntehbahnk.html): A black and red cape decorated with gold arcane symbols which can teleport its wearer once per day.
12. [Cloak of Displacement](./cloak-of-displacement.html): An enchanted cloak that bends light, making wearer difficult to hit.
13. [Cloak of Invisibility](./cloak-of-invisibility.html): An enchanted cloak that can render its wearer invisible.
14. [Elven Boots](./elven-boots.html): A pair of enchanted leather boots of elven origin, intricately decorated and exceptionally crafted.
15. [Elven Cloak](./elven-cloak.html): An enchanted cloak of elven origin, intricately decorated and exceptionally woven.
16. [The Helm of Immaculate Conservation](./helm-of-halos.html): A helmet that grants an aura of divine protection to nearby allies.
17. [Lenses of Necroscopy](./lenses-of-necroscopy.html): A set of lenses that allow their wearer to view and [speak with the dead](/spells/speak-with-dead.html).
18. [Robe of Protection](./robe-of-protection.html): An enchanted robe that protects its wearer.
19. [Scarab of Protection](./scarab-of-protection.html): A small, golden medallion shaped like a beetle and inlaid with a single round, glowing, white gem, which can protect its wielder against various effects.
<div class="clearBoth" />
@ -150,20 +152,22 @@ Below you'll find a growing list of 75+ magic items that can be found across the
6. [Disc of Flying](./disc-of-flying.html): A flat, circular disc, 10' in diameter and made of a super-thin, flexible substance with a silvery, pearlescent color, and which can carry up to 5 passengers through the air.
7. [Drum of Panic](./drum-of-panic.html): A large, ornately-carved war-drum that causes those hearing it to flee in panic.
8. [Dwarven Unitool](./dwarven-unitool.html): A device that appears to be a 1'-long iron bar lined with small plates, spikes, and joints, and which can be folded, twisted, and hinged to function as one of several different tools.
9. [Feather of Falling](./feather-of-falling.html): A 4" long feather of blue and white which may be held or worn, and whih .
10. [Feathers of Ferr'nym](./feathers-of-ferrnym/): Small feathers which trigger an effect when tossed into the air.
11. [Haversack of Handiness](./sack-of-storing.html#haversack-of-handiness): A backpack with several small pocket dimensions useful for storing things.
12. [Horn of Blasting](./horn-of-blasting.html): An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruction when blown.
13. [Immovable Rod](./immovable-rod.html): An iron rod with a rune at one end, capable of becoming magically fixed in place.
14. [Jar of Preserving](./jar-of-preserving.html): A device for capturing and preserving creatures indefinitely.
15. [Kheldor's Eye of Revelation](./kheldors-eye-of-revelation.html): A smoothly-polished clear gem, shaped like an eyeball, which can be gazed through to reveal secret, invisible, or enchanted things within 30'.
16. [Light Globe](./light-globe.html): A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover. Often seen on the astral plane.
17. [Mirror of Telepresence](./mirror-of-telepresence.html): A mirror that allows its user to view and speak with others remotely.
18. [Pet Rock](./pet-rock.html): A rock that obeys its owner's commands.
19. [Pouch of Stashing](./sack-of-storing.html#pouch-of-stashing): A tiny pouch with its own pocket dimension useful for storing things.
20. [Rug of Flying](./rug-of-flying.html): An elegantly-woven, enchanted rug, capable of flying while carrying passengers.
21. [Sack of Storing](./sack-of-storing.html): A bag with its own pocket dimension useful for storing things.
22. [Sphere of Annihilation](./sphere-of-annihilation.html): A tear in the multiverse manifesting as a pitch-black, 2' diameter globe of absolutely nothing, which destroys anything it touches.
23. [Stone of Blinding](./stone-of-blinding.html): A piece of pumice with rounded edges, about the size of a human fist, that can emit a blinding flash on command once per day. Typically wielded by [Face Thieves](/bestiary/face-thief.html).
24. [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
25. [Whispering Stones](./whispering-stones.html): A pair of stones that allow their holders to cast [Whisper](/spells/whisper.html) between them.
9. [Fay-Zur's Stone of Blasting](./fay-zurs-stone-of-blasting.html): A smoothed, palm-sized red gem, framed in ornate platinum and gold metalwork carved-through with ancient runes and adorned with two small rounded stones.
10. [Feather of Falling](./feather-of-falling.html): A 4" long feather of blue and white which may be held or worn, and whih .
11. [Feathers of Ferr'nym](./feathers-of-ferrnym/): Small feathers which trigger an effect when tossed into the air.
12. [Haversack of Handiness](./sack-of-storing.html#haversack-of-handiness): A backpack with several small pocket dimensions useful for storing things.
13. [Horn of Blasting](./horn-of-blasting.html): An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruction when blown.
14. [Immovable Rod](./immovable-rod.html): An iron rod with a rune at one end, capable of becoming magically fixed in place.
15. [Jar of Preserving](./jar-of-preserving.html): A device for capturing and preserving creatures indefinitely.
16. [Kheldor's Eye of Revelation](./kheldors-eye-of-revelation.html): A smoothly-polished clear gem, shaped like an eyeball, which can be gazed through to reveal secret, invisible, or enchanted things within 30'.
17. [Light Globe](./light-globe.html): A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover. Often seen on the astral plane.
18. [Mirror of Telepresence](./mirror-of-telepresence.html): A mirror that allows its user to view and speak with others remotely.
19. [Pet Rock](./pet-rock.html): A rock that obeys its owner's commands.
20. [Portable Pole](./portable-pole.html): A remarkably strong but lightweight metal rod, 1' long and 1/2" in diameter, consisting of 2 shafts side-by-side, both etched with gnomish symbols.
21. [Pouch of Stashing](./sack-of-storing.html#pouch-of-stashing): A tiny pouch with its own pocket dimension useful for storing things.
22. [Rug of Flying](./rug-of-flying.html): An elegantly-woven, enchanted rug, capable of flying while carrying passengers.
23. [Sack of Storing](./sack-of-storing.html): A bag with its own pocket dimension useful for storing things.
24. [Sphere of Annihilation](./sphere-of-annihilation.html): A tear in the multiverse manifesting as a pitch-black, 2' diameter globe of absolutely nothing, which destroys anything it touches.
25. [Stone of Blinding](./stone-of-blinding.html): A piece of pumice with rounded edges, about the size of a human fist, that can emit a blinding flash on command once per day. Typically wielded by [Face Thieves](/bestiary/face-thief.html).
26. [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
27. [Whispering Stones](./whispering-stones.html): A pair of stones that allow their holders to cast [Whisper](/spells/whisper.html) between them.

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@ -19,7 +19,8 @@ An absolutely enormous broadsword with a nearly 5' long, 1' wide blade, etched w
### Enchantments
- +2 to attack and damage rolls (1d12+2).
- +1 to attack and damage rolls (1d12+1).
- Can hit enemies who can only be hit by a +3 magic weapon or better.
### Severing

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@ -19,7 +19,7 @@ A pair of black wooden cylinders, 12" long and 1" in diameter, joined together b
### Enchantments
- +2 to attack and damage rolls (2d4+2).
- +4 to attack and damage rolls (2d4+4).
### Defense
@ -31,4 +31,4 @@ At the start of each combat round, wielder may choose to convert some or all of
> Kaaji-jukai comes from the ancient plane of Zynoshi, where it was used for a dozen generations by the clerical monks who patrolled the Lashto foothills of the vile Volo Peaks, defending the populace from the demonic spirits that would occasionally escape their dread imprisonment.
>
> Each wooden cylinder is inlaid with its own name in gold: Kaaji (Virtue) and Jukai (Honor).
> Each wooden cylinder is inlaid with various arcane symbols along with its own name in gold: Kaaji (Virtue) and Jukai (Honor).

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@ -0,0 +1,13 @@
---
title: Ring of Invisibility
description: A magical ring that renders its wearer invisible.
date_upd: 2025-05-31T12:55:40.000-04:00
section: magic items
content_type: feature
short_code: m1r01
---
A simple silver ring engraved with a rune of invisibility.
- May be used up to once per turn (10 minutes).
- Invisibility ends when wearer attacks or casts a spell.

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@ -16,7 +16,7 @@ A small, golden medallion shaped like a beetle and inlaid with a single round, g
</div>
- While held in hand for 1 round, an arcane inscription appears on the edge of the amulet revealing its nature.
- Wielder gains advantage on saves vs spells.
- Wielder gains [advantage](/rules/basics.html#advantage-and-disadvantage) on saves vs spells.
- Wielder is protected from all types of curses (including Finger of Death).
- Each curse that is nullified triggers a Usage Die check.
- When wielder fails a saves vs spells, can trigger a Usage Die check to turn that failure into a success.

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@ -26,7 +26,7 @@ An exceptionally well-crafted spear made of shiny red wood carved with blackened
When wielder fumbles an attack with spear, it glows with a black light as it flies out of their hands and stabs them in the back.
- Wielder must attack themself with the spear with advantage.
- Wielder must attack themself with the spear with [advantage](/rules/basics.html#advantage-and-disadvantage).
- Once the spear has been used in combat, the wielder is taken by the [curse](/rules/magic.html#cursed-items) and is unable to discard or replace it.
### Spear Properties

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@ -17,7 +17,7 @@ A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, a
</div>
- +2 to attack and damage rolls (1d8+2 / 1d10+2).
- +3 to attack and damage rolls (1d8+3 / 1d10+3).
!!!include(magic-items/decapitation.md)!!!

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@ -21,13 +21,13 @@ A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes
### Unholy Powers
- +4 to attack and damage rolls (1d8+4 / 1d10+4).
- Attacks on lawful creatures have advantage.
- Attacks on lawful creatures have [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a hit, target must **Save** at -2 or become stricken with **Corruption**.
- Holy warriors (ex: lawful clerics or paladins) may roll without a penalty.
### Corruption
- A corrupted creature has disadvantage on attack rolls and ability checks.
- A corrupted creature has [disadvantage](/rules/basics.html#advantage-and-disadvantage) on attack rolls and ability checks.
- A corrupted creature has their Wisdom ability score reduced by a number of points equal to the number of days since they were corrupted.
- When a corrupted creature's Wisdom reaches 0, they become a demon of HD equal to 1/2 their level bound to serve Zyshak.
- Corruption can be removed as with a curse (ex: via [Remove Curse](/spells/remove-curse.html)).

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@ -20,7 +20,7 @@ A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes
### Unholy Powers
- +4 to attack and damage rolls (1d8+4 / 1d10+4).
- Attacks on lawful creatures have advantage.
- Attacks on lawful creatures have [advantage](/rules/basics.html#advantage-and-disadvantage).
### Sentience

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@ -14,7 +14,7 @@ Omnium is a very special substance, typically only known to arcane spellcasters
- Behaves as a metal alloy, capable of being melted down and mixed with other metals.
- When mixed with steel and worked properly (which only a few weaponsmiths are capable of), it can create weapons of exceptional sharpness (+1).
- Some wizards and demihuman crafters know how how to use it to simplify the process of making magic items.
- Can be extracted out of most empty magic items.
- Small amounts can often be extracted from a magic item (even one with no charges left).
### Omnium Pieces
@ -24,5 +24,5 @@ The Grand Consortium mints coins with small amounts of from it called "omnium pi
- Some services that can be traded for omnium pieces:
- The Consortium Teleportation Network charges 1 omnium piece to teleport up to 5 people to any other circle.
- The Sorcerers' Messaging Service charges 1 omnium piece to send a message and get a reply on any plane in the ATU.
- The the Library of Elevys has sages that work for omnium pieces, researching topics in exchange for one (or more) coins.
- The Library of Elevys has sages that work for omnium pieces, researching topics in exchange for one (or more) coins.
- The omnium can be extracted from the coins by experienced arcane crafters and used to create magic items.

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@ -22,7 +22,7 @@ A dark-skinned, slender, fey-like demihuman who can typically be found living de
</div>
- **Light Sensitivity**: Disadvantage on attack rolls and checks involving sight when in bright light (daylight, [Continual Light](/spells/continual-light.html), etc.).
- **Light Sensitivity**: [disadvantage](/rules/basics.html#advantage-and-disadvantage) on attack rolls and checks involving sight when in bright light (daylight, [Continual Light](/spells/continual-light.html), etc.).
### Enhanced Subterranean Perception

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@ -34,4 +34,4 @@ A grey-skinned demihuman, up to 8' tall, typically found in the forest, and dist
### Resilience
Gets advantage on all saves vs poison, spells, and wielded items.
Has [advantage](/rules/basics.html#advantage-and-disadvantage) on all saves vs poison, spells, and wielded items.

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@ -27,7 +27,7 @@ A creature composed of ooze-like plasma with nerve clusters spread throughout.
- When not wearing or carrying anything, can squeeze through 1" space.
- Can hold breath for up to 1 hour.
- Takes 1/2 damage from acid or poison damage.
- Gains advantage on saves against being poisoned or crushed.
- Gains [advantage](/rules/basics.html#advantage-and-disadvantage) on saves against being poisoned or crushed.
### Reshape Form

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@ -11,11 +11,13 @@ short_code: uha
### Introduction
In general, playing an RPG powered by HOSR comes down to running through a series of linked procedures or "game loops" (ex: [Exploration Procedure](#exploration-procedure)):
In general, playing an RPG powered by HOSR comes down to running through a series of linked procedures or "game loops":
1. **Setup**: GM determines the current situation (often using dice and tables), and describes it to the players.
2. **Response**: Players explain how they want to react to the situation, and make any checks that the GM calls for.
3. **Repeat**" Return to step 1 and repeat until the adventuring ends.
3. **Repeat**: Return to step 1 and repeat until the adventuring ends.
Some examples of these loops include the [Exploration Procedure](#exploration-procedure) or [Encounter Prodcedure](#encounter-procedure).
### Ability Checks
@ -71,12 +73,11 @@ Many classes have unique skills which PCs learn as they gain levels in those cla
| Class Level | Mod | Term |
| :---------: | :-: | :------: |
| 1 | -1 | Novice |
| 2-4 | 0 | Beginner |
| 5-7 | +1 | Skilled |
| 8-10 | +2 | Advanced |
| 11-13 | +3 | Expert |
| 14+ | +4 | Master |
| 1-3 | 0 | Beginner |
| 4-6 | +1 | Skilled |
| 7-9 | +2 | Advanced |
| 10-12 | +3 | Expert |
| 13+ | +4 | Master |
[Skilled Ability Check Modifier]
@ -393,10 +394,10 @@ When a PC increases their level, the following actions may be performed:
- An entangled creature:
- is unable to move,
- has disadvantage on attack rolls and ability checks that require moving,
- has [disadvantage](./basics.html#advantage-and-disadvantage) on attack rolls and ability checks that require moving,
- can make a new **Save** attempt each combat round,
- is automatically released if the entangling weapon is used to attack another opponent.
- Attack rolls against an entangled creature have advantage.
- Attack rolls against an entangled creature have [advantage](./basics.html#advantage-and-disadvantage).
#### Exhausted

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@ -43,6 +43,8 @@ For most checks, roll a 20-sided die (d20), add any modifiers, and compare the r
</div>
#### Advantage and Disadvantage
- Rolling with **Advantage** means to roll 2 dice and keep the _highest_ result.
- Rolling with **Disadvantage** means to roll 2 dice and keep the _lowest_ result.

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@ -11,7 +11,7 @@ short_code: uhc
### Combat Procedure
Adventurers tend to die easily, so most combat should be avoided unless the adventurers have a clear advantage.
Adventurers tend to die easily, so most combat should be avoided unless the adventurers have a clear [advantage](/rules/basics.html#advantage-and-disadvantage).
That having been said, fights do occur, and when they do, the following steps are performed:
@ -23,7 +23,7 @@ That having been said, fights do occur, and when they do, the following steps ar
- **Morale Check**: Creatures who've been severely wounded or seen their leaders killed may flee.
- Roll 2d6 under morale score or the monsters surrender / flee.
- After 2 successes in a fight, no further checks.
- After 2 successes in a fight, no further checks required.
- When to check morale:
- After the first death on a side, and
- When a side is half killed or incapacitated.
@ -36,6 +36,7 @@ That having been said, fights do occur, and when they do, the following steps ar
- Spellcasters can move _before_ casting a spell, but can't move _after_ casting one.
4. **Change Sides**: Opposing side becomes active.
- If more than 2 sides are fighting, the side with the next highest initiative roll becomes active.
5. **Slow Weapons**: Resolve any slow weapons or end-of-round abilities.
6. **Repeat**: Return to step 2 and repeat until only one side remains.
@ -57,6 +58,8 @@ Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC,
- **Shields** grant +1 AC when used.
- Can also be sacrificed (shattered) to prevent a hit from inflicting damage.
##### Fantasy Armor
<div class="dividedTableWrapper">
| Armor Type | AC |
@ -69,7 +72,26 @@ Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC,
| Half-Plate | 15 |
| Full Plate | 16 |
[Armor AC]
[Fantasy Armor AC]
</div>
##### Modern Armor
<div class="dividedTableWrapper">
| Armor Type | AC |
| :-----------------: | :-: |
| None | 10 |
| Weave | 11 |
| Leather / Textile | 12 |
| Light Body Vest | 13 |
| Heavy Body Vest | 14 |
| Armored Longcoat | 15 |
| Tactical Body Armor | 16 |
| Military Body Armor | 17 |
[Modern Armor AC]
</div>
@ -132,6 +154,7 @@ Ranged attack rolls are modified based on the character's Dexterity, the target'
- -1 to -4 penalties may apply when attacking targets behind partial cover.
- Targets behind total cover cannot be hit.
- Ranged attacks within 5' are made with [disadvantage](./basics.html#advantage-and-disadvantage).
- Attacks beyond long range are not possible.
<div class="dividedTableWrapper">
@ -256,10 +279,12 @@ Engaged characters that wish to move away can either make a fighting retreat, or
| Dagger | 1d4 | Light, Thrown (10' / 20' / 30') |
| Flail | 1d6 | |
| Garotte | 1d4 | Entangle, Stealth, Two-handed |
| Greatclub | 1d8 | Blunt, Two-handed |
| Greatsword | 1d12 | Slow, Two-handed |
| Greatclub | 1d8 | Blunt, Slow, Two-handed |
| Hand Axe | 1d4 | Light, Thrown (10' / 20' / 30') |
| Javelin | 1d6 | Thrown (30'/ 60' / 90') |
| Katana | 1d10 | Two-handed, Versatile (1d12) |
| Lajatang | 2d4 | Two-handed, Versatile (1d12) |
| Lance | 1d6 | Charge |
| Light Hammer | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
| Longsword | 1d8 | Versatile (1d10) |
@ -270,10 +295,11 @@ Engaged characters that wish to move away can either make a fighting retreat, or
| Pickaxe | 1d8 | Slow, Two-handed |
| Polearm | 1d10 | Reach, Slow, Two-handed |
| Rapier | 1d8 | |
| Scimitar | 1d6 | |
| Scimitar | 1d6 | Thrown (10' / 20' / 30') |
| Sickle | 1d4 | Light |
| Shortsword | 1d6 | |
| Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) |
| Spiked Chain | 1d4 | Entangle, Two-handed, Versatile (1d6) |
| Staff | 1d4 | Blunt, Versatile (1d6) |
| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (1d8) |
| Warhammer | 1d6 | Blunt, Versatile (1d8) |
@ -283,7 +309,7 @@ Engaged characters that wish to move away can either make a fighting retreat, or
</div>
#### Melee Weapon Details
##### Melee Weapon Details
- **Blackjack**: On successful hit, target must **Save vs Paralyze** or be knocked unconscious for 1d6 turns.
- **Garotte**: While target is entangled, inflicts damage automatically each round, can be used for [Sneak Attack](/classes/thief.html#core-features).
@ -291,32 +317,139 @@ Engaged characters that wish to move away can either make a fighting retreat, or
- **Polearm**: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
- **Whip**: On a successful hit, may either inflict damage OR entangle.
#### Ranged Weapons
#### Traditional Ranged Weapons
<div class="dividedTableWrapper">
| Weapon | Damage | Range | [Properties](#weapon-properties) |
| :-------------: | :----: | :---------------: | :------------------------------: |
| Blowgun | 1 | 25' / 50' / 100' | Reload |
| Bolas | 1d2 | 20' / 40' / 60' | Blunt, Entangle |
| Crossbow, Hand | 1d4 | 20' / 40' / 80' | Light, Reload |
| Crossbow, Heavy | 1d8 | 80' / 160' / 240' | Reload, Slow, Two-handed |
| Crossbow, Light | 1d6 | 40' / 80' / 120' | Reload, Two-handed |
| Great Bow | 1d8 | 70' / 140' / 210' | Slow, Two-handed |
| Longbow | 1d6 | 70' / 140' / 210' | Two-handed |
| Shortbow | 1d6 | 50' / 100' / 150' | Two-handed |
| Sling | 1d4 | 40' / 80' / 160' | Blunt |
| Weapon | Damage | Range | [Properties](#weapon-properties) |
| :-------------: | :----: | :---------------: | :------------------------------------------------------: |
| Blowgun | 1 | 25' / 50' / 100' | Ammunition (Blowdart), Reload (1) |
| Bolas | 1d2 | 20' / 40' / 60' | Blunt, Entangle |
| Crossbow, Hand | 1d4 | 20' / 40' / 80' | Ammunition (Crossbow bolt), Light, Reload (1) |
| Crossbow, Heavy | 1d8 | 80' / 160' / 240' | Ammunition (Crossbow bolt), Reload (1), Slow, Two-handed |
| Crossbow, Light | 1d6 | 40' / 80' / 120' | Ammunition (Crossbow bolt), Reload (1), Two-handed |
| Great Bow | 1d8 | 70' / 140' / 210' | Ammunition (Arrow), Slow, Two-handed |
| Longbow | 1d6 | 70' / 140' / 210' | Ammunition (Arrow), Two-handed |
| Shortbow | 1d6 | 50' / 100' / 150' | Ammunition (Arrow), Two-handed |
| Sling | 1d4 | 40' / 80' / 160' | Ammunition (Stone or Bullet), Blunt |
[Ranged Weapons]
[Traditional Ranged Weapons]
</div>
#### Ranged Weapon Details
##### Traditional Ranged Weapon Details
- **Sling**: Typically uses stones, bullets add +1 damage (1d4+1 total).
#### Firearms
<div class="dividedTableWrapper">
| Weapon | Damage | Range | [Properties](#weapon-properties) |
| :--------------: | :----: | :----------------: | :---------------------------------------------------------------------: |
| Grenade Launcher | 4d6 | 40' / 80' / 120' | Ammunition (Grenade), Reload (1), Special, Two-Handed |
| Machine Gun | 2d12 | 125' / 250' / 375' | Ammunition (Rifle cartridge), Mounted, Reload (30), Spread, Two-Handed |
| Needler | 2d6+1 | 50' / 100' / 150' | Ammunition (Needles), Reload (30), Spread |
| Pistol, Light | 2d3 | 50' / 100' / 150' | Ammunition (Handgun cartridge), Concealed, Light, Reload (2) |
| Pistol | 2d4 | 50' / 100' / 150' | Ammunition (Handgun cartridge), Light, Reload (15) |
| Revolver | 2d4+1 | 50' / 100' / 150' | Ammunition (Handgun cartridge), Reload (6) |
| Rifle, Assault | 2d8 | 100' / 200' / 300' | Ammunition (Rifle cartridge), Reload (30), Spread, Two-handed |
| Rifle, Hunting | 2d8 | 150' / 300' / 450' | Aim, Ammunition (Rifle cartridge), Reload (6), Two-handed |
| Rifle, Sniper | 2d10 | 200' / 400' / 600' | Aim, Ammunition (Rifle cartridge), Reload (1), Two-handed |
| Shotgun | 2d8 | 50' / 100' / 150' | Ammunition (Shotgun shell), Point Blank, Reload (6), Spread, Two-handed |
| Sub-Machine Gun | 2d6 | 50' / 100' / 150' | Ammunition (Handgun cartridge), Reload (30), Spread |
| Rocket Launcher | 5d6 | 100' / 200' / 300' | Ammunition (Rocket), Reload (1), Two-Handed |
[Firearms]
</div>
##### Firearms Details
- **Grenade Launcher**: Rather than attacking, pick target point up to 120' away and use an action to make a DEX skill check. On a success, the grenade hits that spot. On a fail, roll 1d8 to determine which direction the grenade landed (relative to the target, starting from directly in front of them and moving clockwise), and 1d6 to determine how far away (multiply by 5').
- **Rocket Launcher**: On a miss, starting with the nearest creature to the target, each creature directly behind the target (relative to the launcher's wielder, but still within range of the rocket launcher) must Save or be inadvertently hit by the rocket. If everyone avoids the rocket but it was fired in an enclosed space, it strikes the nearest wall instead.
<!--
##### Ammunition
**Grenades**
See [explosives](#explosives).
**Handgun Cartridge**
- Armor Piercing
- Hollow Point
**Rifle Cartridge**
- Armor Piercing
- Hollow Point
**Shotgun Shell**
- Dragonfire
- Slug
- Spread
-->
#### Weapon Properties
!!!include(rules/weapon-properties.md)!!!
#### Explosives
Most lobbed explosives (bombs, dynamite, grenades, etc.) work the same way:
- Wielder picks a target spot within 60' and uses a combat action to make a DEX check.
- On a success, the explosive lands in the spot and explodes as expected.
- On a fail, determine where the explosive landed.
- Roll 1d8 to determine which direction from the intended target it went (relative to the thrower, starting from directly in front of them and moving clockwise).
- Roll 1d6 and multiply the result by 5' to determine how far away from the target spot the explosive landed.
##### Bombs
- Can be lit and thrown as above.
- When detonated, causes 3d6 damage to all creatures within 5' (**Save** for half-damage).
- Can be found throughout the multiverse.
##### Dynamite
- Can be lit and thrown as above.
- When detonated, a single stick causes 3d6 damage to all creatures within 5' (**Save** for half-damage).
- Sticks may be bound together to increase explosive power.
- Damage increases by 1d6 per stick beyond the first, up to 10d6.
- Blast radius increases by 5' per stick beyond the first, up to 20'.
- Fuses can be extended so the detonation occurs after a specific amount of time (ex: after 6 rounds).
- At the end of each round, decrease the remaining time by 1.
- When the timer reaches 0, the detonation occurs.
- Can only be found on industrialized planes.
##### Grenades
- Can either be thrown as or launched from a grenade launcher (extending range to 120').
- Types of Grenades
- Fragmentation: Detonates on impact sending shrapnel in all directions.
- All creatures within 20' of where the grenade landed take 4d6 damage, **Save** for half-damage.
- Poison Gas: One combat round after the grenade lands, it creates a cloud of deadly gas around it.
- All creatures within 20' of where the grenade landed must **Save** or die.
- Gas remains for an additional 10 seconds (1 combat round), so that any creatures in the affected area at the end of the following combat round must **Save** or or die (even if they already saved once).
- Sleeping Gas: One combat round after the grenade lands, it creates a cloud of sleep-inducing gas.
- All creatures within 20' of where the grenade landed must **Save** or fall asleep for 2d4 turns.
- Gas remains for an additional 10 seconds (1 combat round), so that any creatures in the affected area at the end of the following combat round must **Save** or fall asleep for 2d4 turns (even if they already saved once).
- Smoke: One combat round after the grenade lands, it creates a thick cloud of smoke.
- Heavily obscures the area within 20' of where the grenade landed.
- Lingers for 1 minute (6 combat rounds) unless blown away.
- A moderate wind (at least 10 mph) clears area in 3 rounds.
- A strong wind (at least 20 mph) clears area in 1 round.
- Can only be found on industrialized planes.
##### Gunpowder
- When lit on fire, instantly detonates.
- An exploding ounce of gunpowder flares for 1 combat round, casting bright in a 30' radius and dim light for an additional 30'.
- An exploding powder horn causes 3d6 damage to all creatures within 10' (**Save** for half-damage).
- An exploding powder keg causes 6d6 damage to all creatures within 20' (**Save** for half-damage).
- Can be found throughout the multiverse.
!!!include(license/wotc-cc-by.md)!!!

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@ -10,7 +10,66 @@ short_code: uhef
[[toc]]
Below are the equipment tables for a standard fantasy campaign. They may be superseded by campaign-specific ones.
The information below is for a standard fantasy campaign. The tables and rules may be superseded by campaign-specific ones.
### Coinage
- Coin value is typically derived from the precious metal it is made from, simplifying exchange rates between different nations.
- Most commonly seen coins are copper, silver, and gold pieces.
#### Common Coins
- Copper piece (cp)
- Most common among laborers and beggars.
- Buys a candle, torch, or piece of chalk.
- Silver piece (sp)
- Worth 10 copper pieces.
- Most common coin coin among peasantry.
- Buys a flask of lamp oil, a night at a poor inn, or a 1/2 day's work from a guard or laborer.
- Gold piece (gp)
- Standard coin for determining value of items.
- Large transactions are usually done with gold bars, gems, or other valuable goods, rather than a large numbers of coins.
- Worth 10 silver pieces.
- Buys a bedroll, 50' of rope, a goat, a week's work from a guard or laborer, or a day's work from a skilled (if unexceptional) artisan.
#### Uncommon Coins
- Electrum Piece (ep)
- Worth 5 silver pieces.
- Archaic, seldom used in open trade.
- Platinum Piece (pp)
- Worth 10 gold pieces.
- Archaic, seldom used in open trade.
- Omnium piece (op)
- Worth 500 gold pieces.
- Archaic, seldom used except by [arcanists and demihuman artificers](../../magic/omnium.html#omnium-pieces).
<!--
- Bronze piece (bp)
- Worth 5 copper pieces.
- Archaic
- Iron piece (ip)
- Worth 5 copper pieces.
- Archaic
- Steel piece (stp)
- Worth 5 gold pieces.
- Archaic
-->
<div class="dividedTableWrapper">
| Coin | CP | SP | EP | GP | PP | OP |
| :-----------: | :----: | :--: | :--: | :---: | :----: | :------: |
| Copper (cp) | 1 | 1/10 | 1/50 | 1/100 | 1/1000 | 1/50,000 |
| Silver (sp) | 10 | 1 | 1/5 | 1/10 | 1/100 | 1/5000 |
| Electrum (ep) | 50 | 5 | 1 | 1/2 | 1/20 | 1/1000 |
| Gold (gp) | 100 | 10 | 2 | 1 | 1/10 | 1/500 |
| Platinum (pp) | 1000 | 100 | 20 | 10 | 1 | 1/50 |
| Omnium (op) | 50,000 | 5000 | 1000 | 500 | 50 | 1 |
[Exchange Rates]
</div>
### Adventuring Equipment
@ -138,35 +197,41 @@ Below are the equipment tables for a standard fantasy campaign. They may be supe
<div class="dividedTableWrapper">
| Weapon | Cost (gp) | Damage | [Properties](#weapon-properties) |
| :----------: | :-------: | :----: | :---------------------------------------: |
| Battle Axe | 7 | 1d8 | Versatile (1d10) |
| Blackjack | 1 | 1d2 | Blunt, Stealth |
| Club | 3 | 1d4 | Blunt, Light |
| Dagger | 3 | 1d4 | Light, Thrown (10' / 20' / 30') |
| Flail | 5 | 1d6 | |
| Garotte | 1 | 1d4 | Entangle, Stealth, Two-handed |
| Greatsword | 15 | 1d12 | Slow, Two-handed |
| Greatclub | 6 | 1d8 | Blunt, Slow, Two-handed |
| Hand Axe | 4 | 1d4 | Light, Thrown (10' / 20' / 30') |
| Javelin | 1 | 1d6 | Thrown (30'/ 60' / 90') |
| Lance | 5 | 1d6 | Charge |
| Light Hammer | 4 | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
| Longsword | 10 | 1d8 | Versatile (1d10) |
| Mace | 5 | 1d6 | Blunt |
| Morningstar | 10 | 1d8 | |
| Nunchaku | 10 | 2d4 | Blunt, Two-handed |
| Pickaxe | 7 | 1d8 | Slow, Two-handed |
| Polearm | 7 | 1d10 | Reach, Slow, Two-handed |
| Rapier | 7 | 1d8 | |
| Scimitar | 10 | 1d6 | Thrown (10' / 20' / 30') |
| Sickle | 5 | 1d4 | Light |
| Shortsword | 7 | 1d6 | |
| Spear | 3 | 1d6 | Thrown (20' / 40' / 60'), Versatile (1d8) |
| Staff | 2 | 1d4 | Blunt, Versatile (1d6) |
| Trident | 5 | 1d6 | Thrown (10' / 20' / 30'), Versatile (1d8) |
| Warhammer | 5 | 1d6 | Blunt, Versatile (1d8) |
| Whip | 5 | 1d4 | Entangle, Reach |
| Weapon | Cost (gp) | Damage | [Properties](#weapon-properties) |
| :----------------: | :-------: | :----: | :---------------------------------------------------: |
| Battle Axe | 7 | 1d8 | Versatile (1d10) |
| Blackjack | 1 | 1d2 | Blunt, Stealth |
| Chain Whip | 7 | 1d6 | Entangle, Reach |
| Chain Whip, Spiked | 10 | 1d8 | Entangle, Reach |
| Club | 3 | 1d4 | Blunt, Light |
| Dagger | 3 | 1d4 | Light, Thrown (10' / 20' / 30') |
| Flail | 5 | 1d6 | |
| Garotte | 1 | 1d4 | Entangle, Stealth, Two-handed |
| Greatclub | 6 | 1d8 | Blunt, Two-handed |
| Greatsword | 15 | 1d12 | Slow, Two-handed |
| Hand Axe | 4 | 1d4 | Light, Thrown (10' / 20' / 30') |
| Javelin | 1 | 1d6 | Thrown (30'/ 60' / 90') |
| Katana | 20 | 1d10 | Two-handed, Versatile (1d12) |
| Lajatang | 15 | 2d4 | Two-handed, Versatile (1d12) |
| Lance | 5 | 1d6 | Charge |
| Light Hammer | 4 | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
| Longsword | 10 | 1d8 | Versatile (1d10) |
| Mace | 5 | 1d6 | Blunt |
| Morningstar | 10 | 1d8 | |
| Net | 5 | 0 | Blunt, Entangle, Thrown (10' / 20' / 30'), Two-handed |
| Nunchaku | 10 | 2d4 | Blunt, Two-handed |
| Pickaxe | 7 | 1d8 | Slow, Two-handed |
| Polearm | 7 | 1d10 | Reach, Slow, Two-handed |
| Rapier | 7 | 1d8 | |
| Scimitar | 10 | 1d6 | Thrown (10' / 20' / 30') |
| Sickle | 5 | 1d4 | Light |
| Shortsword | 7 | 1d6 | |
| Spear | 3 | 1d6 | Thrown (20' / 40' / 60'), Versatile (1d8) |
| Spiked Chain | 7 | 1d4 | Entangle, Two-handed, Versatile (1d6) |
| Staff | 2 | 1d4 | Blunt, Versatile (1d6) |
| Trident | 5 | 1d6 | Thrown (10' / 20' / 30'), Versatile (1d8) |
| Warhammer | 5 | 1d6 | Blunt, Versatile (1d8) |
| Whip | 5 | 1d4 | Entangle, Reach |
[Melee Weapons]

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@ -68,7 +68,11 @@ Jewelry is worth 3d6 x 100 gp.
#### Types of Gems by Value
10 gp
Unless stated otherwise, a gem is assumed to be 1/4" in diameter, weigh 2 carats, and be valued based on its composition / type.
Below values given in [standard fantasy coinage](./equipment/fantasy.html#coinage).
**10 gp**
- agate (banded, eye, or moss )
- azurite
@ -82,7 +86,7 @@ Jewelry is worth 3d6 x 100 gp.
- tiger eye
- turquoise
50 gp
**50 gp**
- bloodstone
- carnelian
@ -98,7 +102,7 @@ Jewelry is worth 3d6 x 100 gp.
- sardonyx
- zircon
100 gp
**100 gp**
- amber
- amethyst
@ -111,7 +115,7 @@ Jewelry is worth 3d6 x 100 gp.
- spinel (red, red-brown, or deep green)
- tourmaline
500 gp
**500 gp**
- alexandrite
- aquamarine
@ -121,15 +125,15 @@ Jewelry is worth 3d6 x 100 gp.
- spinel (deep blue)
- topaz (golden yellow)
1,000 gp
**1000 gp**
- emerald
- opal (white, black, or fire )
- opal (white, black, or fire)
- sapphire (blue, star, or yellow)
- ruby (star)
- corundum (fiery yellow or rich purple)
5,000 gp
**5000 gp**
- diamond (blue, blue-white, brown, canary, or pink)
- jacinth
@ -138,8 +142,6 @@ Jewelry is worth 3d6 x 100 gp.
#### Gem Values by Size and Weight
Unless stated otherwise, a gem is 1/4" in diameter, weighs 2 carats, and is valued based on its composition / type.
<div class="dividedTableWrapper">
| Size (Diameter) | Weight | Value | # in 1 cu ft |
@ -152,6 +154,8 @@ Unless stated otherwise, a gem is 1/4" in diameter, weighs 2 carats, and is valu
| 1/4″ (standard) | 2 carats / 0.001 lbs (1000 / lb) | Base value | 110,592 |
| 1/8″ (tiny) | 0.3 carats / 0.000125 lbs (8000 / lb) | Base value / 10 | 884,736 |
[Gem Value by Size]
</div>
_Adapted from https://olddungeonmaster.com/2012/06/10/gems/ ._

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@ -317,7 +317,7 @@ A creature that is frozen in time:
- ceases to age; and
- feels as though they weigh 10x their normal weight.
Attack rolls against a creature frozen in time have advantage.
Attack rolls against a creature frozen in time have [advantage](/rules/basics.html#advantage-and-disadvantage).
### Divine Magic

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@ -0,0 +1,28 @@
---
title: Forget
description: The Forget spell for OSR gaming.
date_pub: 2025-01-06T21:15:27.000-04:00
section: spells
content_type: feature
short_code: sf0
tags: arcane
---
<div class='headlessTableWrapper'>
| | |
| ------------ | ------------------------- |
| **Level** | 2 |
| **Duration** | Instantaneous (permanent) |
| **Range** | 30' |
</div>
Causes victims to forget the recent past.
- Targets up to 4 creatures in a 20' square area.
- Targets must **Save vs Spells** or have their memories erased for the current round plus a number of previous rounds equal to 1/3 caster level.
- Save may be modified based on number of targeted creatures.
- If only one creature targeted, save is at -2.
- If two creatures are targeted, save is at -1.
- The effects cannot be dispelled, and lost memories can only be restored by Heal, Restoration, or Wish.