The Shielded Lands/Campaign Rules
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These rules govern The Shielded Lands.
General Rules
- Every player is allowed one character at a time, created according to the character creation rules.
- Time will be tracked according to the campaign calendar[1]
- The current campaign date is 4 Sandstone 1212.
- The entire party has one XP value, which is used to determine every character's level (e.g., when the party has 2,700 XP, the entire party is level 4).
- Magical items are not "identified" during a short rest. Rather, a character can spend one hour to attune to the magical item to determine what effects it may have and how to use it.
- This does not reveal the name of the item, or any secret effects, nor does it consume any of the charges (if any) the item has.
- This is done in lieu of a short rest, during the same time period.
- The identify spell works per RAW.
- Falling unconscious due to 0 HP requires death saves per RAW. If the character survives, they gain a level of exhaustion upon waking.
- If a dead character is revived, that character returns with 0 levels of exhaustion.
- To use the help action with a skill check, the helper must be proficient in the skill being checked.
- The spell
Counterspell
does not exist and may not be taken under any circumstances. - Some feats have been adjusted, as listed below:
- Mage Slayer
- The attack made as a reaction from this feat occurs before the spell triggering the feat finishes casting. This means that successfully causing damage to the spell caster will require a concentration save to finish casting the spell. Failing this concentration save results in the spell being lost but the spell slot still having been spent.
- Revenant Blade
- This feat is not restricted by race.
- Some minor adjustments have been made to certain sub-classes, as listed below:
- Arcane Archer
- Arcane Shot can be used Proficiency bonus times per short rest instead of just twice. You are still limited to one use per turn.
- The spell
Disintegrate
will disintegrate magical items that are not artifacts or otherwise explicitly protected against disintegration.
Travel Rules
While traveling distances in the world, you can only travel a certain distance per day when using your normal walking pace:
Pace | Speed | Other Effects |
---|---|---|
Fast | 30 miles | -5 passive Perception |
Normal | 24 miles | |
Slow | 18 miles | Able to use Stealth |
These speeds are subject to change when traveling over harder to traverse terrains or during adverse weather conditions.
Resting Rules
- Days on Liras are 24 hours long.
- You can undertake strenuous activities (such as adventuring or working) for 8 hours per day without penalties.
- Once you exceed 8 hours, you must make a Constitution saving throw at the end of each hour past (e.g., Forced March) for each hour that contained strenuous activity. The DC is 10 for the 9th hour, and it increases every hour by 2. Failing a save incurs a level of exhaustion.
- This escalation is reset to DC 10 after completing a rest[2]
- Benefits bestowed by completing a rest (such as restoring hit points and spell slots) are granted only after successful completing the rest.
- Effects which prevent a character from gaining the benefits of a rest still have taken the rest for the purposes of determining forced march checks.
- Failed rests must be restarted from the beginning.
Short Rests
- Short rests are 1 hour in length and no sleep or eating is required.
- Any amount of strenuous activities interrupting the rest causes it to immediately fail.
Long Rests
- Long rests are a minimum of 8 hours in length and can only provide benefits once per 24 hours.
- At the end of the rest, one day's worth of food/rations and water must be consumed or the rest confers no benefits.
- Immediately after completing a successful long rest in which the entire rest was not spent sleeping, the character must attempt a Constitution saving throw. The DC is 20 - twice the number of hours spent sleeping.[3][4] Failing the saving throw incurs one level of exhaustion.[5]
- Any amount of strenuous activities interrupting the rest lengthens the required rest time by 2 hours for each interruption that occurs.
- One continuous hour of strenuous activity causes the rest to fail.
Downtime Rules
Rules Updates
- These rules may change from time to time.
- Generally, at least one weeks notice will be given before changes are made.
- Any characters already in the party that complied with the previous version of the ruleset is grandfathered into the new rules, though any new characters must comply with the latest version of the ruleset at the time of their introduction.
Notes
- ↑ Weeks and workweeks, such as referenced in downtime activities, are 8 days long.
- ↑ Thus, after completing a short rest during the 12th hour (and after attempting the DC 16 check), the save for the 13th hour is at DC 10.
- ↑ If you have a feature that renders your character not needing to sleep/trance at all, this check is skipped
- ↑ If you have a feature that shorted the length of a long rest (such as the elf racial ability), the DC is scaled proportionally (e.g., 20 - 4 times the hours trance-ing for elves)
- ↑ This is incurred after the long rest benefits are conferred