Campaign Rules - We
are not playing by Revised 5e: The changes made in Mordenkainen's Monsters of the Multiverse
are not going to be used for at least, this campaign. This means
Kobolds still have pack tactics and sunlight sensitvity, older
book races that had set attribute bonuses (and negatives) will
keep them. The tiefling variants are still valid as are the pre
"Monsters of the Multiverse" creature types. Grage is designed a
bit differently in comparison to other campigns and these newer
changes to game remove too much of the character creation
infrastructure at this time.
- During Football Season -
On days/evenings that fantasy football takes precedent, but
we still want to play - Foundry
VTT has an excellent visual cue when it is your turn
and a different one when when a player(s) needs to pay
attention. So feel free to zone out until commercials.
Grage Facts:
Backgrounds & Feats
- Backgrounds that Include
Feats:
I will allow all of these backgrounds under one condition: You
have to have a backstory of such quailty, that you can be
assured I will be using at least a portion of it in the
campaign.
Classes & Subclasses
- Cleric - All Subclasses:
Turning and destroy undead by all clerics is at double the
posted challenge rating.
- Fighter - Eldritch Knight:
In the 2014 (Classic 5E) fifth edition, the vast majority of
wizard spells that this subclass could take were limited tp the
schools of evocation and the abjuration schools. The newest
version of this subclass now allows all of the schools with
perhaps the exception of graviturgy and chronurgy. The best part
of this is that D&D Beyond never regulated the evo/abj
spells on their site so I will now use the 2025 version with no
on-line changes needed (PBH 2024).
- Paladins & Alignment
-
On Grage the relationship between the pantheon of powers that be
have a more direct relationship with their religious warriors.
This means that all Paladins must be of lawful alignment with
good, neutral and evil being options. Any Pally that breaks from
a lawful alignment immediately becomes an Oathbreaker. So why
does a Paladin have to be lawful when a deity may not be at all?
Well every holy warriror has to adhere to the tennets of an
oath. Why? Beecause even the deity of insanity has a method to
his madness and that method is governed by an oath.
- Ranger: Spells -
Whenever you finish a Long Rest, you can replace one spell on
your list with another Ranger spell for which you have spell
slots (PBH 2024).
- Ranger: Beast Master:
I like the Tasha addition of primal companions but it is still
complete garbage that the original best master that actually
uses an standard beast requires the sacrifice of the ranger's
action and later lose one (5th level) of the ranger's attacks.
So the following parts of the original class and options will be
smeared together:
- As with just about all of the other pet and companion
sub-classes, the beast master can call on his non-spirit
companion to attack and possibly other commands as a bonus
action.
- The beast that you can tame as a companion can be up to
a 1/2 challenge rating.
- You must have a living beast present in order to bond
your beast companion to the primal beast you summon. After
the bonding the primal companion, it assumes the primal
companion's hit dice and hit points in the same manner as
a druid's wild shape. If the primal companion is slain,
the ranger's actual animal companion reverts to the number
of hit points before the bonding.
- While bonded, the companion can use both primal and
natural animal abilities including pack tactics!
- The companion can be bonded with the land, air or sea
primal companion summoned, making for a beautiful or
horrid version of the bonded animal (whatever the play
wants to visualize), but the rest of the Tashs rules
apply.
- Healing spells will work on your comapnion while bonded
as standard, but if the primal companion is struck to zero
hit points, the regular beast will be left. If your
standard beast is reduced to zero - it is slain and no
more bonding is possible until you get a new compainion or
somehow bring it back to life.
- In the case that your primal bonding is lost - you can
summon back the same type of primal companion using a
spell slot just like the Tasha rules. Again, the rest of
the Tasha rules apply.
- The 11th level two attack OR multi-attack is valid
depending on the original animal companion's abilities!
- Warlock: Pact of the Chain:
Just about every DM has an opinion on how this pact is handled.
Some treat it no different than the Find Familiar spell to the
point of ignoring the actual description text. Others basically
give the Warlock an actual Quasit or Sprite, and everything that
goes with it. To clarify, this familiar is a spirit of the fey,
fiend or celestial origin as in the pact description, but this
pact with this spirit does provide the full familiar varient
benefits as per the Monster Manual. Seriously, what is the use
of this pact pre Tashas with out the familiar variant benefits?
Spells & Magical Effects:
- Magic can be a painful
pursuit - Since the end of the Gith invasion, any spell
that requires concentration will cause 1 hit point of psychic or
necrotic damage (DM's choice) per minute after the initial
casting in wild magic regions and/or during wild magic storms.
- Wild Magic Surges during a
Wild Magic Storm can be deadly - Though wild magic
storms are rare outside of Ahegthna, they do happen and have the
potential to lay waste to a village or damage a large city.
Casting a spell can provoke an AD&D 2nd edition wild magic table effect,
and a wild magic sorcerer can get a party killed!
- Many spells from earlier
additions are making a comeback via 5E with a twist -
Any of these spells that are brought back officially by WOTC
will be taken out of the vitalilty loss category.
- Pulse Wave is a standard
wizard spell - The 3rd level spell Pulse Wave is originally a Wildemount
Chronomancer / Gravimancer spell, but everyone likes it too much
not to upgrade it to standard offensive spell.
- Boccob has forbidden
Leomund's Tiny Hut (Homebrew)- Boccob has decreed that Tiny Hut has
been replaced with Galder's Tower. Casters that have the ability
to Tiny Hut instead will cast Galder's Tower. Casters that enter
into Grage from a gate and know the Tiny Hut can cast it, but
the spell will be able to cast it, but the Tiny Hut will fail as
soon as someone from inside touches the dome. So casters should
tell guests to bring a shit bucket.
- Silvery Barbs is a 2nd
level spell - Don't hate it, but Silvery Barbs is just a little OP for 1st
level, and I usually do not have an issue with OP. Also, I am
going with the wisemen that Silvery Barbs does not overcome
legendary resistance.
Weapons: Magical & Mundane
- Some old ass weapons make
a comeback - The Broadsword and the Sling Bullet are
returning, as well as the two weapons from the Exotic category:
The Bastard Sword and the Kopesh. The Weapon Master feat opens
access to learn these two options as part of your four weapon
choices.
- Guns - The
development of firearms did not begin testing until midway
through the war post-invasion, and unfortunately gnomish
artificers focused on using magical ammunition with elemental
effects that had disastrous results. By the time guns, rifles
and cannons were introduced on the battlefield using metal and
wooden shot, only a year remained in the conflict - well, at
least on a world-wide scale. After the Gith had vacated Grage,
it was agreed by allied forces that though this technology was
initially ineffective, these weapons were easy to produce and
train with... and the fact that a mere commoner could kill a
skilled wizard or even a hardened barbarian with one good shot
was destabilizing to society enought to halt further study and
distribution of all firearm forms, ammunition and smoke powder.
The four shot revolver that is mainly carried by Artificers is
considered a magical weapon by the common humanoid.
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Rules
of Combat
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- The "Natural 20" Rolls Rule - A natural one is always a miss and a natural
twenty is always a hit. It doesn't matter if you are striking
an unconscious frog if you roll a one you miss, and if you are
fighting a bull with a wooden spoon on a natty twenty you hit.
- Bad Luck has Consequences (Homebrew)
- Three natural one roles against a single opponent or four
natural one roles during a battle with multiple opponents will
cause any melee weapon of less than artifact status to break
with no save (see magic items for the fate of sentient weapons).
A player can opt to spare a weapon(s) by submitting to a
critical fumble.
- Flanking -
When a player and an ally (or another player) are on
opposite sides/corners of a foe, they gain a +2 bonus to hit.
Both flankers must be able to attack on each round flanking
occurs to receive the bonus.
- Being Surrounded - A physical
combat target can be surrounded by up to eight attackers (see
diagram to right) in hand to hand combat. Any number past this
amount cannot effectively inflict damage on the combat target
with the following exceptions: An attacker with a reach weapon
or thrown weapon can attempt an attack with disadvantage. If the
attack misses by more than five the attack strikes an ally with
evasion or dodging not possible.
- Dueling is Allowed - I got yelled
at by my DM some years back after going nerd raging and telling
another player I was gonna kill his ass, and with good reason.
This is why: When I first joined a live gaming group we had a GM
who crapped out after about six weeks because too busy teaching
high schoolers or something, but a few weeks later the player
whose house we were using gathered us back up and took over as
GM with a new campaign. All but one of us came back, but to my
surprise our old DM was back as a player. Since that point the
guy had some issue with me or my character, and it gradually got
worse with little quips and griping to the point where he let me
almost get killed twice – including this douche refusing to pull
me out of gelatinous cube that he was standing next to less than
5 feet. He would also do stupid ass stuff like casting spells
that would damage the party and even healing enemies – And the
one night I was done with his bullshit and the DM put the brakes
on me. In hindsight I should have just left the group because I
did not realize at the time how many people were looking for
groups, but I ate the shit because I wanted to finish the
campaign. To be fair, I had a few douche moments myself after
that verbal spat, but in my defense it was learned behavior lol.
If we had dueled I would have most likely lost because he was an
a Moon Druid and I was a death cleric with a level of fiend
warlock, but just to get one or two shots on the self righteous
prick before going down would have been worth it. After I
started DMing my current group, I did lose a player for a while
because of in-fighting, so I am allowing duels to settle
squabbling with the following stipulations:
- Any verbal grievances between the duelers must
be within the current game only. Bitching about
previous game bad behavior or once of the players
cheating at fantasy football is groundless.
- This is not to the death. The duel is over if
one gets reduced to zero or duelist can also
yield.
- You don't get to take any gear or money from the
loser.
- When the duel is over, so is the point of
fighting. You wan't revenge? Talk to the DM in
private.
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- Death is not a one spell trip - I
do like the fact that the permanent loss of a constitution point
is a mechanism of the past, but catching a ress in 5E with only
-4 to all attack rolls, saving throws, and ability checks that
can be fixed with 32 hours rest at an inn. In addition to the
"ordeal" penatlies of some spells that restore life, any
character or NPC that has Revivify, Raise Dead, Reincarnate, Ressurection and Limited Wish (Genie Warlock) casted upon
them will tempoarily lose 1D4 points of constitution (trouble
breathing, lethargy, muscles ache), as well as 1D4 points of
intelligence (unclear memories, otherwordly visions, headaches,
slow thoughts). With each long rest a character can deduct one
point of players choice, and a greater restoration spell will restore one
point at random. Please note that true resurrection spell or its equivalent
via a wish spell does not have any negative
effects.
I am adding these penalties because having damaged front liner
or healer pushes the player group to change common tactics (at
least for a while) or make them take a less travelled path to
accomplishing a goal.
- Deathly Changes - If you are dead
long enough for a funeral (so a raise dead spell or better), you
can choose to either change your subclass or one feat if you are
brought back.
Magical Combat & Damage
- The Belch Cantrip can Interrupt Spell
Concentration - But the caster receives advantage on
the concentration save and Belch is subject to Counterspell.
- Point Blank Spellcasting - The
five foot disadvantage rule is suspended because I love point
blank Ice
Knives.
- Spells from earlier Editions -
Spell from earlier editions as well as magic from 3rd party
books are subject to the effects of Mordant Arcana /
Burning Grey.
- Vile Damage - I never liked the
name level drain, and the term energy drain is hated and
fateful, but stupid. 5th edition has greatly decreased the
damage from the undead, fiends and the more powerful necromantic
spells. So I am creating an upgrade to necrotic damage taken
from the 3rd edition Book of Vile Darkness, and the 5th edition
version of necrotic with a twist. Vile Damage: Vile
damage works the same way as 5e necrotic damage along with hit
point reduction, but if you fail a constitution save you are -1
on your proficiency bonus. If you are drained to 0 you flat out
die, and in some case could become an undead. In addition, this
proficiency drain can only be restored via a Greater
Restoration spell cast on consecrated ground or ground
effected by a Hallow spell. Vile damage
causes such a violation to the body to the soul that these
extreme measures are needed. Failed save effect: -1 to
proficiency bonus that affects ability checks, saving throws,
and attack rolls.
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