Homebrew Rules

Flanking

When a creature is beset by enemies on multiple sides, everything they do leaves them open for attacks.   A creature is considered flanked if it is in the threatened space of two separate opponents, each of which threatens a different face. For example, if you have an enemy in front of you, then you are considered flanked if another enemy approaches from the left, right, or from behind. When in doubt, if a line drawn through the center of the enemies' bases also passes through your base, then you are flanked.   While a creature is flanked, it provokes Opportunity Attacks whenever it performs an Action. If it takes the Disengage action, then it provokes Opportunity Attacks when it performs the action, but not for any subsequent movement.   Bonus Actions are not affected by Flanking.  

Shields

People with experience using shields will understand that a shield functions less like extra armor, and more like a portable wall to hide behind, and even a weapon.   These rules replace the usual +2 bonus to AC that shields give. The rules for each type of shield are listed below. It should be noted that some of these rules make shields more powerful. This is intentional, and reflects reality more effectively.   Shields start to take damage as they are used in battle. When an attack is blocked by your shield, or you succeed a Dexterity Saving Throw due to your shield's bonus, the shield might take damage.   Each shield has a certain resistance to damage called its Damage Threshold. Whenever the damage of the blocked attack or ability exceeds the shield's Damage Threshold, it takes one Ding. Once a shield has taken a number of Dings equal to its Durability, it's cover level is reduced by 1. A shield is destroyed if its cover level is reduced to 0. Finally, a shield will take an extra Ding if its Damage Threshold is doubled. Wooden shields have a Damage Threshold of 10, and steel shields have a Damage Threshold of 30. Makeshift shields' Damage Threshold is up to the GM.   For reference, a standard shield in 5e is considered a Round Shield.

Buckler

Bucklers are a duelist's weapon, allowing efficient parries without restricting the wielder's ability to dodge attacks.   Durability: 5   While wielding a Buckler, you can use your reaction to give yourself a bonus to your AC equal to your Proficiency modifier.  

Round Shield

Round shields are a soldier's best friend. Affordable, relatively easy to make and use, and likely to save your life nine times out of ten.   Durability: 8   While wielding a Round Shield, you have Half Cover (+2 to AC and Dex Saves), and ranged attacks against you have disadvantage (unless the enemy can ignore cover).   In addition, when you are adjacent to another character wielding a Round Shield, you can form a Shield Wall as a Bonus Action. For each adjacent ally forming a Shield Wall with you, you gain a further +1 to AC and Dex Saves (max +2, because the dude behind you cannot be in a shield wall with you).   Finally, at the end of each of your turns, choose one cardinal direction (or one edge on a hex grid). Enemies in that direction are not flanking you.  

Kite Shield

Kite shields are the shields of the armored infantry, offering incredible versatility and protection in combat.   Durability: 12   While wielding a Kite Shield, you have three-quarters' cover (+5 to AC and Dex Saves).   If you wield a Kite Shield while riding a mount, then you only gain the protection from either left or right. You can spend your action to change which side of your mount the shield is on.   Finally, at the end of each of your turns (unless you are mounted), choose either the front or your off-hand side. Enemies in that direction are not flanking you.

Tower Shield

Tower shields are essentially portable walls that can buy time for a crossbowman to reload, or provide an infantryman with incredible protection.   Durability: 20   While wielding a Tower Shield, choose either the front or your off-hand side. You have total cover from that direction. You can still target creatures or squares on the other side of your shield (such as with an an Opportunity Attack), but if you do, the shield only provides three-quarters cover until the beginning of your next turn.   In addition, when you are adjacent to another character wielding a Round Shield, you can form a Shield Wall as a Bonus Action. If you do, then you do not lose full cover when targeting the other side of the Shield Wall with an ability, spell, or attack, and creatures behind the Shield Wall also have Full Cover from that direction.   You cannot wield a Tower Shield while mounted.

Initiative

See the Angry GM's article on Speed Factor Initiative. We use that.  

Learning Magic

Aedevan magic is divided into 9 levels (more according to some scholars), and three tiers. While the levels of magic (often referred to as "circles") are a well documented law of physics, the tiers are more of a generally accepted academic principle.  

Tier 0: Everyday Magic

Spells of circle 0 (also called Cantrips or Orisons). This tier is the home of cantrips and other trivially simple spells. These spells take little to no effort to cast once learned, and can be seen among maids, peasants, and nobles alike.

Tier 1: Skilled Magic

Spell of circles 1-3.   This tier is where most practicing magicians spend their days. With a fair amount of practice, nearly anyone can learn to store simple spells in their mind, ready for use. Even many of the world's famous wizards make their name without progressing past tier 1.   Magic within this tier is relatively easy to access. Scrolls, wands, and tutors can be found in any city of size, and many magically inclined individuals learn the easier spells within this tier by accident.

Tier 2: Rare Magic

Spells of circles 4-6.   Magic of this tier is incredibly difficult to cast, and even more so to learn. Mages capable of casting magic of this level are rare experts, well known for their talents and expertise.   Learning magic of this level is a painstaking process, usually requiring years of training. Most large cities will have a small group of mages within this tier, often leading the mage's guilds of the region. Items with tier 2 enchantments are quite rare, and highly prized among the knowledgeable. Even scrolls in the upper levels of this tier are quite difficult (and expensive) to acquire.  

Tier 3: Legendary Magic

Spells of circles 7-9.   Magic of this tier is almost unheard of. Very few mortals achieve this level of mastery over the magical arts, whether divine, arcane, natural, or otherwise. Mages who acquire this power are known throughout the world for their abilities. Pilgrims and kings alike seek out these individuals to ask for their assistance.   Learning magic of tier 3 is nearly impossible. Even among the largest cities and universities in the world, there may be only one or two who mages with magic this powerful. Magical items of any type that have this much power are protected in ancient crypts and intricate vaults, or in the possession of powerful champions.  

And Beyond: Unfathomable Magic

Spells beyond mortal power.   Rumors tell of spells that go beyond the nine known circles of magic. Some mortals devote their lives to discovering them, but most scholars agree that such knowledge is beyond the capability of mortal minds to comprehend. And beyond the power of mortal kind to possess.  

Identification Magic

Identifying magic items is more of an art than a science. The identification spells are listed here.  

Everyday Tier: Detect Magic

You detect nearby magical auras as in the base rules. Skilled mages can use these auras to decipher the basic functions of an object or spell. While using this spell, you get a +5 on any Arcana checks made to identify magic within range, and if successful you learn the basic function of the target item or spell.  

Skilled+ Tier: Identify

Identify is essentially a request to the object to reveal its instruction manual. This appears as a sort of heads up display over the item, and the instructions are written in the creator's first language. The information revealed depends on the level at which you cast the spell.  
  1. The item's name, primary function, whether it requires attunement, and how to activate it.
  2. The spells used to create the item.
  3. The item's purpose.
  4. The item's creator.
  5. Any curses on the item.
  6. Instructions for how to remove any curses.
  7. All information on non-sentient objects.
  8. All information, even on sentient objects.
  Sentient items get a Wis save to resist divulging this information. If they succeed they can omit or change any part of the information they want.  

Resurrection

Death in Aedeva is different than in many RPG settings. Death, by its nature, is a naturally permanent thing, and it takes more than a simple prayer and some gold to undo a Death. There are few who regularly practice the arts of resurrection, and all Resurrection spells are considered to be of the Necromancy school.  

Revivify

As long as you have a diamond you should be okay. It is an offering that will serve as your lifeline back into the living world. It is not strictly necessary, but to enter the River of Death without one... Well, you should not do that.   This magic is incredibly rare, and is considered sketchy, or even illegal, in many societies because it is considered to go against the natural flow of life. Nonetheless, with the right contacts, one might find an old crone or outcast wizard willing to sell the knowledge for the right price. In such situations, Revivify is often marketed as a simple way to undo the untimely death of a loved one, but the truth is more complex.   On casting Revivify, the caster will find themselves thrust forward into the river of death itself. Only the soul can make this journey, and the body is left on the river's shores in the realm of the living, coated with a thin layer of frost that forms from the river's frigid cold.   Once in the River, the caster must be wary of all of the realm's dangers, including (but by no means limited to) powerful undead who are eager to escape back into the world of the living; sudden sinkholes and whirlpools that can bring an unwary traveler suddenly deep within the river's current (a place from which there is little to no turning back the gates that separate the River's so-called "districts" with deadly power; or any number of other strange creatures and phenomena that haunt that strange place.   Once in the river, the caster must find their target, the dead creature on whom they cast the spell, take them, and drag them back out of the River's clutches. What is more, they must hurry, for the river is always pulling the target (and the caster) deeper into its cold embrace.   If the diamond is used in the spell's casting, then the extra offering provides guidance and protection. It allows the caster to easily locate their target and, once the target's soul is grasped, aids the caster's journey back upstream, steadying their feet and guiding them to the entrance back into the realm of the living. Without the diamond, the caster gets no such benefits, and should they plunge into the water's frigid depths, they will find themselves joining their target on the long ride down the river's current.  

Other Resurrection Spells

There are other spells that can allow the resurrection of dead loved ones or allies. These spells are more powerful than Revivify, but that power comes at a cost. Each one causes the caster to begin their journey from deeper within the river of Death. This gives a higher possibility of catching the target and dragging them home than if the caster must chase them downstream, but it also forces the caster to traverse much deeper into the river itself. A prospect that the wise caster will both respect, and fear.  

Special Conditions

 

Dazed

You have a -5 to initiative rolls, and cannot take reactions.  

Staggered

Dazed, your speed is halved, and you cannot take bonus actions.  

Stunned

Your initiative is 1, you can take no reactions or bonus actions, and you can either move or take an action, not both.  

Paralyzed

You can do absolutely nothing. At the beginning of your turn, make another save. If you succeed, you can move up to one quarter your speed, speak a short sentence, and take one bonus action.  

Sickened

You have a -2 to all ability checks and attack rolls.  

Poisoned/Nauseated

You have Disadvantage on attack rolls and ability checks.