Agathok Rules

Glossary

D20 Test

  • If something in the game refers to a "D20 Test", it means: "Ability Check, Attack Roll, or Saving Throw". They are one and the same.
 

"RAW"

  • Abbreviation for "rules as written"; often used to refer to base 5e rules.
 
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Basic Rules

Advantage & Disadvantage

  • If in the rare scenario a creature has three or more instances of Advantage than they do Disadvantage (and vice versa), the GM can give that creature a bonus (or penalty) to the roll equal to the difference.
    • For example, if a creature with four instances of Advantage and one instance of Disadvantage makes an Attack Roll, the GM can give that creature a bonus to the Attack Roll equal to +3.
  • A reminder that RAW, if a creature has Advantage and Disadvantage (regardless of how many instances of each), the creature has neither.
   

Dice Rolling (MapTool)

  • To speed up combat and certain actions, all dice required for an action is rolled simultaneously. For example, when using a weapon, both the Attack Roll and Damage Roll are rolled together.
  • In the event of a tie when rolling with Advantage or Disadvantage, take the first roll.
  • In the event of an accidental roll or extra roll, unless otherwise stated/accepted by the GM, the roll is ignored; and the character then make the correct roll.
   

Dropping to 0 Hit Points

While you have 0 Hit Points and have the Unconscious condition, you are considered to be Dying.  

Massive Damage

When a character takes damage that equal or exceeds their Hit Point Maximum that also reduces them to 0 Hit Points, that character must succeed on a DC 22 Constitution Saving Throw, or gain a Lingering Injury (as determined by your GM). This replaces the Instant Death rule of the same name.  

Regaining Consciousness

If you had 0 Hit Points and the Unconscious condition, and then regain Hit Points, you lose your Action on your next turn.  

Stabilizing a Creature

You can take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check. On a success, the creature becomes Stable; it doesn’t make Death Saving Throws, remains Unconscious, and must start making Death Saving Throws again if it takes any damage. A Stable creature that isn’t healed regains 1 Hit Point after 1d4 hours.   Resuscitating a Creature. You can take the Help action to try to Resuscitate a Stable creature, which requires a successful Wisdom (Medicine) check of a DC equal to 20 + twice the creature’s levels of Exhaustion. On a success, the creature gains 1 Exhaustion level—unless they already have 5—and regains 1 Hit Point; this healing cannot be increased or decreased by any means, unless your GM says otherwise.    

Falling

  • Basic Rules. At the end of a fall, a creature takes 1d6 True Damage for every 10 feet it fell. The creature lands Prone, unless it somehow avoids taking damage from the fall. If a creature falls from a great height, they instantly descend up to 500 feet. If they're still falling on their next turn, they descend up to 500 feet at the end of that turn. This process continues until the fall ends.
  • Damage Reduction. Creatures with Resistance or Immunity to nonmagical Bludgeoning Damage reduce the damage they take from a fall by: 1/4 if they have Resistance, or half if they have Immunity. A creature that willingly falls or makes a high jump, ignores a number of feet from their fall equal to their Strength score.
  • Falling Onto Another Creature. If a creature falls into the space of a second creature and neither of them are Tiny, the second creature must succeed on a DC 15 Dexterity Saving Throw. On a failure, both creatures take half of the total True Damage, and the second creature falls Prone unless it is two or more Sizes larger than the falling creature. On a success, the falling creature falls as normal and lands on an empty space adjacent to the second creature.
   

Help Action

When you take the Help Action, you do one of the following:
  • Assist Ability Check. Choose one of your Skill Proficiencies and one ally who can see or hear you. You give Advantage to the next Ability Check that ally makes with the chosen Skill. This benefit expires if the ally doesn't use it before the start of your next turn. To give this assistance, you must be near enough to the ally to assist verbally or physically when the ally makes the check. The DM has final say on whether your assistance is possible or not.
  • Assist Attack Roll. You momentarily distract an enemy within 5 feet of you, granting Advantage to the next Attack Roll by one of your allies against the enemy. This benefit expires at the start of your next turn.
   

Inspiration Points

  • Every player has a pool of Inspiration Points, up to a maximum of 4.
  • Inspiration Points can be gained from taking a Short or Long Rest, or from Stream Chatters.
  • A player can spend an Inspiration Point whenever they roll a D20 to give themselves a 1d4 bonus to that roll. You decide to do so immediately after rolling the D20, but before the result is declared. A player can use multiple Inspiration Points this way, but can only benefit from 4 for any single roll.
  • If you are conscious and deemed capable by the GM, you can give this bonus to another willing creature. You can only give 1 Inspiration Point this way each round.
   

Repeated Ability Checks

Unless an Ability Check is involved with a spell or condition, or unless it costs an item or resource to attempt, once you make an Ability Check, you cannot repeat it until you at least finish a Short or Long Rest.   In some cases, your GM may allow you to repeat an Ability Check, in which case the DC for the check will be increased by 5 for each subsequent attempt (assuming you failed the check if the DC increases to 30, you cannot repeat the check any further. The DC for a repeated Ability Check returns back to normal after you finish a Short or Long Rest. Certain exceptions may arise during play, and are as per your GMs discretion.    

Rolling for Hit Points (past Level 1)

When rolling for Hit Points on a level up, you roll as usual but if you roll below the average, you take the average amount.
  • 1d12 (min. 7)
  • 1d10 (min. 6)
  • 1d8 (min. 5)
  • 1d6 (min. 4)
 
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Resting

Short Rests

A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point.  
Benefits of the Rest
When you finish the Short Rest, you gain one of the benefits below (you choose).
  • Magic Item Interaction. Choose one:
    • Attune. Attune (or end Attunement) to one magic item while being in physical contact with it.
    • Identify. Focus on one magic item while being in physical contact with it, and make a DC 10 Intelligence (Arcana) check. On a success, you learn the item’s properties and how to use them (but not any curse the item might bear). This doesn’t include most potions, which are automatically identified on acquisition.
  • Prepare. Gain 1 Inspiration Point, up to a maximum of 4.
  • Stand Watch. Spend 1 hour actively standing watch over your resting area. Roll a Wisdom (Perception) check; if the result is higher than your passive Perception, that result will be used in place of it for the hour.
  Regardless of the chosen benefit above, you also gain the following:
  • Spend Hit Dice. Spend Hit Dice to regain Hit Points. For each Hit Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1). You can decide to spend an additional Hit Die after each roll.
  • Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description.
 
Interrupting the Rest
A Short Rest is stopped by the interruptions below. An interrupted Short Rest confers no benefits.
  • Rolling Intiative.
  • Casting a spell other than a cantrip.
  • Taking any damage.
 

Long Rests

A Long Rest is an extended period of downtime at least 9 hours long, that is available to any creature. During it, you sleep for at least 7 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.   To start a Long Rest, you must have at least 1 Hit Point and either: (a) set up camp as a Party which takes 30 minutes to do, or (b) rest at a Comfortable Place, which is determined by your GM but is usually a place like an inn or guest room.   During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one.  
Benefits of the Rest
When you finish the Long Rest, you gain up to two of the benefits below (you choose).
  • Magic Item Interaction. Choose one:
    • Attune. Attune (or end Attunement) to one magic item while being in physical contact with it.
    • Identify. Focus on one magic item while being in physical contact with it, and make a DC 10 Intelligence (Arcana) check. On a success, you learn the item’s properties and how to use them (but not any curse the item might bear). This doesn’t include most potions, which are automatically identified on acquisition.
  • Prepare. Gain 1 Inspiration Point, up to a maximum of 4.
  • Stand Watch. Spend 1 hour actively standing watch over your resting area. Roll a Wisdom (Perception) check; if the result is higher than your passive Perception, that result will be used in place of it for the hour.
  • Work on a Project. Spend 1 hour crafting or otherwise advancing the CP of an object. You can choose this benefit twice.
  Regardless of the chosen benefit above, you also gain the following:
  • Regain all HP. You regain all lost Hit Points and all spend Hit Point Dice. If your Hit Point maximum was reduced, it returns to normal.
  • Ability Scores Restored. If any of your Ability Scores were reduced, they return to normal.
  • Exhaustion Restored. If you have the Exhaustion condition, its level decreases by 1.
  • Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description.
 
Interrupting the Rest
A Long Rest is stopped by the following interruptions:
  • Rolling Intiative.
  • Casting a spell other than a cantrip.
  • Taking any damage.
  • 1 hour of walking or other physical exertion.
If you rested for at least 1 hour before the interruption, you gain the benefits of a Short Rest. You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish.  
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New Skills

Martial (Wisdom)

Represents one’s knowledge and understanding of combat tactics, martial skills, and the capabilities (and lack thereof) of an enemy. Outside of combat, Martial can be used to gauge a creature’s relative power in relation to one’s own. In combat, Martial is used to determine what a creature can do in battle, such as identifying a dragon’s breath attack, an enemy’s weakness, or a powerful ability it is has yet to even show.  

Mercantile (Intelligence)

Represents one’s knowledge of commerce, trade, and value of objects. Mercantile can be used in identifying the value of a piece of treasure, artifact or mundane object. It can also be used in place of a Persuasion, Deception or Insight check when bartering, or identifying a person’s wealth.  

Linguistics (Intelligence)

Used when working with languages of any type, both in their spoken and written forms. Linguistics can be used to decipher hidden messages, translate between two or more mediums, and to understand antiquated writings and runes–both magical and mundane. Furthermore, Linguistics can also be used in place of the Investigation skill to detect forgeries.  
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New Checks

Tactics

As an Action or Bonus Action, a character can make a Tactics Check to scan an enemy or aspect of battle for information. This usually involves learning the traits and abilities that a creature might have, but can also include other notable information as determined by the GM.   To make a Tactics Check, you make a Wisdom (Martial) check against a target you can see. Depending on the target, your GM might allow you to alternatively use Intelligence (Arcana) or Intelligence (Investigation) for the check.   The list below details the information you can gain based on the result of the check; you choose one piece of information and then make the Tactics Check. If you meet or exceed the DC, your GM tells you the information you seek, unless they say otherwise. Most creatures have a Tactics DC of 10 + their Proficiency Bonus, the main exception of this usually being Bosses. If this check was taken as a Bonus Action, the DC is increased by 2.  
  • Creature Type and Category.
  • List of Traits, if any.
  • Current Morale (i.e. “high” = ready to fight, “low” = itching to flee; can also indicate influenceability).
  • DC +2: Further insight on an attack or ability that has been seen.
  • DC +4: It’s expected next action and/or movement, if any (can change).
  • DC +6: A random undiscovered Resistance, Immunity, or Vulnerability (prioritizing useful ones), and if it has more afterwards.
 

Faith

A Faith Check is used when interacting directly with deities. It can be called to determine if the words of a character reach a deity, and to determine if a deity takes action in response to a character’s words or actions. Faith is a unique check in the sense that unlike other rolls like Ability Checks or Saving Throws, it does not benefit from an Ability Score but rather from several variables, such as Piety and Class. When a character makes a Faith Check, they roll a d20 and add the appropriate modifiers, as per the GMs discretion. A character that worships a deity may choose to call out to their deity once per Long Rest, rolling as normal for a Faith Check, adding 1/4 their Piety (rounded down) to the roll, and if the character is a Cleric or Paladin, adding their Proficiency Bonus.   Faith Checks can also be used by a character to contact their "connected entities", if they have any. This includes but is not necessarily limited to a Warlock contacting their Otherworldly Patron. A character that makes a Faith Check in this way can only do so once per Long Rest, and is seperate from the "once per Long Rest" of contacting a worshipped deity (i.e. you can do both once per Long Rest each).   Note: Rolling a 1 on a Faith Check will be considered a Critical Fail, you will gain one level of Exhaustion, and depending on the severity you may even get Smited. Furthermore, if you are not a Cleric or Paladin and choose to call out to your deity through a Faith Check, regardless of the outcome you gain a level of Exhaustion.  
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Things to Know When Roleplaying

Character Alignments

Alignments are the traditional nine alignments, from Lawful Good to Chaotic Evil. However, because PvP is allowed in Agathok among other things, there is always the risk for a "murderhobo" to appear--those with no care for emotional investment or the consequences that come with their actions, even if the player doesn't initially intend for it. While I don't want to disallow Evil characters outright since they have their place in the world, they will be controlled.   If you wish to play an Evil-aligned character, please consult with your GM beforehand. An extensive backstory and/or set of goals and ambitions must be setup. I love a good "evil character", but I wanna make sure people don't confuse an "evil character" for a "murderhobo".   Additionally, unlike standard 5e, character alignments in Agathok are tied to one's Soul, so do consider it carefully before choosing. You can read more on the topic here.  

Prime Actions

Prime actions are those that are invariably aligned with a particular force. By performing one of these actions, you are furthering that force's influence in the universe, regardless of your reasons. Some player actions can be debated on where it falls in the alignment spectrum, but Prime Actions are non-negotiable; they are the "line drawn in the sand".  

Law

  • Fulfilling an Oath
  • Accepting the providence of Fate

Chaos

  • Breaking an Oath
  • Rejecting the providence of Fate

Good

  • Sacrificing your life or existence in exchange to prevent the death or destruction of another
  • Defending the Lifestream (the cycle of life, death, and resurrection)

Evil

  • Destroying a soul or preventing its return to the Lifestream
  • Severing a soul's silver chord (the link between soul and physical body)

All Alignments

  • This action is considered lawful, chaotic, good, and evil simultaneously, which cancel each other out
  • Upholding the Balance of the "Greater Will"

Pure Destruction

  • Undoing the actions of the Golden Age
  • Submitting to Ruination
  • Oblivion, Annihilation
 

Oaths

Oaths are a divinely powerful and protected interaction characters can partake in and make with other characters (e.g. Players and NPCs). As such, they come with a certain number of rules by which they work.
  • An oath needs to be specifically said, be it in or out-of-character, that it is an oath. Otherwise, it is just a promise.
  • All oaths are promises, but not all promises are oaths.
  • The difference between an oath and a promise is that an oath has mechanical and narrative power.
  • Oaths do not consider intentions, circumstances, or fairness when they're broken.
  • Oaths can be formally ended as long as both parties are present in a formal setting, and agree to relinquish said oath.
  • All oaths are overseen by Vethys.
 
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Corruption

Corruption can be gained by a character through a handful of specific ways, and are often the result of meddling with or being near sources of Oblivion. If a character ever gains 11 Corruption or more, they either instantly die or are permanently driven insane (at which point they become an NPC controlled by the GM). A character that dies this way cannot be brought back to life or restored to player control until they are brought below 11 Corruption.   Corruption can be cured naturally by resting away from any source of Oblivion, at a rate of 1 Corruption per week of rest. Otherwise, a Lesser Restoration spell can cure 1 Corruption, and a Greater Restoration spell can cure 1d4 Corruption.  
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Burrow Movement Rules

A creature with a Burrow Speed can use that speed to move through sand, earth (dirt), mud, or ice. A creature can’t burrow through solid rock or any other similar material, unless it has a special trait that allows it to do so.   A creature that burrows can choose to either leave behind (a) loosely packed material or, (b) a tunnel big enough to fit a creature up to the same Size as them. Any tunnels made in things like loose sand immediately cave in, and therefore do not leave tunnels behind.   Unless otherwise stated, a creature must hold their breath if they burrow without making a tunnel.

Cave-Ins

A tunnel made by a creature without a specific trait (e.g. Tunneling) collapses in 5 rounds from the point of creation. When a tunnel collapses, a Conscious creature inside the tunnel can hold its breath (as there is no longer oxygen).

Moving for Creatures without a Burrow Speed

Tunnels left behind by a burrowing creature are considered Difficult Terrain for any creature without a Burrow Speed.   If a tunnel collapses, a creature without a Burrow Speed can spend an Action to dig up to an amount of feet equal to:
  • 5 x half their Strength modifier (minimum of 1).
  • 5 x their Strength modifier (minimum of 1), if they have digging equipment like a shovel or pickaxe.
  Digging this way is still considered Difficult Terrain, and is only possible because of the burrowing creature’s disturbance of the ground.

Attacking & Being Attacked

A creatue that burrows 5 feet underground can still be targeted by melee attacks, but the burrowing creature has Three-Quarters Cover. Unless otherwise stated, all ranged attacks and melee attacks past 5 feet cannot be made against the burrowing creature.   Likewise, if you are burrowed 5 feet underground, unless otherwise stated, you can only make a melee attack against a creature above ground within 5 feet of you, and that creature has Three-Quarters Cover.

Area of Effects

A burrowing creature can still be affected by area of effect abilities and spells whose origins are above the ground while in range and that do not rely on sight, though if dealt damage, the creature takes half damage unless the Damage Type is Bludgeoning, Force, or Thunder.   Area of effect abilities that originate from below the earth however, cannot affect those above ground unless otherwise stated.

Detecting a Burrowed Creature

While burrowing might provide cover, burrowing still causes disturbances in the ground above (i.e. vibrations, mounds, etc.). If a burrowed creature is not stealthed, creatures can sense the general location of such disturbances through a passive or active Wisdom (Perception) check, the DC of which is equal to 8 + 2 for every 5 feet underground. A creature with Tremorsense cannot detect a creature 60 or more feet below the earth.  
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Senses

Darkvision

Within a specified range, a creature with Darkvision can see in dim light as if it were bright light, and in darkness as if it were dim light. However, they can't discern color in darkness, only shades of gray.  

Blindsight

A creature with Blindsight can perceive its surroundings without relying on sight, within a specific range. Within that range, the creature can effectively see anything that isn't behind total cover, even if they're Blinded or in darkness. Moreover, they can see an Invisible creature within that range, unless the creature successfully hides from them.  

Truesight

A creature with Truesight can, out to a specific range, see in normal and magical darkness, see Invisible creatures and objects, automatically detect visual illusions and succeed on Saving Throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.  

Tremorsense

A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it’s detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.   Tremorsense can’t detect creatures or objects in the air, and Tremorsense doesn’t count as a form of sight.  

Lifesense

A creature with Lifesense can, out to a specific range, detect and locate living creatures as though they possessed the Blindsight sense.  

Godsight

A creature with Godsight can perceive its surroundings within a specific radius without relying on sight, and as though they possessed the Truesight sense. They can "see" the intents of a creature, and can choose to see through walls or barriers as if they were transparent. In addition, they can use this sense and its effects on beings of immense power, such as a deity. However, using this sense also alerts all other creatures with Godsight of the creature's location, and in some cases, even their actions.  

Scent

Creatures with Scent can identify familiar smells just as humans do familiar sights.   Creatures with Scent can detect opponents within a certain range by the sense of smell. Strong odors, such as smoke or rotting garbage, can be detected at twice the creature's scent range. Overpowering odors, such as skunk musk or Troglodyte Stench, can be detected at triple the creature's scent range.   When a creature with Scent detects an odor the exact location of the source is not revealed, only that its presence is somewhere within the range. The creature can use an action to note the direction of the odor. When the creature is within 5 feet of the source of the odor, it pinpoints the source's location.   A creature with Scent can follow tracks by smell, making a Wisdom (Survival) check to find or follow a track. The typical DC for a fresh trail is 10, regardless of the surface holding the odor. This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and how fresh the trail is. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Scent can bypass the Pass Without Trace spell and reveal a creature's presence if they are within the Scent range.  
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Carrying Capacity

The standard way of determining your Carying Capacity is to multiply your Strength score by 15. However, this is the case specifically for the average Medium sized creature. If you’re playing a creature of a different Size or if your Size changes at any point during play, this value changes (multiplies). See below for examples, as well as a detailed table.   A creature can push, drag, and lift up to twice its Carrying Capacity, but if they are carrying weight in excess of their Carrying Capacity, they become Encumbered (see Conditions).  
  • If you're Tiny, this value is halved.
  • If you're Small, this value is reduced by 20% (or x0.80).
  • If you're Medium, this value remains the same (Strength x 15).
  • If you're Large, this value is doubled.
  • If you're Huge or larger, this value is doubled again for every Size above Large you are.
 
Size Category Multiplier
Diminutive x0.25
Tiny x0.5
Small x0.80
Medium None
Large x2
Huge x4
Gargantuan x8
Colossal x16