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Devaar Homebrew Notes

Injuries. Whenever a player character or important NPC gets knocked unconscious, they are forced to make a DC 10 + 5 for each time succeeded since last long rest/injury constitution check. On a fail they roll on this injury table below this page.   Artificer. KibblesTasty's Artificer . The official artificer is pretty badly designed and Kibbles version is just ... cool. It seems well balanced and I would love to have golemmancer in Devaar. Furthermore they fit the setting well.   Aetherpunk Weapons There are some aetherpunk weapons, like Aether Pistols and Rifles in the world.

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Injury Table

Roll the Dice
1Lose an eye, can be restored by Regenerate or similar magic. You have disadvantage on Wisdom (Perception) checks that rely on vision.
2Lose an am, can be restored by 5th or higher level magic or prosthetics. You can only carry one thing now.
3Lose an leg, can be restored by 5th or higher level magic or prosthetics. Half movement, disadvantage on acrobatic checks and dexterity saving throws.
4Lose an ear, can be restored by 3rd or higher level magic or prosthetics. You have disadvantage on Wisdom (Perception) checks that rely on hearing.
5Lose nose, can be restored by 3rd or higher level magic or prosthetics. You have disadvantage on Wisdom (Perception) checks that rely on smell.
6Limp, can be restored by 5 magical healing or DC 15 Medicine check. Your walking speed is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action, if you fail the save, you fall prone.
7-8Ringing Ears, can be restored by magical healing or a long rest. You have disadvantage on Wisdom (Perception) checks that rely on hearing.
9-10Blurred Vision, can be restored by magical healing or a long rest. You have disadvantage on Wisdom (Perception) checks that rely on vision and ranged attacks.
11-12Lose a Finger, can be restored by 3rd or high level magic. You have disadvantage on Dexterity (Sleight of Hand) checks and Dexterity checks to use fine tools (such as thieves' tools) using the hand with which you lost the finger. If you lose all the fingers from one hand, then it functions as if you had lost a hand.
13-15Major Scar, You have a major scar. Unless hidden gives you -2 to persuasion checks and +2 to intimidation checks. Can be removed by 5th or high level magic.
16-19Minor Scar, You have a minor scar. Does nothing but look cool. Can be removed by 3rd or higher level magic.
20Adrenalin Rush, You don't fall unconscious and instead restore health equal to one of your hit dice.

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