House Rules




Below you will find the house rules added to portray the low fantasy, gothic nature of Albion in a more accurate fashion.

Be sure to read the introduction first for a quick overview, as below there be tables and naught but tables.
 
If you want more information on the playable races, you will find more info on the right. The mechanics below only concern themselves with gameplay, and not character creation.

 

Minor House Rules

The following list a compilation of minor house rules that are either well-known, variant rules available in the DMG, or simply easy to understand:
  1. Long rests require 3 days of rest. A short rest is 8 hours. Exhaustion is modified by 1 after a short rest.
  2. Death saving throws are private. No one else is allowed to know how many successes were had.
  3. Consuming a potion is a bonus action. Giving another person a potion to drink is still an action.
  4. Critical hits deal maximum damage and ignore resistances.
  5. Inspiration is earned from the camp mechanic, more on that below.
  6. Critical failures in combat allow one enemy to attack you as a reaction and vice versa.
  7. The 'Help' action can only be taken if a character is proficient in the relevant skill that they are proficient in.
 

Death & Grievous Wounds

Hit points

Hit points gained remain the same. Wounds are only accumulated after being bloodied (losing half of your HP), all hit points lost until then can best be thought of as "stamina".   Upon reaching 0 hit points, a player character still goes down as per usual and begins to bleed out. As it takes egregious wounds to down hardy warriors, the player then immediately rolls a d100 and consults the table below.   In all cases the character suffers a level of exhaustion should they regain any hit points for whatever reason after dropping down to none.                                      
d100Grievous Wound Type
1 An eye lost. All ranged attacks and perception checks have disadvantage. A second eye lost renders you blind.
2-9 There goes your leg. You are prone unless on stilts or with help, both of which halve your speed.
10-19 A missing arm. You cannot wield two-handed weapons, and can only use the other arm for actions.
20-49 A bad wound to your torso. Infection & organ damage is likely. You gain one exhaustion level per day until the wound is treated with a healer's kit.
50-89 You're knocked out and bleeding. You suffer a permanent scar, but nothing more.
90-99 The wind was knocked out of you. You can crawl 5 ft. per turn and are stable. You still need help to get up.
100 A sudden adrenaline rush hits you. You immediately spring to life with 1 HP remaining. You gain no exhaustion as part of this.
Example:
Joe's character was stabbed in his stomach by a spear for 8 damage, after which he drops to 0 HP.
Joe must immediately roll a 1d100 to find out if his character suffered any grievous injuries.
Joe rolls a 48 for an infected wound or organ damage, and his character falls unconscious.
Jasmine's cleric then casts Healing Word, raising Joe's HP back up above 0.
Joe then ensures that his character has marked an exhaustion level for getting back up after falling to 0 HP.
 

Inspiration

Inspiration remains as a single resource that can be used to gain advantage on a pivotal roll. However, inspiration can also be used for flashbacks:   A flashback is an action or encounter performed in the past. One of the best uses for flashbacks is when you're in trouble, particularly with a faction or a town guard.
You can invoke a flashback to roll for an action in the past that impacts your current situation. It is not time travel, nor a get out of jail free card.
If you're confronted by an inquisitor you cannot invoke a flashback to have assassinated that inquisitor in the past. They're here now, questioning you.
Similarly, you cannot use a flashback to influence creatures that did or do not speak your language, or have the intelligence to be conversed with, such as a werewolf.
  It can be used to have prepared for something "just in case", such as sneakily dipping some arrows into silver at a blacksmith without them noticing, that you can now use to kill the werewolf.
This will still require a roll however, and failing that roll can result in a setback that affects you in the present, such as losing those arrows as you got caught and chased off by said blacksmith.    

Resting & Making Camp

Camping is needed in wilderniss and dungeons and to gain the benefits of a short rest. To begin camping, a player must make a Survival check known as the Camping Check against a DC determined by the hostility of the environment. A character proficient in Survival can aid this check, providing advantage to it.  

Environment DCs

                                     
DCEnvironment
0 An inn or home at a well-established settlement.
5 Peaceful countryside with bountiful resources.
10 Tamed wilderness, or the streets of an urban city.
15 Untamed wilderness of hazardous or unknown terrain.
20 Deadly wilderness or caves infested by dangerous monsters.
25 Utterly inhospitable wilderness untraveled by most.
30 Alien planes of unspeakable horror.
There are a number of other factors that can influence this Camping Score as well:

Camping Score Factors

                                                                                       
Bonus/MalusNameDescription
+3 Safe Location If the party makes camp in a very safe location, such as an inn or warm homestead, the party gains this bonus
+2 Great Success If the Camping Check succeeds by 10 or more, the party gains this bonus.
+2 Inspired If a character has inspiration, that character can spend it to gain this bonus.
+1 Permanent Structure If the party makes camp in a fixed structure, like an abandoned cabin or empty cave, the party gains this bonus. This mitigates weather penalties.
+1 Uninjured If a character goes to sleep at Full Hit points, that character gains this bonus.
+1 Proper Camp If the party begins making camp before twilight hours or uses an already-existing camp, the party gains this bonus.
+1 Hidden If the party makes camp in a naturally camouflaged or magically concealed location, the party gains this bonus.
+1 Guards If the party sleeps with guard animals or hired men on watch, the peace of mind they provide lets the party gain this bonus.
+1 Satiated If a character eats at least twice the normal amount of daily rations, that character gains this bonus.
+0 Pass Check If the Camping Check succeeds, the party does no gain any bonus or malus to the Camping Score.
+0 Magical Dome If the party makes camp in tiny hut or any similar magically created barrier, they do not suffer or benefit from any modifiers related to being in a dangerous location.
-1 Hungry If a character does not eat a full day's rations, that character suffers this penalty.
-1 Disturbed Slumber If a character's sleep is interrupted by strenuous activity, that character suffers this penalty.
-1 Taking Watch Without someone on watch, monsters can run wild through the camp. If a character takes a watch, that character suffers this penalty.
-1 Bad Weather If the party makes camp without proper shelter while the weather is windy, cold, or rainy, the party suffers this penalty.
-2 Extreme Weather If the party makes camp without proper shelter during extreme conditions, such as a blizzard or magical storm, the party suffers this penalty.
-2 Defeated If a character dropped to 0 Hit Points the previous day, that character is demotivated and suffers this penalty.
-2 Failed Camp If the Camping Check fails, the party suffers this penalty.
-3 Dangerous Location If the party is camping in a dangerous area, such as the wilderness or hostile dungeon, the party suffers this penalty.

Camping Score

Once you add up all the factors above, the sum of these factors results in your Camping Score. The party gains rests according to the following logic:                            
Camping ScoreDescriptionEffect
5 or more The night was tranquil and you had a great sleep. You feel invigorated. You gain Inspiration and the benefits of a short rest.
0 to 4 The camp was serviceable and the night was pleasant. You feel rested. You gain the benefits of a short rest.
-1 to -4 The camp was poor and you had a restless night. You feel tired. You gain the benefits of half of a short rest.
-5 or less The night was long and weary. You feel weakened. You gain one level of Exhaustion and half the benefits of a short rest.

Weapons

Simple Melee Weapons

                                                           
NameCostDamageWeightProperties
Club 1 sp 1d4 bludgeoning 2lb. Light
Dagger 4 gp 1d4 piercing 1lb. Finesse, light, puncture, thrown (20/40)
Greatclub 5 sp 2d4 bludgeoning 10lb. Heavy, sundering, two-handed
Handaxe 1 gp 1d6 slashing 1lb. Light, thrown (15/30)
Javelin 5 sp 1d6 piercing 2lb. Thrown (60/120)
Light Hammer 2 sp 1d4 bludgeoning 1lb. Light, sundering, thrown (15/30)
Mace 5 gp 1d6 bludgeoning 4lb. Sundering
Peasant Flail 5 sp 1d4 bludgeoning 4lb. Reach, two-handed
Quarterstaff 2 sp 1d6 bludgeoning 4lb. Parry, two-handed
Shortspear 1 gp 1d6 piercing 4lb. Puncture
Sickle 1 gp 1d4 slashing 2lb. Finesse, light

Simple Ranged Weapons

                               
NameCostDamageWeightProperties
Dart 5 cp 1d4 piercing ¼lb. Thrown (20/60)
Light Crossbow 30 gp 2d4 piercing 4lb. Ammunition (60/120), loading, two-handed
Shortbow 25 gp 1d6 piercing 1lb. Ammunition (90/360), cavalry, two-handed
Sling 1 sp 1d4 bludgeoning ¼lb. Ammunition (60/120), wind-up

Martial Melee Weapons

                                                                                                               
NameCostDamageWeightProperties
Arming Sword 20 gp 1d6 piercing/slashing 2lb. Light, parry
Bastard Sword 30 gp 1d8 piercing/slashing 1lb. Parry, versatile (1d10)
Battleaxe 10 gp 1d8 slashing 10lb. Ensnaring
Chain Whip 2 gp 1d4 bludgeoning 10lb. Bypass, ensnaring
Estoc 25 gp 1d8 piercing 1lb. Cavalry, finesse, puncture
Flail 10 gp 1d8 bludgeoning 2lb. Bypass, wind-up
Glaive 20 gp 1d10 slashing 1lb. Heavy, reach, sweeping, two-handed
Greataxe 35 gp 1d12 slashing 4lb. Finisher, heavy, two-handed
Greatsword 50 gp 2d6 piercing/slashing 3lb. Heavy, parry, sweeping, two-handed
Halberd 25 gp 1d10 piercing/slashing 4lb. Heavy, reach, two-handed
Lance 15 gp 2d12 piercing 8lb. Cavalry, reach, special
Longsword 35 gp 1d10 slashing/piercing (1d6 bludgeoning) 2lb. Parry, two-handed
Maul 15 gp 2d6 bludgeoning 6lb. Finisher, heavy, sundering, two-handed
Parrying Dagger 10 gp 1d4 piercing 1lb. Finesse, light, parry, special
Pike 10 gp 1d10 piercing 10lb. Heavy, reach, two-handed, wind-up
Poleaxe 20 gp 1d10 bludgeoning/piercing/slashing 1lb. Two-handed
Rapier 25 gp 1d8 piercing 2lb. Finesse, parry
Sabre 20 gp 1d8 slashing 4lb. Cavalry, parry
Scimitar 15 gp 1d6 slashing 2lb. Finesse, light, parry
Shortsword 20 gp 1d6 piercing/slashing 3lb. Finesse, light, parry
Spear 2 gp 1d8 piercing 4lb. Reach, puncture, two-handed
War Pick 10 gp 1d8 piercing 4lb. Sundering, two-handed
Warhammer 45 gp 1d8 bludgeoning 2lb. Sundering, versatile (1d10)
Whip 2 gp 1d4 slashing 1lb. Bypass, ensnaring, finesse, reach

Martial Ranged Weapons

                                   
NameCostDamageWeightProperties
Hand Crossbow 75 gp 1d6 piercing 2lb. Ammunition (40/80), light, loading
Heavy Crossbow 50 gp 2d6 piercing 9lb. Ammunition (120/240), loading, sundering, two-handed
Hunting Bow 35 gp 1d8 piercing 3lb. Ammunition (120/240), two-handed
Longbow 75 gp 1d10 piercing 6lb. Ammunition (150/300), heavy, two-handed
Net 1 gp - 4lb. Special, thrown (10/20)
Special Properties

Lance

You have disadvantage when you use a lance to attack a target within 5 feet of you. A lance requires two hands to wield when you aren't mounted.  

Net

A Large or smaller creature hit by a net is restrained until freed. A net has no effect on creatures that are formless, or are Huge or larger. A creature can free itself or others by using its action and succeeding on a DC 10 Strength check. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, and destroys the net.  

Parrying Dagger

A parrying dagger has fine ridges designed to stop a blade. You can use your reaction to parry twice in a single round with the dagger as opposed to only once.
    Weapon Properties

Bypass

These flexible weapons wrap around shields and other personal defenses. When you attack with a bypass weapon, you ignore the AC bonus granted by shields and features that parry or deflect attacks.  

Cavalry

Cavalry weapons are designed to be used on horseback or other mounts, or at least do not hinder the rider from controlling their mount. Cavalry weapons do not impose disadvantage on attack rolls. If you damage a creature with a melee cavalry weapon after moving at least 30 feet straight toward a target while mounted, you deal an extra 1d6 damage.  

Ensnaring

These weapons feature chains, hooks, or other parts that entangle. When you hit with an ensnaring weapon, you can use your bonus action to attempt to shove the target prone, disarm it (DMG page 271), or pull it into a space within 5 feet of you. You can use your weapon attack bonus instead of your Strength (Athletics) bonus when you attempt this action.   When you attempt to disarm a creature using a weapon with the ensnaring property, you do not have disadvantage on the roll if the target is larger than you.  

Finisher

Finisher weapons are well-suited to executing enemies at your mercy. When you damage a prone creature with a finisher weapon, you roll an additional weapon damage die.  

Parry

If a creature hits you with a melee attack while you are wielding a weapon with the parry property that you are proficient with, you can use your reaction to add half your proficiency bonus to your AC for that attack, potentially causing it to miss. If you do so while wielding two parrying weapons, you add your entire proficiency bonus instead.  

Puncture

Puncturing melee weapons are lethal in their precision at close range. Weapons with this quality achieve a critical on a 19 or 20, as opposed to only a roll of 20. Feats and Class features that improve your critical hit chance apply here, lowering the critical success by 1, to a minimum of 17 (for example, the trait from the Fighter Champion subclass).  

Sundering

Sundering weapons crush, break, or penetrate armor. When you attack an object or a target with a sundering weapon that is wearing heavy armour, you ignore any mundane resistances or damage reduction that armour may have. You also gain this bonus against creatures with thick shells, metallic hides, and other creatures at the discretion of your DM.  

Sweeping

These weapons strike in broad motions. When you reduce an enemy to 0 hit points with a sweeping weapon, you can target another creature within 5 feet of the first that you can reach and, if the original attack roll can hit it, applying any remaining damage to it. If that creature is likewise reduced to 0 hit points, repeat this process until there are no valid targets left.  

Wind-Up

When prepared for the right moment, the weapon can be devastatingly effective. In place of a weapon attack, you can wind up your weapon or brace it against the ground, depending on the weapon's design. The next time you hit with the wound-up weapon before the start of your next turn, you can roll three additional damage dice. A wound-up melee weapon can be used to make an opportunity attack when a hostile creature that you can see enters your reach.
       

Armour

Light Armour

 
NameCostACStrengthStealthResistanceWeight
Traveller's Clothes 9 + DEX - - -
Leather 10 + DEX - - -
Gambeson 11 + DEX - - Bludgeoning
Jackchains 12 + DEX - Disadvantage -
Chain Shirt 12 + DEX - Disadvantage Slashing

Medium Armour

 
NameCostACStrengthStealthResistanceWeight
Chain Coat 13 + DEX (max 2) - - Slashing
Lamellar 14 + DEX (max 2) - Disadvantage Piercing
Breastplate 14 + DEX (max 2) - - Slashing
Brigandine 15 + DEX (max 2) - - Piercing
Chain Mail 15 + DEX (max 2) - Disadvantage Slashing

Heavy Armour

 
NameCostACStrengthStealthResistanceWeight
Ring Mail 14 - Disadvantage Bludgeoning, Slashing
Scale Mail 15 STR 12 Disadvantage Slashing, Piercing
Splint 16 STR 13 Disadvantage Bludgeoning
Half-Plate 17 STR 14 Disadvantage Slashing, Piercing
Plate 18 STR 15 Disadvantage Slashing, Piercing

Magic

In Albion there is a great distinction between divine and arcane magic. In general, arcane spell slots can be substituted through the (ab)use of Glimmer.  

Arcane Magic

The following classes and subclasses make use of arcane magic:
  • Artificers
  • Sorcerers
  • Warlocks
  • Wizards
  • Arcane Knights
  • Arcane Tricksters
  • Way of the Shadow Monks
  • Wild Magic Barbarians
Glimmer can be used to fuel magic, the cost of which is detailed (on average) in the table below.  
Spell SlotAmount of (pure) GlimmerAverage Cost
Cantrip N/A N/A
1st Level A smidgen 13 gp
2nd Level A sprinkle 26 gp
3rd Level A pinch 52 gp
4th Level A dash 104 gp
5th Level An ampoule 208 gp
6th Level A vial 416 gp
7th Level A small bottle 832 gp
8th Level A flask 1664 gp
9th Level A large bottle 3328 gp

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