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Terrylleon for Dungeons and Dragons 5th Edition

Here are the following changes to set mechanics and rules when playing Dungeons and Dragons 5th Edition in the setting of Terrylleon:  

Supported Sourcebooks

The following books are generally allowed to use for character creation. If there's any content that is not listed below, talk to your Dungeon Master whether such elements can be added to your campaign.

Official Sourcebooks

  • Player's Handbook
  • Dungeon Master's Guide
  • Monster Manual
  • Volo's Guide to Monsters
  • Xanathar's Guide to Everything
  • Mordenkeinen's Tome of Foes
  • Tasha's Cauldron of Everything
  • Fizban's Treasury of Dragons
  • Bigby Presents: The Glory of Giants
  • The Book of Many Things

Setting Specific Sourcebooks

  • Eberron: Rising from the Last War
  • for campaigns or character backgrounds set in Eisenreik
  • Van Ricten's Guide to Ravenloft
  • for campaigns or character backgrounds set in Vostrokk

Campaign Integrations

  • Curse of Strahd
  • for campaigns or character backgrounds set in Vostrokk
  • Icewind Dale: Rime of the Frost Maiden
  • for campaigns or character backgrounds set in Vostrokk
  • Tomb of Annihilation
  • for campaigns or character backgrounds set in Ixtacl
  • Ghosts of Saltmarsh
  • for campaigns or character backgrounds set in the Saltscourge or the Stormscourge
 

In-game Mechanic Changes

Resting and Camping

There are changes to the resting system to fit the setting of Terrylleon. This mechanic is integrated from Pathfinder: Kingmaker Companion Guide.

Short Rest

Short rests remain mechanically the same. It only takes 10 in-game minutes to perform.

Long Rest => Camping

Long Rest is heavily changed and turned into camping. Camping is a series of step-by-step skill checks and activities performed by any or all members of the party in order to recover partial amount of hit points or attain buffs for the next adventuring day.
Step 1: Preparing the Camp
  One PC spends 2 in-game hours preparing for a camp and roll a Survival Skill check.   Critical Success
  • Encounter check DC +2 until next camp
  • First hour of Camping Activities have no encounter
Failure
  • Campifre Ability skill checks take -2 penalty
Critical Failure
  • Cannot perform Camping Activities
  • Roll a Random Encounter check.

Step 2: Camping Activities
  • Any PC can make Camping Activities by making an appropirate skill check.
  • They can also make other Exploration Activities (ie Identify Magic, Repair, or Treat Wounds)
  • Multiple PCs can perform their chosen Camping activity simultaneously, but no two PCs may attempt the same Camping activity at the same time.
  • The PCs can take up to 4 Camping Activities each day as long as they aren’t fatigued and as long as there’s enough time in the day before watches begin.

Camouflauge Camp
Requirements 1 PC with proficiency in Stealth; 1 in-game hour;
Roll a secret Stealth check. You can only perform this activity once per camping session.
Critical Success
  • Encounter DC +2 in current zone.
  • First successful Encounter check is treated as no encounter.
  • Success
  • Encounter DC +1 in current zone.
  • Failure
  • No effect
  • Critical Failure
  • Encounter DC -2 in current zone.
  • Treat a 19 and 20 as Critical Success in Encounter check.

  • Cook Basic Meal
    Requirements 2 in-game hours; 2 basic ingredients and 1 ration per serving;
    Roll a DC 12 Survival check.
    Critical Success
  • PC recovers twice as much hit dice.
  • +2 bonus to all saving throws until Step 5
  • Success
  • +1 bonus to all saving throws until Step 5
  • Critical Failure
  • You become poisoned until Step 5

  • Cook Special Meal
    Requirements party's knowledge of the recipe; 2 in-game hours unless specified;
    Spend the reqcuired ingredients and make the reqcuired skill checks needed for the Special Meal Recipe. Each recipe has the listed effects on the recipe itself. The effects of the Special meal last until the next camping session.

    Discover Special Meal
    Requirements an unlearned recipe; twice the required ingedients of the recipe;
    Roll the appropriate skill check for the recipe.
    Critical Success
  • You learn the recipe
  • You recover half the spent ingredients
  • Success
  • You learn the recipe
  • Failure
  • You don't learn the recipe
  • Critical Failure
  • You don't learn the recipe
  • You take the Critical Failure effect of the recipe.

  • Hunt and Gather
    Recquirements PC with proficiency in Survival; 2 in-game hours;
    Roll a Survival check against the Zone DC.
    Critical Success
  • +Zone DC's amount of basic ingredients
  • +4 special ingredients
  • +8 special ingredients at Zone Level 7 or higher
  • +12 special ingredients at Zone Level 14 or higher
  • Success
  • +Zone DC's amount of basic ingredients
  • +1d4 special ingredients
  • +2d4 special ingredients at Zone Level 7 or higher
  • +3d4 special ingredients at Zone Level 14 or higher
  • Failure
  • +Zone DC's amount of basic ingredients
  • Critical Failure
  • +1d4 basic ingredients times half of Zone Level (rounded up, min 1)
  • roll a Random Encounter check.

  • Organize a Watch
    Recquirements PC with proficiency in Perception; 2 in-game hours;
    Roll a Perception check against the Zone DC. Critical Success
  • Party gains +2 bonus to Perception checks and initiative rolls until Step 5
  • Success
  • Party gains +2 bonus to Perception checks and initiative rolls until Step 5
  • Critical Failure
  • Roll a random encounter check

  • Provide Aid
    You attempt to aid another PC in their camping activity. Roll a DC 20 check with the recquired skill as the ally doing the aided activity. This DC may change depending on the current circimstances. This activity must be rolled first before the ally peforms the main activity. Critical Success
  • Your ally gains +2 bonus to the activity
  • Success
  • Your ally gains +1 bonus to the activity
  • Critical Failure
  • Your ally gets -2 penalty to the activity

  • Campfire Entertainment
    Recquirements 2 in-game hours;
    Make a Performance check against a DC determined by the GM.
    Critical Success
  • Your allies gain a +2 bonus to all attack rolls, skill checks and saving throws until Step 5
  • Relaxing PCs gain a re-roll to next failed activity roll
  • Success
  • Your allies gain a +1 bonus to all attack rolls, skill checks and saving throws until Step 5
  • Relaxing PCs gain a +2 bonus to their next campfire activity
  • Critical Failure
  • Your allies get a -2 penalty to skill checks until they take the Rest activity or Step 5

  • Resting
    Requirements 2 in-game hours.
  • You gain a +1 bonus to next camping activity
  • You lose all penalties from a critically failed Campfire Entertainment

  • Step 3: Eating
    • PCs can now eat a meal prepared from Cook Basic Meal or Cook Special Meal activity.
    • PCs can instead consume their own rations, use Subsist downtime activity or receive magical sustenance (such as a Goodberry spell, a Heroes’ Feast spell, a Ring of Sustenance, and so on).
    • PCs can only gain the buff from the first meal they ate.
     
    Step 4: Resting
    • Unlike in the Player's Handbook, PCs won't recover all hit points. Instead, each PC will only recover hit points equal to their hit dice value times half their class level (minimum of one, rounded down). If player characters are multiclassing, these values are added together.
    • Every 4 in-game hours, roll a Encounter check unless otherwise specified. On success, an encounter occurs.
     

    Step 5: Daily Preparations

    • PCs recover all spell slots and abilities as normal
    • PCs can perform daily preparation tasks (such as breaking camp, cleaning firearms, bathing, etc.)
    • Performing Prepare Campsite activity only requires 1 hour if done in the same location.
     

    Full Rest

    Full Rest is added and can only be performed in cities, towns, secure areas within the world of Terrylleon.
    • Player Characters need to pay lodging from inns, apothecaries, communal houses or similar establishments in order to perform Full Rest. Prices may vary from one place to another. If the player character owns a house in the specific town, city or settlement, then they need not to pay for lodging.
    • All player characters performing this task recovers to their Maximum Hit points and Spell Slots
     

    New In-game Mechanics


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