Homebrew Rules
With the exception of the rules outlined below, or any additional rules added to a particular campaign by the group in question, it is assumed that rules for games played in WSS will default to those outlined by D&D 5e. If you'd like to run a campaign in this world using a different system, you will have to experiment with making the appropriate adjustments to mechanics.
Default WSS Homebrew & Variants
Character Creation
- There are no ability score increases by Race. Players may choose one ability score to increase by +2 and one to increase by +1. It is suggested that players do so according to class suggestions but it is not required.
- Warlocks make a pact with an otherworldly being that isn't a deity of a traditional pantheon, and most of the denizens of this world don't believe in such a thing: in fact, any such being would be acknowledged only alongside the existence of The Folk. Therefore, only characters who are very familiar with or are Folk can be Warlocks.
Gameplay
- "Critical Roles"/Natural 1's/20's apply to skill checks as well as combat hits.
Magic Flavor and Variants
- For magic, we will use the Spell Point variant instead of Spell Slots (see DMG pg 288).
- For Wizards using their Arcane Recovery feature or Druids using Natural Recovery, they would recover points equal to the points that would be awarded for a spell slot equal to half the character's level. This number is rounded up.
- Wizards Expert Divination feature allows them to regain a number of spell points from one spell level lower than the level of the spell cast if casting a divination spell at 2nd level or higher; to a maximum of 7 points. So if casting a divination spell at 4th level, you would regain spell points for a 3rd level spell or 5 points.
- Sorcerors keep a separate pool of Sorcery Points. However, they can if they'd like convert Sorcery Points to Spell Slots and then Spell Slots to Spell Points using their Font of Magic bonus action. So, 2 Sorcery Points = 1st level Spell Slot = 2 Spell Points. It is the same conversion backwards, but they can only do this conversion up to 5th level spells.
- At this time, Pact Magic and Mystic Arcanum (aka Warlocks) do not use Spell Points, but rather follow their traditional rules.
- If a character has a High Magic Epic Boon, they can gain an additional 13 spell points and create the equivalent of a second 9th-level spell slot between long rests, provided they already have the ability to cast 9th-level spells.
- If a character has the Pearl of Power Magic Item, they can regain spell points equal to the cost of the highest level spell slot they can create, up to a maximum of 3rd level.
- Magic-users can cast spells that are not in their spell list, but those spells cost 1.5x as many spell points as they would for users for whom the spell is on their list, and they must have an in-game reason and mechanic to learn them: for instance the "Training" downtime mechanic, finding a mentor of a class who knows that spell and both convincing them to teach you as well as spending the time to adapt the spell to your spellcasting style, etc. This can also apply to spellcasters who want to add to their Known Spell List outside of normal mechanics, at the GM's discretion.
- For Example: A Sorceror might see a spell in action or find a need for a specific spell, and add a spell to their known spell list after many days of study. The GM might ask that they spend a day per spell level of time spent in contemplation and study of the spell they'd like to learn (which could not be of a higher level than they would have spell slots for), plus 50 GP for each level of the spell to spend in practice ingredients if they do not have an arcane focus.
- Also, re: magic, players should be aware of the prejudice in the Empire towards non-empire trained mages, and review the guidelines for playing an Empire magic-wielder.
- At the discretion of the GM depending on the spell, some spells with a range of "self" can be cast with a range of "touch". In most cases, these will become concentration spells if utilized in this fashion.
- Spellcasters who can change spells on a prepared spell list, from their spell repertoire, during a long rest (for instance Clerics), can change their prepared spell list during a short rest by spending a hit die. They can roll their hit die, take half rounded down, and change out that number of spells on their prepared list. If they roll a 1, they fail to change their prepared spell(s). Ex: Roll a 1=Change 0 Spells, R2=C1, R3=C1, R4=C2, R5=C2, R6=C3, etc.
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