Doom System

At the start of each combat encounter, the GM gains a special resource called Doom based on the CR of the encounter, as detailed in the Doom by Encounter Tier tabic. The GM can usc Doom to influence the results of creature die rolls, turning the tide on the PCs or helping a creature last just one turn longer. The GM can spend Doom in the following ways:

  • Give a creature advantage on an attack roll.
  • Give a PC disadvantage on a save.
  • Once per encounter, refresh, recharge, or otherwise gain one additional use of a limited-use feature, such as a dragon's Breath Weapon, a legendary creature's Legendary Resistance, or a spell in a mage's Spellcasting.

Doom is optional and exists to give creatures some extra staying power against particularly powerful, crafty, or resourceful PCs. Keep in mind, Doom doesn't have to be used in every combat encounter. As a GM, consider using Doom in an encounter if:

  • The combat encounter is likely the only combat encounter the PCs will face that day, and the PCs are well-rested.
  • You have multiple experienced players.
  • You have more than four players.
  • Your players' characters have extra magic items, resources, optimized statistics, or similar aspects that make them tougher than average PCs.
  • If the encounter is particularly significant to the story, such as the fight against the leader of an antagonistic organization working against the PCs, the final fight of a major story arc, or a climactic fight against a powerful antagonist.

DOOM BY ENCOUNTER TIER

ENCOUNTER CR DOOM
0-4 1
5-8 2
9-12 3
13-16 4
17-20 5

Luck System

  • Every time a character misses an attack or a saving throw, they gain one luck point.
  • They can only hold up to five luck points. If they gain a sixth luck point, they roll 1d4 and that's how many luck points they have now.
  • They can spend one luck point to get +1 to a D20 roll after they roll.
  • They can spend three luck points to re-roll a d20 check.

GMs can award luck points for good roleplaying, brave behavior, and other times we might award inspiration but players will primarily gain luck with missed attacks and saving throws (not ability checks.)

Supply

Mundane consumable items like food and water are simplified into a single item called Supply. When an adventurer gains access to food and water, they can add Supply to their inventory.

1 Supply consists of enough combined food and water to sustain a Small- or Medium-sized creature for a day.
Large-sized creatures require 2 Supply each day. Creatures of Huge size or larger require an amount of Supply determined by the Narrator.
A creature can carry a number of Supply equal to its Strength score in addition to the rest of its gear. A Large-sized creature can carry Supply equal to twice its Strength score.
Whenever a creature takes a long rest , it must consume Supply. If it does not, it gains a level of fatigue .
At the Narrator’s discretion a beast can hunt, forage, or graze before taking a long rest, only requiring Supply if the region is not plentiful enough for it to do so.
Supply consumed while in another form (like while under the effects of a polymorphing spell or a druid’s wild shape) is wasted and provides no nourishment when a creature returns to its normal form.

When adventurers run out of Supply while journeying, they can access more in a few ways. Some journey activities allow adventurers to forage for more food and water. Boons and discoveries , which are common rewards for exploration challenges, may lead to more Supply. As a last resort, the party may need to take a detour to the nearest town, find a wandering merchant, or even abandon the journey and head home.
Purchasing Supply

Supply can be purchased in the form of iron rations at a cost of 5 silver for 1 Supply. Finer foods may cost more.