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Ability Scores

Affinity

Using Honor rules from Dungeon Master’s Guide.

A 7th ability score is added to the standard set. This adds an 11 to the standard array {15,14,13,12,11,10,8} or brings the point buy up to 30.

Affinity represents how much your character identifies with their founding culture. It allows your character to demand respect, influence political matters, get shown the good inventory, and get the nice room at the inn.

  • For Civil races it represents your social status. It could be political clout, social class, or military rank.
  • For Wild races it represents your attunement to nature and faith to your tribe.
  • For Hearth it represents your family lineage, honor, and royalty.
  • For Feral races it’s your ability to show your strength of conviction and command respect.

Proficiency

Characters can elect to be proficient in Affinity instead of taking a skill proficiency. Any ability which relates to a skill checks can be used on Affinity, such as features which double proficiency.

Character Creation

  • Anything in a printed book is OK to use.
  • Everyone gets a free feat at level 1
    • May not choose Great Weapon Master or Sharpshooter

Subclasses

A monk may choose to use Way of the Four Elements, Remastered in place of the the PHB variant.

House Rules

  • Using the Silver Standard
    • cp copper - Coined in small batches, designs are not uniform between cities. Think of this like pennies.
    • sp silver 'Standards' - The agreed upon currency. Design is set and messing with them can get you into trouble. Think of this like dollars
    • gp gold 'Marks' - Minted in small ingots, like a small chocolate bar. This is about 3 months pay for a laborer
    • pp platinum 'Beams' - Small thin bars, if minted legally they have the runes of the crafter's family, guild, tribe, etc. 2 Beams is a lifetime salary for a laborer, or about 2 years of living the aristocratic lifesytle
    • 100 cp = 1 sp
    • 100 sp = 1 gp
    • 100 gp = 1 pp

Rest

An alternate version of the gritty realism (DMG, 267) is used for resting. The following changes are made to the resting an healing.

A long rest offers the same benefits but requires approximately 24 hours in a place of safety. During this time the characters must not be on watch and not engage in combat or similar strenuous activity. The party can talk to NPCs and shop but spend most of the day resting. This is generally accomplished by spending a full day in an inn.

A short rest is a period of extended downtime with the same conditions as a traditional long rest. This is most often accomplished by sleeping over night. As long as the party is alert for danger this is the only type of rest the group may take.

A recovery is a period of at least 30 minutes. Characters may spend hit die but gain no other benefit. Abilities which would normally effect hit dice during a short rest, such as the Song of Rest feature can be used during this time.

Spellcasting

Unless otherwise stated magic works as written. Fireballs work underwater and illusions are seen as real unless there's specific reason otherwise.