New Character Sheet: charactersheet53.pdf
For more varied skills and more skill-based progression as a character levels up.
The following skills are added to the character sheet.
This skill is usually used when mounted. Instead of a DC 10 DEX save to remain in Saddle it is changed to a DC 10 Ride check. A Ride skill can also be used proactively to the following things. A DC 15 Ride check to unmount as a Bonus Action. A DC 20 check to Mount as a Bonus Action. A mount that you have used for more than a week can be called etc. with Ride checks instead of Animal Handling.
This skill is usually used to appraise the value of a certain item in regards to the society that you are located in. It can also be used as a knowledge skill to know stuff about commerce, trading and banking. Is you suspect a merchant is trying to cheat you, you can roll Appraise instead of Insight.
This skill is usually known when you want to know the (most likely) layout of a building or dungeon, plan a building project or when deciding whether a wall is a partition wall. This skill can also be used to ascertain the best place for a trap, building a siege engine or destroying a bridge.
This skill is used when you need to know something about the local habits, myths or peculiarities of a place. You can use Local to find the best tavern, the corrupt city official or even the local thieves’ den. A Local roll in opposition to History concerns itself with current society.
At level 2 and each fourth level after (2, 6, 10, 14, 18) a character gets to choose a single skill or tool to get proficiency in or an extra language. If possible, this should correlate with a skill or tool that the character has used / tried to use in the story so far.
The new skills are added as an option for the following classes and backgrounds. For the classes they are added to the lists of skills you can choose at character creation
| Classes | Ride | Appraise | Engineering/Dungeneering | Local |
|---|---|---|---|---|
| Bard | X | X | ||
| Cleric | X | |||
| Fighter | X | X | ||
| Paladin | X | |||
| Ranger | X | |||
| Rogue | X | X | X | |
| Sorcerer | X | |||
| Warlock | X | X | ||
| Wizard | X | X |
For the backgrounds the new skills are substituted in for another skill. In the table the skill, the new skill is substituted for is placed.
| Backgrounds | Ride | Appraise | Engineering | Local |
|---|---|---|---|---|
| Artisan | Persuasion | |||
| Guide | Stealth | |||
| Merchant | Animal Handling | |||
| Soldier | Intimidation |
To make it harder to survive in the wild and keep tensions up, when only a few things happen each day, Long Rests are only possible in Havens.
For a place to function as a Haven, it must be safe, have a roof, be warm and there must be something to eat.
A room at an Inn is always considered a Haven, as is a home owned by one or more of the players. Other places can function as Havens depending on circumstance.
If characters decide to long rest outside of a Haven, it is counted as a Half Rest instead. A half rest starts with a Short Rest, where players can spend HD to heal. Afterward they also regain half their level (rounded up) in HD to be used at short rests the coming day.
Some classes regain certain abiitties at half rests, as well as if it were a Long Rest. All abilities that is regained on Short Rest, are all regained (like Rage and Channel Divinity)
| Class | Abilities | Other |
|---|---|---|
| Barbarian | Gain an extra HD | |
| Bard | Regain 2 spell slots-levels pr level | |
| Cleric | Regain 2 spell slots-levels pr level | |
| Druid | Regain 2 spell slots-levels pr level | |
| Fighter | Secound Wind reset | |
| Monk | Uncanny Metabolism reset | |
| Paladin | Half Lay-on-Hands Charges or Divine Smite Reset | Regain 1 spell slots-levels pr level |
| Ranger | Half Favored Enemies Charges | Regain 1 spell slots-levels pr level |
| Rogue | ||
| Sorcerer | Regain 2 spell slots-levels pr level | |
| Warlock | ||
| Wizard | Arcane Recovery is reset | Regain 2 spell slots-levels pr level |
Functionally Full and Short rests are the same as before.
Good Rest is getting half of all resources (from class, race, feats, or other unless specied otherwise) rounded up.
Bad Rest also gets half of all resources, but rounded down. (this also means a single use ability is not given.
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To determine what type of rest is achieved, certain elements needs to be true.
For Full rests, all needs to be handled, and Survival can not fix missing elements.
For Good, one may be missing, and Survival can usually sure up missing elements.
For Bad, two may be missing, and Survival can usually sure up missing elements.
Other elements might be added to the list, depending on environment. Trying to rest and hide in the severs? Then smell and cleanliness is added to the list. Hicking through the winter? Then Warmth is added. Raining? Then add being dry.
Survival checks can help in reducing the usual missing elements for the whole party. The reduction cannot ensure a full rest, even if it would remove all missing elements. The reduction is as follows:
| DC | Reduction |
|---|---|
| 15 | 1 |
| 20 | 2 |
| 25 | 3 |
| 30 | 4 |
Other checks might in certain situations be applicable, on the dms discretion. One possible scenario could be trying to rest on unholy grounds, that adds its own issue. The dm might decide that a "Sanctify" spell will fix this for the whole party, but if that is not available, the gm might decide that individuals can roll a dc 15 religion check to pray for safety, and remove, for them, the issue.
For some of the elements required for resting, there might be some your race will ignore.
Fx, for elves, the 6h sleep might be reduced to 4h instead. For a warforged sleep and food might be completely removed.
There might also be elements that is not fixed for the whole group. Fx if it rains, and a few characters stay dry, while the rest is soaked.
This means that not all party members automatically enjoy the same level of rest. Some might get a Good rest, others a Bad rest, and some might not get to rest at all, for the same night.
In dungeons & Dragons 5.3 the characters can take Ability-damage. This will usually be from diseases, poisons, spells or curses.
After taking enough Strength damage to loose one or more bonuses. The player reduce the following checks with the same amount:
If a character is reduced to 0 strength they are permanently immobilised. They can't lift their own body weight.
After taking enough Dexterity damage to loose one or more bonuses. The player reduce the following checks with the same amount:
If a character is reduced to 0 dexterity they can't take any complicated actions. Anything beyond slowly shuffling forwards is impossible as they have no cordination skill left.
After taking enough Dexterity damage to loose one or more bonuses. The player reduce the following checks with the same amount:
If a character is reduced to 0 constituion they die.
After taking enough Intelligence/Wisdom/Charisma damage to loose one or more bonuses. The player reduce the following checks with the same amount:
If a character is reduced to 0 in wither of the stats they are considered tempoary brain dead. They need care like feeding and turning over and can't take any actions themself.
Every time a character takes a Long Rest (or half rest), they may heal a single point of ability damage, unless the condition that damaged them still is in effect, such as a disease.
The lesser restoration spell has been changed to also heal 1d4+1 ability damage in addition to its other effect.
A new spell is added to the bard, cleric, druid, paladin and ranger spell list called restoration, that heals all ability damage. New-Spells
A new spell is added to the cleric, druid, paladin and ranger spell list called Remove Disease/Poison, that remove ongoing effects upon a creature. New-Spells
A paladin can choose to use 5 Hit Points of the Lay on Hands ablity to heal a single point of Ability Damage, this do not heal the targets hp.
Some Curses, Poisons and Diseases are harder to remove than others. Therefore some Curses, Poisons and Diseases come with a caster check DC. When attempting to remove a Condition with a DC you roll with your Spell Attack Bonus against the DC. On a failed roll the spell is used but is has no or limited effect.
This can also apply if trying to dispel a potent magical effect or artefact with the Dispel Magic spell or something similar. If you expend a spell slot higher than normal you get advantage on the Caster Check.
For more lasting injuries use Lingering Injuries
For more interesting combat fumbles use Fumble Charts
| Level of Damage | Status | Effect | Repair |
|---|---|---|---|
| 0 | Fine | No effect | N/A |
| 1 | Damaged | -1 to hit and -1 to damage | A DC 13 crafting check with appropriate tool. |
| 2 | Broken | -2 to hit and -2 to damage | A DC 18 crafting check with appropriate tool. |
| 3 | Destroyed | The weapon is utterly destroyed | Can't be repaired by unmagical means |
When a magic weapon receives a level of damage the wielder can roll a DC 14 Wisdom save with advantage if the weapon is a major magic item. On a succes the damage-level is negated.
Magic items that are damaged, can't be fixed with normal tools.