Rule Configurations

Some FAQs about the rules being used in the campaign.

Q: How do we determine hit points?
A: We roll for them when we gain enough experience to level up. If you feel that you need more HP, you may spend any downtime days you’ve accumulated to train for more HP.

Q: What supplemental material is allowed?
A: User BMGolley has compiled a list of approved Unearthed Arcana that can be found here


Though the quarterstaff is a simple weapon to learn, it rewards you for the time you have taken to master it. You excel at using its length and leverage to put your foes off balance. You gain the following benefits.

You gain a +1 bonus to attack and damage rolls you make with a quarterstaff.
When you use a quarterstaff, you have advantage on attempts made to shove a creature (tripping or pushing) if you are wielding it with both hands.
You can set your quarterstaff to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your quarterstaffs’s reach on its next turn, you can make a melee attack against it with your quarterstaff as a reaction. If the attack hits, the target is knocked prone if it is your size or smaller. Otherwise, it takes an extra 1d6 bludgeoning damage, or an extra 1d8 bludgeoning damage if you wield the quarterstaff with two hands. You can’t use this ability if the creature used the Disengage action before moving.
As a bonus action on your turn, you can increase your reach with a quarterstaff by 5 feet for the rest of your turn.

Trident Stat Improvement

The Trident’s damage die will be increased to a d8 (versatile d10) to make it worth the status of a martial weapon and to fill the role of a versatile martial piercing weapon.

Custom Subclasses

Path of the Dire Herb – Barbarian

Custom Items

The Treacherous Tome of Morgan Frost
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Rule Configurations

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