Tales of Telluria: Birthright and DeathRight
Errata, Revisions, Adventure League, and Home Rules Used:
Rules as Written vs Rules as Intended & Rule Zero
Rule Zero / RAF: Rules as Fun for EVERYONE including the GM.
We will be using the “Low Fantasy / High Reality variant rules package” for the Kingdoms of Kalamar / Tales of Telluria Campaign. Where possible specific pages will be cited from the PHB & DMG. These rules are meant to make a D&D world with greater versimilitude and more interesting intrigue. This rules variant package makes magic items slightly rarer and resting in dungeons less like a videogame on Easymode. Inspiration points will be given to playing Ideals, Bonds, Personality, & Flaws but will focus mostly on adding depth and fun to the game. Primary Sources used include but are not limited to the 5E DMG, MM, & PHB as well as the Campaign Setting & Gazetteer for Kingdoms of Kalamar. SECONDARY sources include material taken from The Adventurer’s League Player’s Guides, SOME Unearthed Arcana Articles from WotC online, and SOME Sage Advice Articles from WotC Online. All articles are listed in order of GENERAL precedence / priority though OBSIDIAN PORTAL is to be considered the official ruling of the Dungeon Master as regards all aspects of gameplay including Campaign Canon. Forums are available for discussion between sessions and RetCons may occur on a VERY limited business after significant discussion between sessions. It is highly recommended that all players familiarize themselves with the FREE D&D Basic Rules as well as the FREE Adventurer’s League Players Guide which contain excellent explanations of the general rules, themes, and ettiquette of the game.
FREE D&D 5E Basic Rules (errata is being worked into them for the books too!):
FREE Adventurer’s League and Basic Rules for 5E (highly recommended, explains renown):
Sage Advice’s Rules Round-Up:
General Overview of Major Changes in the 5th Edition from 3.5
Advantage / Disadvantage is the method of tactical superiority which I feel tends to favor rogues and those that plan ahead. Will need to add glossary with definitions.
Personality Traits such as Bonds, Flaws, & Ideals are far better emphasized and can net you Inspiration points which give you the ability to roll two dice and to pick the HIGHER one.
Proficiencies replace a number of skills like profession or craft. For example disguise, cooking, and navigation are all TOOL proficiencies instead of skills. Language Proficiency acts as “knowledge local” for other areas and races.
Ability Checks & Using Ability Scores
Variant: Customizing Ability Scores AKA: Point-Buy
27 point buy of custom ability scores is used as per Adventurer League Standards of play. Racial modifiers are applied AFTER scores are bought.
Determines concentration checks though it is not listed in this area.
Grants languages which also grants cultural knowledge like “Knowledge (Local)” used to in 3.5. Players receive a number of bonus languages equal to their Intelligence modifier (minimum zero). All players receive their racial language and “Merchant’s tongue” for free.
Variant: Skills Checks with Different Abilities
Will be used particularly with Constitution (Athletics) for marathon running / swimming and Strength (Intimidation) for shows of Battle Poweress.
Requires proficiency in the skill and / or tools being used. This is implied but not explicitly stated.
Spell-Casting Ability Scores
While in 3.5 a high ability score in a casting stat (Int, Wis, or Cha usually) increased the number of spells someone could cast per day, a high stat in 5E grants a greater VARIETY of spells that can be cast in a day. As a general rule of thumb ??
Races & Subraces
Languages: Each race has their own language including the six human groups. “Common” is replaced by “Merchant’s Tongue” a crude pidgin language spoken around the world but NOT by all monsters are sentient beings like ‘common’ is.
The Variant Rule for Humans (involving feats) is not only Optional, it is REQUIRED. This means all humans start at 1st level with a Feat and an extra skill proficiency as well as a +1 bonus to two DIFFERENT ability scores of the player’s choice.
There are six subraces of human which are different ethno-linguistic groups: Kalamaran, Dejy, Fhokki, Brandobian, Renaarian, and Svimozhsian. These are also the names of the langauage of each of these human groups.
Dwarves are proficient with the light hammer not the throwing hammer.
Mountain Dwarves receive different proficiencies than listed in the PHB. More to come later.
High elves are also known as: ??
Wood Elves are also known as: Copper Elves, ??
As racial deities do not exist in Kalamar, Dark Elves are so known for their betrayal during the ?Great War of Cilorea? (create link) and their following of the gods of murder and betrayal. Much like the Dunmer of Elder Scrolls ( create link: http://elderscrolls.wikia.com/wiki/Dunmer) though Kenzerco’s version came first.
Drow Magic (PHB 24) As mentioned under spellcasting ‘once per day’ here means AFTER A LONG REST. This is official errata from WotC.
Halflings aka ‘Kender’
Strongheart Halflings are going to be rewritten.
Halflings refer to their own people as Kender?
Infernal Legacy (PHB 43) As mentioned under spellcasting ‘once per day’ here means AFTER A LONG REST. This is official errata from WotC.
Player Races Allowed or BannedAasamir (DMG ???) are an allowed & encouraged playable race.
Aakrokoa, Genasi, Warforged, Dragonborn & Changlings are NOT allowed as a PC races at this time.
Goliaths & Minotaurs are going to be tested for PC play appropriateness.
Shifters (UA Eberron) are allowed and Shifter abilities can be received as though they were feats. The Ability Score increase for the base race (not the Subrace / Shifter Feat) is changed to ???
Half-Elves do not choose their proficiency but instead receive Persausion much as Half-Orcs receive Intimidation.
Half-Orcs receive extra abilities ???
Rock Gnomes are known as ‘Tinker Gnomes’ and are quite common in Geaneauve on the Renaarian Coast.
Classes & Multi-Classing
Class & Multi-Classing Stat Requirements:
All classes AND Multi-Classing require the stats as per page 164 of the 5E PHB, table to come later here Moreover you gain the starting equipment of your FIRST class ONLY.
Bard Song of Rest (PHB 54) A creature regains the extra hp ONLY if it spends one or more Hit Dice (HD) at the end of the short rest.
Fighter Feinting Attack (PHB 74) The advantage is lost if not used on the turn you gain it.
MONK IS NOT ALLOWED AS IT IS FOR ORIENTAL ADVENTURES AND NOT MEDITERRANEAN.
Ranger’s Companion (PHB 93) If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
Ranger Bestial Fury (PHB 93) When you command the beast to take the Attack action,
the beast can attack twice or take the Multiattack action if it has that action.
Rangers with No Spells Variant (UA Variant) is allowed.
The Swashbuckler Archetype (UA Waterborne) is being playtested and is currently NOT allowed. There are concerns that it gives rogues to great and advantage in a game they are already overly suited for! Particularly the ability Toujours l’Audace which grants sneak attack in singular duels.
Sorcerous Origin (Storm) is being playtested and is NOT currently available for players.
Sorcerer Flexible Casting (PHB 101) The created spell slots vanish at the end of a long rest.
Sorcerer Twinned Spell (PHB 102) To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell’s current level.
Sorcerer Elemental Affinity (PHB 102) The damage bonus applies to one damage roll of a
spell, NOT multiple rolls.
?Wild Magic Surge (p. 103). If a Wild
Magic effect is a spell, it’s too wild to be
affected by Metamagic. If it normally requires
concentration, it doesn’t require
concentration in this case; the spell lasts
for its full duration.
Favored Soul (UA Variant) for a divine / celestial based Sorceror is allowed. The Cleric Domain Chosen does NOT grant Domain benefits past spells. Moreover at first level you gain proficiency in light armor, shields, simple weapons, and the Religion ‘skill.’
Quick Build (PHB 106) Ray of sickness should be charm person.
Pact of the Chain (PHB 107) When you let your familiar attack, it does so with its reaction.
Pact of the Tome (PHB 108) Any cantrip you cast with this feature is considered a warlock cantrip for you and they needn’t be from the same spell list.
Eldritch Invocations (PHB 110). A level prerequisite in an invocation refers to warlock level, not character level.
Book of Ancient Secrets (PHB 110) The rituals needn’t be from the same spell list.
Your Spellbook (PHB 114). The spells copied into a spellbook must be of a spell level the wizard can prepare.
Spellbook (PHB 114). A spellbook does NOT contain cantrips.
Empowered Evocation (PHB 117). The damage bonus applies to one damage roll
of a spell, not multiple rolls.
Overchannel (PHB 118). The feature does NOT benefit cantrips.
The Artificer Wizard Variant for ‘Generalist Wizards’ is allowed (UA Eberron)
Describing the Character: Traits, Factions, Reputation, and LifeStyles
Equipment, Trinkets, & Magical Items
All characters will start at level 4 with STANDARD starting equipment as per official rules. However I am allowing each player to start with an UNCOMMON magic item (which must still be approved) that must be tied to a character’s backstory. Magic items are very rare and expensive in 5E so having one speaks of importance.
Kalamar uses a system of tin pieces to platinum pieces instead of copper pieces to ‘astral diamonds.’ Electrum pieces WILL NOT show up as they throw off the tables.
Trinkets are allowed as per the variant rule (PHB ??) but must be DM approved as they WILL be worked into your character’s story.
Lifestyle expenses WILL BE USED as per Adventurer League Standards.
Special materials will have to changed to allow for Cold Iron, Bronze and STEEL as special materials since it’s the Iron Age. Could make them like mithril in that only certain items are usually made from them?
What to do about racial weapons especially the Orcish Cleaver?
Ammunition (PHB 146) Loading a one-handed weapon REQUIRES a free hand.
Reach (PHB 147) this property also determines your reach for opportunity attacks
with a reach weapon.
Two-Handed (PHB 147). This property is relevant only when you attack with the weapon, not when you simply hold it.
?Weapons (PHB 149). Unarmed strike doesn’t belong on the Weapons table
Starting Equipment & Antiquity (Changing Names)
Armor needs to change names away from high medieval plate and splint to more antiquity such as Brigandine, Byzanted, Linen, Hoplite, Segmenta Lorica, etc. Problematic names: Padded?, Breastplate, Half Plate, Splint, and shield (not enough kinds for ancient warfare).
Weapons need more of a flair of antiquity too. Maybe replace Light Crossbow with the “atl-atl / spearthrower” instead? greatswords are also problematic. Make a special item out of steel perhaps? also problematic: lance (damage too), rapier, flail, blowgun, the bows (wrong places?), and seige weapons. Names and weapons to use: Egyptian Khopesh, African throwing Irons, Iberian Falcata, Dacian Falx, German Francisa.
Feats & Multiple Class Features
Fighting Style: Mariner (UA Waterborne) is allowed with the following change: armor must not impost a STEALTH penalty.
Dragonmark Feat (UA Eberron) will be playtested and is currently NOT allowed for PCs.
Athlete (PHB 165). The third benefit should instead say climbing doesn’t cost you extra movement.
?Grappler (PHB 167). Ignore the third benefit; it refers to a nonexistent rule.
Magic Initiate (PHB 168). The feat’s limit on casting the 1st-level spell applies only to the casting given by the feat.
Martial Adept (PHB 168). The superiority die is added to any others you have, no matter when you gain them.
Polearm Master (PHB 168). The bonus attack uses the same ability modifier as the main attack.
?Sentinel (p. 169). Ignore “within 5 feet of you” in the second benefit.
?Tavern Brawler (p. 170). The feat doesn’t give you proficiency with unarmed strikes, since you’re already proficient.
?Weapon Master (p. 170). The chosen weapons must be simple or martial.
Suffocating (PHB 183) If you run out of breath OR are choking, you do NOT regain hit points NOR be stabilized UNTIL you can breathe normally again. This means that the Tarrasque and other creatures can be ‘killed’ by drowning just as in previous editions.
?Vision & Light (PHB 183) A heavily
obscured area doesn’t blind you, but you
are effectively blinded when you try to see
something obscured by it.
Long Rest Long Rest (p. 186). You regain at least 1 Hit Die when you finish a long rest.
?Hiding (p. 177). The DM decides when
circumstances are appropriate for hiding.
Also, the question isn’t whether a creature
can see you when you’re hiding. The question
is whether it can see you clearly.
Downtime Activities & Reward Distribution
Combat & Death
Ready (PHB 193) Ready (p. 193). You have until the start of your next turn to use a readied action.
Melee Attacks (p. 195). The rule on unarmed strikes should read as follows: “Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient
with your unarmed strikes.”
Paladin Spells (PHB 209). The spell is destructive wave, not destructive smite.
Wizard Spells (PHB 211). Trap the soul shouldn’t appear on the spell list.
?Mass Cure Wounds (PHB 258). This spell’s school is evocation, not conjuration.
?Mass Heal (PHB 258). This spell’s school is evocation, not conjuration.
Phantasmal Killer (PHB 265). The frightened target makes a save at the END of its turns, not the start.
Polymorph (PHB 266). This spell CAN’T affect a target that has 0 hit points.
?Revivify (PHB 272). This spell’s school is necromancy, not conjuration.
True Polymorph (PHB 283). This spell can’t affect a target that has 0 hit points.
Weird (PHB 288). The frightened target makes a save at the END of its turns, not the start.
Inspiration, Advantage, Disadvantage, Luck, & General Dice Rules
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