Fatemark Houserules 1.6.1 These are the house rules for 5th Edition Dungeons and Dragons for the Fatemark campaign run by ElfTheHunter. By default, the only supported official rules (referred to as Core Rules) will be those present in the Player's Handbook. ABILITY SCORE GENERATION Roll four six-sided dice, discard the lowest value, and add the rest to get an ability score. Determine ability scores in the following order: Ability Score Strength Dexterity Constitution Intelligence Wisdom Charisma Once all scores are determined, you may swap two Ability Scores of your choice. For example, if you rolled poorly for Strength on your Fighter-class character, you may choose to swap that Ability Score with a higher roll on a less important ability. If the combined total of your scores adds up to less than 73, you may restart the process if you wish. Proficiencies In Fatemark, proficiencies are much easier to aquire - and as such, they are much more limited from character generation. If you are given proficiency for entire lists of weapons (such as simple weapons, or martial melee weapons, etc) you instead may choose 3 weapons from that list to be proficient in. PARTY ROLES Running a D&D campaign can be a lot of work for a Dungeon Master. The party can help by each taking a specific role to help keep track of different elements of the campaign. This helps both me as the DM and you as the party, so we don't need to remember every little thing. Banker: keeps track of party funds, treasure cards, bounties, credits, debts, etc. (helps me balance the economy, track businesses, and keep prices appropriate) Lorekeeper: keeps session notes, such as names, locations, events, etc. (helps me remember how much the party knows, recap sessions, and remember events) Quartermaster: keeps track of party storage, supplies, magic items, loot, etc. (helps me keep encounters balanced and make loot adjustments) Timetracker: keeps track of how many in-game days have passed, deadlines and upcoming events (helps me know how long since certain events for story purposes, as well as manage travelling times) ALIGNMENT POINTS Unlike Core Rules, alignment can change and frequently per House Rules. A single alignment point is assigned at character creation. The DM may also assign additional alignment points as result of in-game decisions or events. Once assigned, alignment points cannot be altered further. If you have a point in Lawful Evil, you will always have a point in Lawful Evil. BACKGROUND PROFICIENCY Sometimes a situation may occur in which your prior training and experience can be applied. When making an ability check, if you can explain why your character's background should apply to the check, and the DM agrees, you can add your proficiency bonus to the check, even if you aren’t normally proficient in that skill. For example, a character with the noble background could reasonably argue that the proficiency bonus should apply to a Charisma check to secure an audience with another noble. Or a sage who spent their life studying dragons might add their proficiency bonus to a Wisdom check to track one, despite not being proficient in Survival.

SKILL CHALLENGES Regular Check – Something happens and the DM asks you to perform a specific skill check to overcome the obstacle. The proble and the solution (along with appropraite skill and DC) is dictated by the DM. Player Prompt - The player wants to hear rumors about something in town by gossiping with the locals. A player wants to find and hire a network of spies and agents. The player wants to find some tracks the villain may have left behind. Any time the player wants to do something, the DM will ask for a specific skill check. The problem is proposed by the player, the DM decides on the solution (including skill and DC). Travel Check – Navigation to not get lost (Perception). Discipline to make good time (Intimidation, maybe Insight). Caution to avoid dangers (Stealth, Perception, etc). Talking to pass the time (Charisma, History, etc). The more unique and creative the check, the lower the DC. You must pass three checks to complete a journey (regardless of how many days of travelling that journey takes). Every failed check costs the character attempting the check 1 morale. The problem and solution (and skill) is proposed by the Player. The DM must approve of it, and choose the DC of the check. The DM may offer suggestions or advice at the cost of a higher DC. Timed Challenge – You are being pursued, the cave is collapsing, an avalanche is coming down the mountain, someone’s life is in danger… anytime that speed is of the essence, the DM will start a timed skill challenge. During this process the DM will describe the dangers, and the party must make decisions under pressure. DM: You come to a fork in the tunnel, do you go right or left? Player: I try to remember which way we came in from. DM: Roll an Intelligence check to see if you remember correctly. The problem is dictated by the DM. The player decides on the solution. The DM then determines the correct skill check and DC. INVENTORY AND COINS Weight and encumbrance are too tedious to keep track of. In Fatemark, weight is used as an arbitraty limiter rather than a realistic representation. All characters have inventory slots on their character sheet where they can store any item regardless of size or weight. These items represent things stored, worn or carried on their person. They may also carry pocket change of 50 coins. Characters may also purchase containers such as backpacks, saddlebags, coin purses or chests to store more items. These are unlocked in the character's storage sheet. Each container has a weight value. The total weight of all unlocked containers needs to be below the character's max carry weight. This way strength and carry weight still has an effect in game. The party may also store items, treasures and extra gold in the quartermaster sheet and banker sheet. The Banker and Quartermaster are in charge of these sheets. These sheets can also be upgraded and unlocked by purchasing in game items such as chests, barrels, crates, bags, carts, etc. Some of these upgrades represent permanent storage such as vaults, buried chests, loaded wagons or carts and have their own unique restrictions and benefits. PROFICIENCY RANKS In Core Rules, you are either proficient or not (sometimes you have double proficiency/expertise). In Fatemark, there are four ranks of proficiency. Rank Effect Amateur Half Proficiency Bonus Proficient Full Proficiency Bonus Expert Double Proficiency Bonus Master Triple Proficiency Bonus On your character sheet, the rank of proficency for skills is represented with the following symbol. From amateur on the left to master on right. 2

PLAYER MORALE Sometimes players suffer minor injuries or inconveniences that Core Rules do not properly address such as sprained ankles, sore muscles or extreme temperatures. This is the purpose of the Player Morale system. Each player can have a maximum of ten morale points. If they lose a morale point, and have no remaining morale points, they gain a point of Exhaustion. Morale can be gained or lost per the DM. Touch a hot surface, instead of losing Hit Points (which can affect your survivability in the next fight) the DM can simply take a point of Morale away. Likewise, enjoying a good hearty meal in a warm inn after many days of adventuring, the DM may reward you with a point of Morale. FALLING UNCONSCIOUS Falling unconscious due to going to 0 hitpoints causes a character to lose all Morale points they have. If they do not have any Morale points, they instead gain a level of Exhaustion. Knocking out creatures with non-lethal damage is not as safe as in Core Rules, instead the creature must still making death saving throws but makes them with advantage if the damage was meant as non-lethal. LINGERING INJURIES The second time a player drops unconscious between Long Rests the DM may roll against the Lingering Injury chart. The DM may also roll against the chart if the character is resurrected from death. These injuries can last several days or even be permanent effects and should not be taken lightly. The Lingering Injury chart is included at the end of this guide. CHARACTER TASTES The primary method of regaining morale is by eating and drinking. Local cuisine from restaurants, or specialty drinks from taverns expose your character to a variety of flavors and spices. Everytime your character tastes a new drink or food, you must roll a d20. If a natural 1 is rolled, you dislike that taste and will never gain any benefit from consuming it. However, if you roll a natural 20, your character loves that taste and will gain double its usual benefit every time they consume it. COST OF MAGIC Magic is very stressful compared to standard Core Rules. In battle, while adrenaline is flowing, magic can be cast without worry. But casting too much magic or too powerful magic trivially can cost a player Morale points (per DMs discretion). Some powerful spells, such as Resurrection magic, can also have a skill-check associated with it (ex. Medicine check). Players do not need to purchase exact spell components, instead they can purchase a catch-all spell component item which allows casters to convert gold into spell components. So instead of needing an agate worth 1,000 gp to cast 5th-level Awaken the caster only needs to have at least 1,000 gp in their spell component item. Components whose rarity is more valuable than its monetary value (ex. Planeshift's attuned metal rod) are still required to cast the spell. Identifying Magic Items and Attunement In order to identify a magic item, one must Study it for an hour during a short rest or long rest. Then succeed an Arcana check. In order to attune to a magic item, one must Focus on it for an hour during a short or long rest. SPELLCASTING ABILITY Sometimes what spellcasting ability to use for a spell can become unclear. Use the spellcasting ability from the table below to cast any of your character's spells. If you are given a different spellcasting ability from a trait or feat, use whichever spellcasting ability is highest for all your spells. Spellcasting Ability Ability Classes Intelligence Fighter, Rogue, Wizard Wisdom Barbarian, Cleric, Druid, Monk, Ranger, Charisma Bard, Paladin, Sorcerer, Warlock 3

SUPPLIES AND RESTS The party can collect Supplies, a resource that represents all the food, water, tools and things needed to survive. Supplies may be used according to the following table. Supply Cost Benefit 1 Supply 1 Torch (lasts 1 hour) 2 Supplies Sentry Watch (no risk of sleep) 3 Supplies Short Rest (requires 1 hour rest) 3 Supplies 10 ammunition (during short rest) 7 Supplies Regain 1 hit die each (during short rest) 8 Supplies +5 bonus to Constitution saves 10 Supplies +5 bonus to Stealth checks 10 Supplies Long Rest (requires 8 hour camp) Provisioning Cost Players can purchase supplies in towns and cities, however if they have more than 200 supplies the cost to purchase more double, and if they have more than 400 supplies the cost triples. SHORT RESTS It lasts one hour and allows characters to roll as many hit dice as they have available. The party consumes 3 supplies each short rest, and there is no limit on how many a party may take each day. Short Breaks A short five-minute breather allows all players to roll a single hit die. It has no other benefits and it costs no supplies. LONG REST Each night, the party may choose to take a long rest. The party consumes 10 supplies to do so. During a long rest, the party recovers all spell slots, regains most class features such as rages or ki points, and some item charges. Unlike Core Rules, characters do not automatically recover their hitpoints, and must instead spend hit dice. EACH NIGHT Each night the party chooses the rationing of supplies according to the table below. Supply Rationing (per person) (per person) No supplies -5 Morale 1 supply -1 Morale 2 supplies 0 Morale 3 supplies +1 Morale ANIMALS AND MOUNTS Animals will most of the time consume the party's supplies. Each animal will list how much supplies it consumes each night, but on average donkeys and other cheaper mounts consume 1 supply each night and more expensive horses consume 2 supply each night. Feed Each animal can consume 1 Unit of Feed every night. Every unit of feed provides +2 supplies to the party, cancelling the supply cost of the animals. Purchasing feed is much cheaper than supplies, and an unlimited quantity can be purchased. FULL REST Spending five days without adventuring will be considered a full reset. All characters gain full hitpoints and all forms of Exhaustion are removed. All non-permanent lingering injuries are healed. Any unidentified magic item is automatically identified. Players may make any changes to attuned items as they wish. RANDOM ENCOUNTERS Random encounters can happen anytime the party is outside of safe areas (such as traveling the wilderness or making camp in a cavern). SENTRY WATCH Players may set up watch each night. During first, second and last watch, the player on watch must roll a d12 to determine if a random encounter happens or not. On a roll of 11, whatever enemy is nearby must roll a PERCEPTION check to determine if the encounter takes place. On a roll of 12, the encounter always takes place. On a roll of 1, the character must succeed a CONSTITUTION saving throw to not fall asleep. Watch Length Watches have no maximum length. Three hour or four hour watches are acceptable, but all camp members must get six hours of sleep to complete a long rest.

If there are no watches, the DM rolls all random encounters. If an encounter happens when no one is on watch, the party is surprised. Once an encounter happens, no more random encounters are rolled for the rest of the night. A long rest is still completed in the same amount of time, but everyone loses 3 morale. Surprise Rounds Disregard Core Rules for Surprise. In Fatemark it's simple, if any creature is surprised in battle, only creatures (players, enemies, NPCs, etc) with an Initiative that beats DC15 can act during the first round. Those that are surprised roll Initiative with disadvantage. 4

TRAVELING Each journey must have three successful traveling skill checks. Each character may choose what they do during the journey (ex. climb a tree for navigation, talk to another party member, read a book, etc). Every failed check costs that player a morale point. Once three checks have been successful, the party will not need to peform any more skill checks until after they arrive at their destination. Travel Method Method Speed On Foot 25 miles per day By Road 30 miles per day Mounted 35 miles per day Mounted, By Road 40 miles per day Rowing 30 miles per day Sailing 40 miles per day Travel Pace Pace Speed Additional Effects Cautious -5 miles per day Roll DEX stealth to avoid encounters Forced March +10 miles per day Roll CON saving throw to avoid point of Exhaustion Water Travel Condition Speed Additional Effects Downriver (Rowing) +10 miles per day Roll WIS perception to avoid encounters Upriver (Rowing) -10 miles per day Roll CON saving throw to avoid point of Exhaustion Favourable Winds +20 miles per day - Unfavourable Winds -20 miles per day 50% chance of no movement Travel Conditions Condition Speed Additional Effects Difficult Terrain -5 miles per day Roll CON saving throw to not lose 1 Morale point Harsh Weather -5 miles per day Roll CON saving throw to not lose 1 Morale point Temperature - Roll CON saving throw to not lose 1 Morale Extreme Temperature - Roll CON saving throw to not lose 1 Morale + 1 Supply CAMP JOBS Each night, players may setup camp. A player may only perform one camp job per night. Depending on circumstances, the DM may allow training to take place instead of a camp job. Forage: Roll a SURVIVAL or NATURE check, if successful roll 1d8 of supplies. Scout: Roll an INVESTIGATION, STEALTH or PERCEPTION check, if successful roll only one Random Encounter during the night (if the party is standing watches). Triage: Roll a MEDICINE check, if successful roll 1d4 hit dice to distribute among camp members. These hit dice must be used immediately. Gather Firewood: Roll a SURVIVAL or ATHLETICS check, if NOT successful add another watch encounter roll (3 becomes 4, or if Scout was successful, 1 becomes 2). Makes a fireplace. Cook a Meal: Roll a PERFORMANCE or SLEIGHT OF HAND check, if successful roll 1d4 of morale to distribute among camp members (requires a fire). Entertain the Party: Roll a PERFORMANCE or HISTORY check, if successful roll 1d4 of morale to distribute among camp members (requires a fire). Laundry and Cleaning All party members gain 1 morale, if in an appropriate terrain - ask DM (requires Scouting or Foraging) Groom the Animals: Roll an ANIMAL HANDLING check, if successful travel an extra 5 miles the next day (if using mounts). If the environment is appropriate, the Animals might also gain their supply for the night from grazing or hunting (at DM's discretion). Assist: Assist someone at their Camp Job, giving them Advantage on their ability check. To avoid bookkeeping fatigue, each night players can choose to have the DM resolve all camp jobs with a single roll. d20 encounter rolls bonuses to party 1-5 3x d12 6-10 2x d12 +1 supplies, +1 hit die, +1 morale 11-15 1x d12 +4 supplies, +2 hit dice, +3 morale 16-20 1x d12 +7 supplies, +4 hit dice, +4 morale 5

USING AND LEARNING SCROLLS Scrolls allow access to magic for all classes, in the event of true necessity. However one comes into posession of the scroll, they must only succeed a skill check to use the scroll. In combat, using a scroll requires an action normally. The skill check and its DC will be listed on the spell scroll. The script the scroll is written in is also displayed. If the character does not know the script, any check to use or learn the scroll is done at a disadvantage. To use the scroll, a character must only beat the Scroll DC at the skill mentioned on the scroll. If the spell is known to the caster, no skill check is required. Once the scroll is successfully used, a charge is consumed and the details of the spell itself are followed - however no spell slots or components are needed. To learn a spell, and add it to your spell list or spell book, you must be proficient in the skill required. In the above example, a character must be proficient in Religion to study the Scroll of Healing Word. In order to learn the spell, the character must spend the amount of nights required studying the spell without failing the Learn DC check. Once successful, the spell becomes part of your spell list or spellbook. It is then ruled by your usual spellcasting rules for preparation and spell slots. Cantrip scrolls become 1st level spells when learned. The Secret Tongue Wizards of Asera often learn the Secret Tongue. It is a language that uses any script, and all scrolls are written in the secret tongue using a variety of scripts. One must know either the Secret Tongue or the script the scroll is written in, or they must roll their skill check to use a scroll at disadvantage. The Fatemark On the palm of your left hand is a seared mark. You believe it's related to the dreams you are having. Time Touch Costs 1 Morale Using a Bonus Action, you can perform any action except an Attack. This Feat can only be used once per long rest. Marked Ward Costs 2 Morale Using a Bonus Action, you can touch another Fatemarked creature, and grant it temporary hit points equal to twice your level + your Constitution modifier. This Feat can only be used once per long rest. Mark of Inspiration Costs 3 Morale During a long rest, you can gain Inspiration. This feat can only be used if you do not currently have Inspiration. Fate Life Costs 4 Morale Using a Bonus Action, you can touch another Fatemarked creature, and heal it for hit points equal to twice your level + your Constitution modifier. The creature can not gain more hit points than it's maximum hit points. This Feat can only be used once per long rest. Unwind Fate Costs 1 Permanent Morale Using a Bonus Action, you can touch another Fatemarked creature that died, and resurrect it to full health. This Feat can only be used once per character. 6

MISCELLANEOUS RULES These are miscellaneous rules that do not easily fall into any particular category. Intimidation checks: use CHARISMA or STRENGTH modifier. INT modifier at character creation A -2 INT modifier means you are illiterate. But for every +2 of INT modifier you may choose to be literate in an additional language. Hit dice leveling: During the leveling process, you have Advantage on Hit Dice rolls when increasing your Maximum Hitpoints. Alternatively, don't roll Hit Dice and take the Class average. Simplified gold system: Electrum and Platinum coins do not exist. No super advantage for Lucky feat: Normal Advantage or Disadvantage must be resolved before the Lucky feat can be used. Nerfed Contagion spell: The effects of the Contagion spell do not take effect until the creature fails one of its saving throw. Assess Enemy: You can roll an Insight, Perception or Investigation check as a free action to access how dangerous a creature is, roll with advantage if you are proficient. How much information you gain depends on the roll and exposure to the creature. You can only do this once per combat encounter. Targeting Blind: If a creature can't see its target (Fogcloud, Darkness, etc) it can still attempt to target it with a ranged attack, by rolling a die that encompasses all creatures in that area. If there are 3 allies and 2 enemies in an obscured area, they roll a d6 to decide who takes the attack. 1-3 they target one of their allies, 4-5 they target one of the enemies, a 6 would be an auto-miss. Clarified Suggestion spell: "Reasonable" is such a vague subjective notion that it becomes a lot of work for the DM to decide if something is reasonable or not. So if the person controlling the target of the spell is unsure about the reasonable-ness of the request, the caster will be allowed to out-of-character make a longer request or clarification to make it sound reasonable. If questions still remain after this clarification, then a non-ability check (no luck, inspiration, etc) will be rolled against the DC equal to the caster's save DC. If it beats it, the request is unreasonable and the spell fails. 7

TOWN AND CITY RULES While individual adventures or events will happen at DM’s discretion, for the most part time in the city is handled on a macro strategic level. Going to every shop looking for an item, meeting multitudes of inconsequential NPCs and navigating streets and alleyways can be exhausting and boring. These rules are meant to expedite and improve the experience, through the use of skill challenges. Time Slots When spending time in an urban area, activities are divided into three potential time slots. Morning

Afternoon

Night A player may spread an activity over two time slots to gain advantage on their skill check. The decision to take two slots can be made after the first roll of the skill check. There is no direct benefit to performing activities as a group, however it is always safer. Cities do have criminals, gangs and purse thiefs. TOWN TASKS Players may decide how their characters will spend the day in the city or town, then proceed to perform skill checks at the DM's discretion to determine the results of their tasks and activities. Find Accomodations The most important job in getting to a new city or town is finding accomodations. Characters cannot make camp inside the city, so instead they must find inns, taverns or other living arrangements. This can be done at any time slot. Roll a INVESTIGATION, INSIGHT, PERCEPTION or PERSUASION check. The DM will tell you the highest quality arrangements you have found from the list below. You can always choose a lower and cheaper option, but not a better one. The party does not need to consume their own supplies at an accomodation. This check cannot fail. Accomodation Price (per room) Effects Modest 5sp/night 1d4 Morale/night Comfortable 8sp/night 1d6 Morale/night Wealthy 2gp/night 1d8 Morale/night Aristocratic 4gp/night 1d10 Morale/night Gather Provisions Before leaving the current town, a character may choose to gather provisions. However, gathering large quantities of supplies is much more expensive than purchasing what's available from markets and shops. This activity can be done during the morning or afternoon. Roll a SLEIGHT OF HAND, INSIGHT, or PERSUASION check. The DM will provide you with provisions to purchase. This check cannot fail. Sell Some Loot A character may try to find a buyer for their items and treasures. This activity can be done during the morning or afternoon. Roll a DECEPTION, PERFORMANCE, or PERSUASION check. The DM will tell you how many items you may try to sell, and give you prices offered for each depending on the roll and current town. Feel free to bargain. A failed check will cost 1 Morale. Browse The Shops A character may choose to browse the shops for items to purchase. This activity can be done during the morning or afternoon. Roll an INVESTIGATION, PERCEPTION, or PERSUASION check. The DM will provide you with a list of shops and tell you which kind you come across. Feel free to bargain. A failed check will cost 1 Morale. Research A character may choose to research or track down some information. This activity can be done during the morning, afternoon or night. Roll a HISTORY, INVESTIGATION, or PERSUASION check. You will gain some information or clarification about the subject you are looking for. A failed check will cost 1 Morale. Petty Jobs A character may choose to make some extra pocket change, through physical labor, gambling or performing. This activity can be done during the morning, afternoon or night. Roll an ATHLETICS, SLEIGHT OF HAND, or PERFORMANCE check. You will gain some extra gold depending on your skill check. A failed check will have unpredictable outcomes. Search A character may choose to search for a specific person, or an item or just look for potential work or quests. This activity can be done during the morning, afternoon or night. Roll an STEALTH, INVESTIGATION, INSIGHT, INTIMDATION or PERSUASION check. You will find some clues about the thing you are looking for. A failed check will have unpredictable outcomes. Other Task A player may ask to perform any task they wish to do. What skill check is used will be determined by the DM, and that will determine the results of the this activity. 8

DOWNTIME When a character will spend more than 3 days between adventures, usually in the same location, they enter downtime. During downtime, the character can pursue several activities to either improve themselves, their circumstances or leave an impact on the world around them. Lifestyle Expenses Unless the character is spending their downtime in the wilderness, in which case they'll need enough supplies to last through the downtime, they are most likely spending this downtime in a city or town. The player may choose what lifestyle they wish to live from the list below. Lifestyle Price Set Morale To Modest 5sp/day 4 Morale Comfortable 8sp/day 6 Morale Wealthy 2gp/day 8 Morale Aristocratic 4gp/day 10 Morale These activities all have their own specific rules, so for details discuss them with the DM when downtime presents itself. However, they usually involve a series of skill checks. Carousing (at least 1 day of downtime, access to civilization) Spend your time drinking, gambling and carousing. Provides a good amount of morale, along with unpredictable outcomes. Hire a Team (at least 1 day of downtime, and access to civilization) Hire people to perform some service for you such as spies, agents, messengers, guards, etc. Costs gold. Train Proficiencies (at least 1 day of downtime) Make progress towards increasing your proficiency rank with a specific tool, weapon, skill or learn a language. Costs gold. Research Lore (at least 1 day of downtime, and access to source of knowledge) Spend your time researching information about something of your choice such as a location, historical event, type of enemy, etc. Scribe a Scroll (at least 3 days of downtime, and the appropriate proficiency and knowledge) Spend your time scribing one of your spells onto a scroll, for later use. Costs gold. Craft an Item (at least 3 days of downtime, and access to appropriate resources or tools) Spend your time crafting an item of your choice, must be proficient in the appropriate tool or skill. Costs a small amount of gold for raw materials. Crime (at least 3 days of downtime, and access to civilization) Try to gain a substantial amount of gold through elicit means. Can provide a good sum of gold, but can also have heavy negative consequences. Sell a Magic Item (at least 7 days of downtime, and good access to civilization) Find a buyer for a magic item. It requires a lot of networking and research, but provides a huge amount of gold from the sale. Find a Magic Item (at least 7 days of downtime, and good access to civilization) Either find a magic item for sale, or track down rumors about where one was last seen. You can specify the magic item you are looking for. Costs gold. Practice a Profession (at least 10 days of downtime, and access to appropriate resources or people) Perform some job or work you have experience or proficiency in. Requires an initial investment of time or money to get set up. Provides a decent profit over long periods. Run a Business (at least 30 days of downtime, access to appropriate resources and people) Spend your time purchasing or building a business. Provides a permanent and steady source of profits. Build a Stronghold (at least 60 days of downtime, access to appropriate resources and people) Spend your time purchasing some land, and building some form of stronghold. Giving you a permanent residence in the world. Costs a fortune. 9