A character who has the time and resources may train a beast to perform select behaviors.
Resources: A character must spend an amount of gold for each behavior they wish their beast to learn. This cost represents food, housing, and the equipment required for training. If a character is training more than one beast, the price must be paid for each beast being trained.
Resolution: At the end of a work week, the character makes a Wisdom (Animal Handling) check to determine how many new behaviors they successfully taught their beast. A character may train more than one beast at a time, if the beasts are of the same species. However, each additional beast increases the DC of the check by 2.
Wisdom (Handle Animal)
10 - 1 new behavior
15 - 2 new behaviors
20 - 3 new behaviors
Behaviors:
Carry Supplies - 2 gp
Carry a Rider - 5 gp
Fetch an Item - 10 gp
Stay Calm in Battle - 15 gp
Attack on Command - 20 gp
Unique Traits: Every beast has unique traits that are only revealed during training. Roll on the following table for each beast when it is first trained:
The beast has a unique pattern on its fur, scales, hide, or feathers that is only revealed after it is cleaned and groomed.
The beast develops a taste for a unique and unusual food.
The beast becomes remarkably friendly towards an unexpected ally.
The beast sings when happy or excited.
The beast develops a liking for a certain musical instrument.
The beast develops a friendship with a different kind of beast, perhaps one that is its natural predator or prey.
The beast is overly protective of its owner.
The beast is pregnant or has sired offspring.
The beast develops an affinity for a certain unusual clothing item, such as a scarf, decorative flower, or hat.
The beast is exceptionally smart and learns a new behavior.
A character may lead social upheaval in a community by spending time and resources.
Resources: A character must spend one week and 50 gold pieces to foment revolution.
Resolution: At the beginning of the week, the character chooses up to four goals for their revolution. The DC for each check is based on how many people will be impacted by these changes.
Social Changes
DC 10 - Goal impacts 1 - 10 people.
DC 15 - Goal impacts 11 - 25 people.
DC 20 - Goal impacts 26 - 100 people.
DC 25 - Goal impacts more than 100 people.
Once the character has committed to these goals, they will assign a skill to each. A different skill must be chosen for each goal. Some skills that may be frequently used in revolutions would be: Charisma (Deception), Charisma (Intimidation), Charisma (Persuasion), Charisma (Performance), Intelligence (Religion), Wisdom (Insight), and so on. If two goals require the same skill, they should be combined into a single, more difficult goal.
Throughout the week, the character will make skill checks to attempt to succeed at their goals for social change. For each failure, roll on the complications chart.
Complications (d10)
An important ally dies.
Deaths in the community ruin the character's reputation.
An important ally becomes a political rival.
The revolution attracts the attention of a powerful enemy.
An unexpected rival gains political power.
More resources, weapons, or bribes are required; the character must spend 500 gold pieces, or the revolution fails.
The revolution angers a god, causing a natural disaster.
The revolution succeeds, but the character's part in it is forgotten.
The revolution sparks an unforeseen negative consequence, such as higher taxes, religious extremism, or a refugee crisis.
The revolution requires a sacrifice; the character must give up an important item, location, or ally in order to succeed.
After the week, roll on the Revolution Reputation table. Even if the revolution failed, its battles, dramas, and political intrigue ripple out into the wider world.
Revolution Reputation
A popular song is written about the revolution.
The revolution attracts the attention of a famed artisan (roll on the table for the Guild Artisan background) who creates a work of art in its honor.
The revolution becomes a frequent topic of debate in pub halls and family dinner tables.
The revolution inspires a movement of youth, religious fanatics, or rebels.
The revolution is adapted into an opera, puppet show, or raunchy comedy.
The revolution inspires a secret signal, such as a handshake, painted icon, or a flower tucked into a lapel, for those who agree with its cause.
The revolution inspires a myth or urban legend, perhaps about the mythic qualities of the character who orchestrated it.
The revolution causes the community to change its flag, borders, or name.
The revolution inspires a mysterious figure from afar to visit the community in the next month, bringing with them exotic items, mounts, or even magic trinkets.
The revolution is forever identified with the character; when they enter a new community, those aligned with the revolution will be friendly and willing to lend a hand, while those who disagree with the revolution will treat the character as an enemy.
When flanking, an attacker's chance of a critical hit increases to a 19 - 20.
When attacking a character you cannot see who is also Heavily Obscured, you do not gain Advantage from attacking a Blinded opponent.
Furthermore, Heavily Obsured characters are considered hidden to opponents who do not know their location.
Friendly NPC's have Hit Dice rather than hit points. When they are hit by an attack, they lose one Hit Die. Dying NPCs will die within 3 rounds.
The following colors correspond to NPC health:
Red (1 HD)- Orange (2 HD) - Yellow (3 HD) - Blue (4 HD) - Green (5 HD) - Violet (6 HD) - Red (7 HD), etc.
When a character heals an NPC, they regain one hit die per level of spell cast, or charge used.
When a character reaches 0 Hit Points, they enter the Staggered Condition. When a character enters the Staggered Condition, they suffer the following effects:
They immediately take 1 damage to Wound Points.
Any effects that cause damage instead cause the loss of 1 Wound Point.
On their turn, the character may take the Dodge or Disengage actions without consequence. If a staggered character takes any action, bonus action, or reaction other than Disengage or Dodge, they must make a Death Saving Throw or take 1 Wound Point. (Rolling a 1 on a Death Saving Throw causes two Wound Points, rolling a 20 heals one Wound Point.)
Spellcasters must make a Death Saving Throw to maintain concentration on a spell effect.
Falling Unconscious
At any time, a staggered character may choose to enter the unconscious condition. An unconscious character is still staggered, but might not be targeted by attacks from certain combatants. A character who falls unconscious suffers 1 level of exhaustion until they have rested for at least 10 minutes.
Staggered and Instant Death
Because a staggered character is at 0 Hit Points, they are especially susceptible to Instant Death, which occurs when the damage taken from a single attack or spell would reduce the character's hit points to a negative number equal to their Maximum Hit Points.
This house rule replaces Death Saving Throws.
Wound Points represent how many deep, grievous wounds a character can suffer before dying. When a character reaches 0 Wound Points, they die.
Total Wound Points
A character has a number of Wound Points equal to their starting Hit Points. For example, a fighter (10 starting Hit Points) with a 14 Constitution (+2 Hit Points) would have a total of 12 Wound Points. A character's total number of Wound Points do not increase with level. However, if a character's Constitution bonus changes (due to Ability Score Improvements, magic items, or spell effects), their Wound Point Total changes as well.
Losing Wound Points
A character loses 1 Wound Point in the following situations:
When struck by a Critical Hit.
When entering the Staggered Condition.
When they take damage while staggered.
They fail a Death Saving Throw
Regaining Wound Points
Most magic that heals Hit Points does not heal Wound Points. Instead, a character recovers Wound Points through extended rest and downtime.
After a week of restful downtime, a character recovers Wound Points equal to half their Total Wound Points. Characters may complete Downtime Activities during this rest. However, if a character takes any damage to Wound Points during the week, they gain no benefits from the time they have already rested.
The spells Restoration and Greater Restoration do provide temporary Wound Points. Like temporary Hit Points, temporary Wound Points provide bonus Wound Points that must be reduced to 0 before the character takes any more damage to their base Wound Points. Temporary Wound Points do not stack.
Restoration: 1 temporary Wound Point.
Greater Restoration: 2 temporary Wound Points.
0 Wound Points
When a character is Staggered and has 0 Wound Points, they die.
Returning from the Dead
Spells that return characters from the dead have the following effects:
Revivify, Raise Dead, Resurrection: The character regains half their total Wound Points.
True Resurrection: The character regains all their lost Wound Points.
Reincarnate: The new body starts with maximum Wound Points.
Drinking a potion is a bonus action (instead of an action). Giving someone else a potion is still an action.
When a character falls due to a purposeful jump, they may make an Acrobatics check to ignore some of the damage.
DC 10: Ignore the first 10 feet of damage.
DC 20: Ignore the first 20 feet of damage.
DC 30: Ignore the first 30 feet of damage.
As a bonus action, a character may make a special knowledge check to learn more about their enemy. The type of skill check depends on the enemy's creature type:
Arcana: aberration, construct, dragon, elemental, fey, undead
History: giant, humanoid
Nature: beast, monstrosity, ooze, plant
Religion: celestial, fiend
Check the table below to see how much you can learn about the enemy:
Knowledge Check Result
<8: advantage on next knowledge check about same target
9 - 13: 1 fact
14 - 17: 2 facts
18+ : 3 facts
After making the roll, you may learn any of the following:
Armor Class
Hit Point Maximum
Speed (and modes of movement)
One Ability Score
Strongest Ability Score
Weakest Ability Score
Strongest Saving Throw
Weakest Saving Throw
Damage Resistances and Immunities
Damage Vulnerabilities
Senses
The mechanics of an ability or an action
DM's Choice!
When taking a Short Rest or a Long Rest, there is a chance that the rest will be interrupted. Each hour, the DM will roll a d20. If the DM rolls within a certain range, than an event or creature will interrupt the rest.
Chance for Interruption:
Indifferent: 20
Unfriendly: 18 - 20
Hostile: 15 - 20
Deadly: 10 - 20
Raising Defense
Characters can take actions to defend against interruptions. Certain spells, like Alarm or Rope Trick, will make interruptions difficult. Characters can also take actions like blocking doors or setting traps. If too much energy is needed to perform the action, there will be a chance that the character will not gain the benefits of rest for the first hour.
When traveling overland, characters may travel 24 miles in a day. However, some terrains slow down the speed of travel.
River: x1
Hills: x2
Forest: x3
Mountains: x3
Swamp: x4
When traveling, every 8 hours there will be a chance for your travel to be interrupted. The interruption may be hostile or nonhostile.
Chance for Interruption:
Indifferent
18-20: Hostile encounter
14 - 17: Nonhostile encounter
Unfriendly
16 - 20: Hostile encounter
12 - 15: Nonhostile encounter
Hostile
12 - 20: Hostile encounter
8 - 11: Nonhostile encounter
Deadly
10 - 20: Hostile encounter
6 - 9: Nonhostile encounter
Staying Aware
Characters can take actions during travel to stay more aware of danger. Being aware of danger increases your chance of avoiding encounters, or ambushing enemies.
However, certain actions, such as searching for tracks, seeking higher ground, or scouting ahead, increase the amount of time of travel.
Enemies attacking a tortle using Shell Defense with a melee attack do not gain advantage from the tortle's prone condition.
Gems in the world are valued as such:
Agate: 10 gp
Quartz: 50 gp
Garnet: 100 gp
Spinel: 500 gp
Sapphire: 1,000 gp
Ruby: 5,000 gp