The Hyrule Legends
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Special Rules.

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Special Rules. Empty Special Rules.

Post by Boraguard Fri Nov 30, 2018 2:32 am

A few things are going to be changed and switched out for this homebrew setting, also a few links have been removed from the web so some things might be changed and altered to make it easier or challenging, considering how it needs to be dealt with. Also, everything here is subject to change!

Health: Instead of a number health it'll instead be replaced with hearts, to which everyone starts out with three hearts, hearts are increased through heart containers.

Stamina: Certain actions will require stamina points, everyone has three stamina points to spend and regains the full stamina after a minute of rest.
--Dashing can be used instead of normal movement with the cost of one stamina point.
--Power attacks allows one to max out their damage, but requires two stamina points and needs to be declared before rolling to hit.

Mana: Some characters can cast magic naturally and thus they get mana points. Those that get mana points start off with three as well but unlike with health and stamina where you choose which you want, mana is increased along with which ever point is chosen as well.
--Cantrips don't use any mana points
--Leveled spells use up their amount of mana points via the level. IE level one spells use one mana point, level two uses two, etc.
--Spells can be bought now, go out to find those who knows some of the arcane arts to see if you can learn what they know.

Counter Roll and Dodge Roll: New roll types to add more depth and be more like the Zelda Theme. Before an enemy rolls you must make a choice to either Counter or Dodge the roll yourself. It is considered a reaction event so only one per round. Both do the same thing, you roll for either a dodge or a counter, the difference lies in what the modifier used and nat 20's.
-Counter Rolls adds your Strength modifier to your roll to knock an enemies attack away from you with either a shield or weapon. Upon rolling a nat 20 the enemy receives half the damage it would have dealt and is knocked prone.
-Dodge Rolls adds your Dex modifier to your roll to leap out of the way of the attack. Upon rolling a nat 20 however you get a free strike on the enemy, rolling to hit with advantage.

Leveling up has also changed. While it no longer aids in health increase or spell slots, one can still level up by fighting one of the "Old Champions" to see if they are ready to take on what the world has to offer, giving access to a class's abilities and also unlocking areas/dungeons and new quest options. Though the trials are tough, it might be best to increase your stats a bit before taking on a Champion. Also, don't worry if you fail a Champion's test, you can take them as many times as you'd like, within reason of course.

All Ability scores start off at 10 [Before racial traits] even but do not fret, Completing quests [Main and side] can reward one with a ability modifier as well as finding a trainer to aid in increasing your abilities. Because of this, a few 'masters' and certain tough quests will allow the cap of 20 to be raised.

Unique Class Traits:
-Barbarian
--Barbarians can use their power attack as critical damage instead of max damage, but still must make the roll to hit, should a natural critical happen after calling then it is treated as if you only used it for max damage.

-Bard
--Their Bardic Inspiration can assist in Dodge and Counter rolls.

Boraguard
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Age : 30

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Special Rules. Empty Re: Special Rules.

Post by Boraguard Sat Dec 01, 2018 4:52 am

Using two sites for character creations and items.

Races will be from here:
https://www.dandwiki.com/wiki/Hyrule_(5e_Campaign_Setting)

Classes, items, and spells will come from here:
https://dnd5e.fandom.com/wiki/Category:Classes

Boraguard
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Posts : 39
Join date : 2018-10-30
Age : 30

https://thehyrulelegends.forumotion.com

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