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5E HOUSE RULES | MORTIS VERSION 1.0

6/14/2022

 
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MORTIS 1.0 HOUSE RULES

The following rules are the playtest prototype updates for the 5e Gravehold setting. This will be a pseudo-living document with updates being posted here.
ACTIVE DEFENSES:
​Instead of AC, characters now have defense rolls (basically save vs. attacks). All characters are able to dodge, but there are additional defense rolls that can be used based on if a character is using a certain weapon or key item. The defense rolls, how they're used, and what they do are detailed below.

  • DODGE - All characters can attempt to dodge an attack. You have to roll EQUAL to or ABOVE the attack result in order to successfully dodge the attack. You can dodge out of the way of melee and ranged physical attacks, and melee and ranged magic attacks. Dodge is also used to avoid AoE spells and abilities. A successful dodge reduces all damage taken to zero. Dodge is modified by the dexterity attribute.
 
  • PARRY - A character can only parry an attack if they have a weapon or an ability that allows them to do so. In order to parry an attack, the character must roll EQUAL to or ABOVE the attacker's roll. On a successful parry, you reduce the damage done to you by half, in addition, you may immediately make a counter-attack against the target. Targets may choose to parry as well. Parry can only be used against physical melee attacks. Parry is modified by the strength attribute.
 
  • BLOCK - A character can block if they are using a shield, shields have 'shield notches' which is equal to the number of hits that a shield can take before it breaks and must be replaced or repaired for 50% of its total cost. Block rolls are made at advantage and must meet or beat the attacker's roll, and reduce all physical damage taken to zero. Block can be used to defend against ranged and melee physical attacks. Block is modified by the endurance attribute.
 
  • BARRIER - A character can only use barrier if they have a special item or ability that allows them to do so. To defend using Barrier you must roll equal to or greater than the attacker's roll. Barrier reduces all damage taken to zero and defends against ranged physical attacks and ranged spells. Barrier is modified by the arcane attribute.
 
  • MIND SHIELD - All characters can attempt to use mind shield to stave off assaults that target their psyche. Mind shield is a character's attempt to resist fear and other mind-altering abilities. Mind shield is modified by the willpower attribute.
​
  • LUCK - All characters can attempt to use luck. A player can burn a luck point to use luck as a defense. Luck is always rolled at advantage and is modified by the faith attribute. A player must roll equal to or greater than the attacker's roll. A successful luck defense roll reduces all damage taken to zero. Luck can also be used instead of mind shield.

STAMINA & VITALITY:
  • Stamina simulates your ability to avoid damage and acts as a resource. When you are struck with an attack, you take damage to your stamina points.

  • Once a player's stamina has been reduced to zero, any damage they take is done to their vitality points. Once vitality reaches zero, the player must roll immediately on the mortal wounds table. Depending on the roll, the player may die or suffer another debilitating injury.

  • Stamina is replenished for a random amount by rolling 1D10 at the start of every combat encounter.
 
  • All players begin with 1D10 + 10 + Endurance mod stamina.
 
  • All players begin with 1D6+3 Vitality.
 ​
  • Vigor is an additional resource that players can use (all players begin with 3 vigor, and only get 1 vigor back at the start of a battle). Players can use their bonus action to spend a vigor point to regain 10 stamina points.

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