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Copy file name to clipboardexpand all lines: README.md
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This is an adaption of the official dnd 5e system, but modified for my personal use in one of my campaigns. It replaces most races, classes and items and introduces an entirely new universe, features and more.
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### Rules
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Every 5e rule applies unless overridden by the rules in this system (see rules folder).
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#### Classes and races
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All 5e classes and races will be replaced by those in the respective folders, except for human.
Copy file name to clipboardexpand all lines: classes/Medic.md
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-**Surgeon:** Grants you a surgeon kit. You are able to treat inner and outer wounds using surgical equipment and precision.
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-**Splicer:** Instead of choosing the path of a reknown doctor, you decided to dive deep into the shady arts of body hacking. You can implant and remove body modifications.
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-**General practitioner:** Grants you a medical kit. You are able to treat all curable diseases that require medical assistance if you have the required tools or materials. Even if you do not have the required tools or materials, you can improvise to prevent and [[Damage & Healing#Critical conditions|critical consequences]].
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-**General practitioner:** Grants you a medical kit. You are able to treat all curable diseases that require medical assistance if you have the required tools or materials. Even if you do not have the required tools or materials, you can improvise to prevent and [[Conditions, diseases and wounds#Critical conditions|critical consequences]].
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### Anatomy knowledge
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Starting at 2nd level, your deep understanding of many species' anatomy allows you to precisely target weak points. When making a melee or ranged weapon attack, you can add your Wisdom modifier to the damage once per turn. Alternatively, you can use this knowledge to diagnose physical ailments, gaining advantage on Medicine checks when determining the nature of a wound or illness. Anatomy knowledge cannot be used on species you don't know.
Copy file name to clipboardexpand all lines: classes/Trahen Cordis.md
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> **This class is only available if you choose the Sha'ayra faction actively or at least have a background including it.**
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> **This class is only available if you choose the Trahen Cordis faction actively or at least have a background including it.**
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The Sha'ayra is a clandestine sisterhood dedicated to harnessing and safeguarding a form of energy they call the _Astral Thread_. This ancient order believes the Thread connects all living things to the dimensions, stars and planets, forming a cosmic web that spans the entire multiverse. Through years of intense meditation, training, and rituals, each member of the covenant learns to see, touch, and manipulate these Astral Threads to wield subtle yet powerful influences.
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The Trahen Cordis is a clandestine order dedicated to harnessing and safeguarding a form of energy they call the _Astral Thread_. This ancient order believes the Thread connects all living things to the dimensions, stars and planets, forming a cosmic web that spans the entire multiverse. Through years of intense meditation, training, and rituals, each member of the covenant learns to see, touch, and manipulate these Astral Threads to wield subtle yet powerful influences.
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The Sha'ayra exist beyond the bounds of most political alliances, even seen as myth by some. It is a whisper in the dark, a legend, and yet their mark is found on planets across the stars. They avoid direct conflict whenever possible, preferring to weave fate from the shadows and instill balance where they see it lacking. They have a strict hierarchy and follow the lead of their all-mother at all times.
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The Trahen Cordis exist beyond the bounds of most political alliances, even seen as myth by some. It is a whisper in the dark, a legend, and yet their mark is found on planets across the stars. They avoid direct conflict whenever possible, preferring to weave fate from the shadows and instill balance where they see it lacking. They have a strict hierarchy and follow the lead of their all-mother at all times.
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### Requirements
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*In order to be part of the Sha'ayra, you have to respect the following requirements:*
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- Your character has to be an active member of the Sha'ayra (or a fitting background that justifies else)
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- Your character has to be female (or a fitting background that justifies a male).
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*In order to be part of the Trahen Cordis, you have to respect the following requirements:*
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- Your character has to be an active member of the Trahen Cordis (or a fitting background that justifies else)
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- Your have to pick the human race for your character (or a fitting background that justifies another).
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- You cannot multiclass.
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### Equipment
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You start with the following equipment, in addition to the equipment granted by your background:
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- A Sha'ayra knife
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- A Shad'dar (ritual knife of the Trahen Cordis)
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- Light armor
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- Hag's kit
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### Abilities and Powers
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-**Threadsight**: Members can enter a trance state in which they can perceive the Astral Threads that connect everything. You can concentrate to use this ability, allowing you to detect emotions, read the faint impressions of recent events, or even catch glimpses of other worlds.
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- Level 2: Trained members of the Sha'ayra can use this power to communicate across great distances or guide allies with a form of astral intuition.
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- Level 2: Trained members of the Trahen Cordis can use this power to communicate across great distances or guide allies with a form of astral intuition.
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- Level 4: You gained enough experience to sharpen your senses. You can read the intention of any living creature within 15 feet.
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-**Fateweaving**: Covenant members learn how to gently tug on the astral threads to influence the probabilities around them. As an action, you can grant *minor luck* to allies or *misfortune* to enemies within 15 feet range. Minor luck grants advantage on the next 10 rolls while misfortune causes disadvantage on the next 10 rolls. You can't use Fateweaving again until you take a long rest.
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-**Fateweaving**: Members learn how to gently tug on the astral threads to influence the probabilities around them. As an action, you can grant *minor luck* to allies or *misfortune* to enemies within 15 feet range. Minor luck grants advantage on the next 10 rolls while misfortune causes disadvantage on the next 10 rolls. You can't use Fateweaving again until you take a long rest.
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- Level 5: You have become one with the astral planes, weaving the threads of fate is like breathing. Fateweaving remains active permanently.
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-**Astral shroud**: By pulling the Astral Threads around themselves, members can become partially obscured, appearing as a shimmering outline or even vanishing briefly from sight. This power helps the Elarian Covenant maintain their secrecy and avoid detection when observing, infiltrating, or escaping.
In the vast expanse of The Known Universe, countless worlds drift among the stars, each a unique testament to the boundless creativity and chaos of existence. It is a realm where the tangible meets the ephemeral, and the line between reality and dreams blurs into a tapestry of colors and possibilities. While the denizens of this universe have long gazed upward, pondering the mysteries of the cosmos, they remain acutely aware of their limitations in understanding the full scope of what lies beyond their own realms.
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The concept of a multiverse is not merely theoretical; it is woven into the very fabric of existence. Many cultures refer to the worlds around us as **The Known Universe**, acknowledging that they share a reality filled with diverse experiences and perspectives. However, little is understood about the realms that may lie beyond their immediate comprehension. The Sisterhood of Trahen Cordis believes that what they call the **Astral Threads**, serves as the connective fabric between these realms, guiding the fates of all beings, while a divergent philosophy is embraced by the **Ascents**, a group of thinkers and spiritual leaders who assert that a divine creator has fashioned the universe and all its inhabitants. They speak of a singular, transcendent deity whose will is reflected in the order of the cosmos. This belief imbues their understanding of existence with a sense of purpose and destiny, setting them apart from those who seek to unravel the mysteries through exploration and inquiry. The Ascents view the Astral Threads not as a means to navigate the multiverse, but as manifestations of their god’s design, guiding souls toward enlightenment and harmony.
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The Known Universe is a realm of unimaginable diversity and wonder, where celestial phenomena paint the skies with breathtaking hues and alien landscapes challenge the very notions of life and reality. From the lush, bioluminescent jungles of distant worlds to the desolate beauty of barren wastelands, each planet offers its own secrets waiting to be discovered. Ancient ruins and artifacts litter the cosmos, remnants of civilizations that have risen and fallen, each with its own stories etched into the stones. At the heart of this universe lies the eternal search for meaning, driven by an insatiable curiosity to explore the unknown. **Travelers**, scholars, and many other occupants venture forth into the endless beauty of our worlds, seeking knowledge and experience. Each expedition holds the promise of discovery, yet also the potential for peril. In the pursuit of truth, many have encountered wonders beyond imagination, while others have succumbed to the darkness that lurks within the uncharted territories.
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Where will your journey bring you? Your possibilities are almost endless - use them wisely.
While the original [conditions](https://roll20.net/compendium/dnd5e/Conditions#content) apply, certain wounds, diseases, and conditions in this system can be especially dangerous and may require specific treatments. **Medical expertise** or **healing items** are essential for managing critical injuries until a doctor can be found. Fortunately, doctors are available on most planets and space stations, though their services often come at a cost. With caution, most critical injuries can be avoided, reducing the need for immediate medical intervention.
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As in the original rules, a **disease** is a **condition** that can inflict damage or other negative effects over time, though it doesn’t need to stem from weapons or environmental hazards. Not every disease is curable, and some may require specialized treatment.
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### Wounds
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When a player takes damage, there is a chance it may leave a **wound**, which can cause additional HP loss and sometimes lead to **conditions** or **diseases**. There are various types of wounds, and while most are treatable, this system includes no single class or spell capable of curing _all_ wounds easily. Instead, certain wounds require specific tools, materials, or expertise.
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#### Critical Wounds and Conditions
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Some wounds and conditions caused by weapons or environmental hazards require **professional medical treatment** and are considered **critical**. If left untreated or improperly treated, a critical wound will cause progressive HP loss, which can be affected by factors such as wound severity and the patient’s race.
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If treated by a professional with the appropriate tools and materials, critical wounds can usually be stabilized, preventing further consequences. Technically, anyone can attempt treatment, but doing so without proper skill and equipment greatly increases the risk to the patient.
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**Example:** A character without medical training attempting to treat inner wounds might face several Medicine skill checks with a high DC (30), and each failed check could worsen the patient’s condition.
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> **Note:** Certain races may experience different effects from the same injuries. For instance, Draconics possess strong self-healing abilities, making them less prone to infections.
|Inner wounds|Surgery|Progressive HP loss based on severity; may lead to organ failure.|Injured organs|
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|Poisoning|Antidote|Incorrect antidotes can worsen symptoms; some toxins may cause long-term effects.||
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|Radiation|Specialized Medication|Over- or under-dosing carries significant risks.||
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|Deep wounds|Medical kit, sometimes surgery|Blood loss, infection, worsening of wounds|Ammunition or projectiles lodged in wound|
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|Infection|Medication|Incorrect medication or improper dosing can worsen the condition.|Infected wounds, biological diseases|
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|Severe burns|Surgery|Steady HP loss; high infection risk; may leave the target [Incapacitated](https://roll20.net/compendium/dnd5e/Conditions#content).|Fire or chemical burns|
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#### Uncritical Wounds and Conditions
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**Uncritical wounds** only cause HP loss at the time of injury, without ongoing effects that drain HP if left untreated. Simple [[Items#Medical items|items]] such as Stimpacks or Biogel are generally sufficient to treat these injuries. However, depending on the individual’s race, even uncritical wounds may pose additional risks.
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Untreated uncritical wounds may still become critical over time, potentially causing more severe conditions.
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|Condition|Examples|Can Become Critical if Untreated|
Copy file name to clipboardexpand all lines: rules/Damage types.md
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### Healing
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In this setting, there is no healing class or spells that simply cure wounds or revive a creature. This is why you have to be careful to either got someone with medical expertise or at least healing items that will patch critical wounds until you find a doctor.
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But do not worry, doctors can be found on most planets and space stations - they do cost money most of the time though. Thankfully, wounds causing critical conditions can be avoided with enough caution, eliminating the need of medical support.
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#### Critical conditions
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Some conditions caused by weapons or the environment require professional medical treatment.
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The following table shows which conditions should be treated by medical professionals.
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If treated by a professional, possible consequences are impossible as long as the required tools and materials are available. Technically, everyone can try to perform medical treatments, but most of the time, they will risk the life of their patient.
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Example: If someone without any medical background tries to treat inner wounds, there will be several medicine skill checks with a DC of 30, and any fail will cause the condition to worsen.
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**Note:** Depending on the race, some consequences might be more or less dangerous and could potentially be treated with less or no intervention. Example: Draconics have strong self-healing abilities, making infections very unlikely.
Many factions and cultures measure the date and time differently as they have other starting points based on occasions such as religious events, scientific measurements (and errors) or others.
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Different factions and cultures in the Known Universe measure dates and times in various ways, often based on significant events, religious occasions, or unique scientific milestones.
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At some point, the higher progressed species have invented a new, unified way to measure date and time: The Unified Galactic Time (UGT) which is based upon the creation of the universe. Many factions have accepted and adopted this format, but there are still lots of cultures that stick to their own, local formats.
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To promote standardization, more advanced species developed the **Unified Galactic Time (UGT)**, which marks time based on the creation of the universe, which, as scientist have found and agreed on, happened exactly 9.7438 billion (earth) years ago. While many factions have adopted the UGT for consistency, numerous cultures still prefer their traditional methods of timekeeping, resulting in a rich diversity of calendars across the galaxy.
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Here is a table for the most common conversions:
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# TODO
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|**Culture**|**Starting Event**|**Time Units**| Time in 2024 (earth time) |
| Earth | Arrival of Jesus Christ, a religious myth | 1 Century = 10 years<br>1 Year = 365 days | 2024 |
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| Unified Galactic Time | Creation of the universe (UGT 0) | 1 Epoch = 100 galactic cycles<br>1 galactic cycle = 100 galactic years | Epoch 10, Cycle 74, Year 38 (often only the year referred) |
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| Draconic | Establishment of the First Colony (UGT Year 1000) | Cycle of Flame | AE4 - 90.12 |
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| The Ascents | The Blessing (UGT Year 21) | Chronicle of Light | 4402 |
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