Tales of Verimitha
Here are some homebrew rules, variants, clarifications, or other stuff that may need explaining. Some of these may just be basic rules and are just put in here for clarification. These may change as we discover things that work/don’t work or that we like/dislike.
- Character Ideas – Some roleplaying stuff for visualizing your character.
- Inspiration changes.
- To identify magic items requires casting the Identify spell, taking it to someone who can cast the identify spell to identify it for you (magic shops, temples, etc.), or using the item for a time and figuring out its powers.
- Prices listed in the books for most items are considered “base” prices, or what the item is generally worth. Vendors sell items with a 100% mark up and buy items at 50%. Gems, art and the like buy and sell for the base prices and can be used as an alternate form of currency in many shops. Magic items are rare and prices for these will be determined on a case by case basis by the GM.
- Long Rest – When the party takes a long rest, they will list who (if anyone) takes watch for each of the eight hours. Anyone wearing armor takes it off to sleep. If an encounter occurs, the DM rolls a d8 to find out who is on watch when it happens. The person on watch may wake up the other members of the party as an action. Characters who are sleeping take one full round to wake up so if the party is surprised sleeping party members would not get to act until the third round. Characters who choose to sleep with armor on may suffer disadvantage on certain checks until another long rest (without wearing their armor) is taken and if continually sleeping in armor for several days will suffer exhaustion.
- Beast Master ranger’s companion will protect their master if the ranger is within 5ft and attacked in melee. The BM can issue an order to their companion animal as an action and the companion animal will continue to do that action each round until the situation changes (at the GM’s discretion) in some way that it can not realistically perform that action. I.E. commanding the companion animal to attack orc A, the animal will attack orc A with it’s abilities until orc A is dead or unable to be attacked for some reason. If the animal is unable to perform it’s commanded action, it will return to the ranger character’s side until it is issued another command. BM companion’s act in the ranger’s initiative slot immediately after the ranger finishes her turn.