Skyra : Mechanics

==Mechanics==
In Skyra, the mechanics that represent the unique blend of magic and technology that influences the gameplay and character interactions within this fantastical setting are different compared to regular D&D. These mechanics change how D&D is played, offering new opportunities and challenges as you explore the world.
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|-|None= 
|-|Inspiration= 
== Inspiration ==
When you get inspiration you get it based upon what you did or achieved. From that you only have limited choices of benefits you can get.
You can either:
- Change a class level you previously had for another that matches why you gained the inspiration dice.
- Pick up a weak feat based on why you gained the inspiration dice.
- Hold onto your inspiration dice for a use of the lucky feat on an ability check, saving throw or attack roll but you have to take the result.
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|-|Resurrections= 
== Resurrections ==
When you attempt to resurrect someone that person must roll a death save. On a failure their soul is destroyed and they cannot come back to life by any means. On a success the DC to resurrect themself again increases by 1. This DC starts at 1.
However you don't have to make a death save in order to succeed a resurrection if the spell level is higher than the DC.
----The more a single creature is resurrected from the dead the great the hold of Myrkul begins to grasp. Each time a being dies its soul begins to be siphoned into the realm of the dead. And thus eventually no matter how many deaths one has its soul will be completely left to fester in the realm of the dead.
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|-|Energy Points= 
== Energy Points ==
Energy Points are a type of hit points. Some creatures have regular hp, some have just energy points and others have a mix. 
If a creature has a mix of both energy points and hp they can choose whether the attack deals damage to their hp or to their energy points.
=== Dealing damage to creatures who use energy points: ===
* Regular Attacks deal 2 ep in damage for each damage type done in the attack.
* Saving throws deal 1 ep in damage on a failure, 2 ep in damage on a success. 
* Force damage deals 4 ep in damage. 
* Criticals deal an extra 2 ep in damage
=== Expending Energy Points: ===
A creature can expend two of their own energy points in order to take an extra action, bonus action or reaction. This can only happen once per round.
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|-|Healing Potions= 
== Healing Potions ==
You can opt to use potions as a bonus action to roll for healing, or you can choose to take it as an action for maximum healing.
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|-|Critical Hits= 
== Critical Hits ==
When you roll a natural 20 on a standard roll, you double the dice for damage, but not the modifier. If you roll double natural 20s with advantage or disadvantage, you maximize all damage dice rolls.
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|-|Darkvision=
== Darkvision ==
Dim light works as normal.
You cannot see in skyras night which is counted as magical darkness. However Skyras night works slightly different with darkvision, with darkvision you automatically fail any ability check which requires sight however you do not have disadvantage on attack rolls and attack rolls against you do not have advantage.
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|-|Creation Rules=
== Creating Items==
Each player has a pool of 1d4's which are used to decide both whether you can create an item and to show your progress on that items creation. Your pool has a number of d4's equal to your intelligence or strength modifier. If you have a tool that fits the item you are making, you have that tool and proficiency with that tool you can add to your pool a number of d4's equal to your proficiency bonus. 
On your first day creating a magic item you roll all your d4's in your pool, whenever you beat the DC of the item you manage to create it. On subsequent days you can reroll 1d4 to attempt to get a higher number.
=== Bonuses: ===
* You can use inspiration at any time to reroll all the d4's at once.
* Guidance or a 1d4, d6, d8, d10, d12 bonus on the first day of creating items grants an extra dice to the pool.
*
*A player can assist the person making the item by helping out each day, allowing them to reroll an extra 1d4.
*Only one familiar can assist the person each day, allowing them to reroll an extra 1d4.
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|-|Encumbrance=
== Encumbrance ==
Having encumbrance encourages trading, preventing hoarding of potions and stuff. Coins are small items, and count as encumbrance.
=== Players can hold/wear: ===
- 1 Large Item (Armor) Minimum, (Str Score)
- 4 Medium Items (Potions, Weapons) Minimum, (4 + Proficiency Bonus + Str Score)
- 4 Small Items (Paper, Torches) Minimum. Each small item can have x10 of that amount. (4 + Proficiency Bonus + Str Score)
- These are doubled if you have the powerful build feature from your race or class
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== Containers ==
=== Backpacks can Hold: ===
1 large item, 5 Medium items, 5 Small items (10x) and they also get two side slots which the items can be pulled out as an item interaction.
=== Pouches can Hold: ===
A small item (10x)
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