Modified/Optional Rules for Campaign 2

### Critical Hits

When a player or NPC lands a critical hit, normally you double all the dice. At our game, you will take the max value of the additional dice rather than rolling it. So if your attack was 1d6+3 normally, a normal crit would make it 1d6+1d6+3. Our crits brings this 1d6+6+3. This allows crits to feel a lot punchier and less dice rolled for attacks with lots of dice.

### Rolling in the Open

Important rolls like saving throws or skill checks should be made out in the open. The players can always request that the DM make a specific roll out in the open. An attack roll on a low HP character should be rolled out in the open. A player can ask for the attack bonus, saving throw bonus or DC of a creature or task after the session is over, and the DM will answer honestly, providing an explanation if someone argues that it was too difficult.

### Inspiration

A player can spend an inspiration as normal; to grant themselves or anyone else a reroll any d20 roll or give an enemy disadvantage on a saving throw. Up to 3 inspirations can be used to make an enemy repeat the saving throw over and over, but this does not mean enemies have to use multiple legendary resistances. If the enemy uses a legendary resistance, they cannot be forced to reroll their saving throw. Inspiration can only be used once per death saving throw. The rule about spending an inspiration for a crit has been put on hold for now, just because combining it with the more powerful critical hits meant that the nova abilities were stronger than they intended, and classes that depend on lots of small attacks like monks, fighters, rangers or spells like eldritch blast, didn't get nearly as much use out of it and fell behind in damage output. If you'd like to bring back the spending an inspiration for a crit, we can do that, but it would have to be traded for the more powerful crit rule. Having both at the same time isn't going to be a thing anymore, going forward. Inspiration cannot be stacked, you can only ever have one. But if you are awarded inspiration and already have one, you get a gold star you can stick to your character sheet.

### True Names

All spellcasters, demons, devils, angels, gods, dragons or other 'channelers' of magic coming from the Weave have 'True Names'. True Names are typically a person's birth name but it may not be, if the person never knew their birth name their True Name will be the first and closest thing to a name they were given. Their perception and connection to this name is what grants True Names power over them. Think of the Weave as a box of power which had always been open, then locked shut by the Minister. Your True Name is the key you use to unlock it, and someone with that key can mess with your connection to it. **TO NAME SOMEONE**, you must speak their True Name as an action where the creature can either hear or see you speak it. If the creature cannot hear or see you, it will still work as long as you are within 60ft. The effects that are applied to the Speaker of the Name also applies to their allies, defined as clearly allied intelligent creatures that are in the initiative order. Speaking the name grants the Speaker of the Name and their allies advantage on saving throws against the Named creature's spells and take half damage against all of their spells. As well, the Named creature had disadvantage on all saving throws against the spells of the Speaker of the Name and their allies. As well, the Named creature cannot be resurrected by any magic except **Revivify** if killed by the Speaker of the Name or allies which have received the Name buffs.

### Consecration

To consecrate an altar, shrine or other desecrated holy place without the *Hallow* spell, you must beseech the deity (or desired deity?) to re-consecrate it. When you do so, one player makes a straight d20 roll, that cannot be aided with the help action or receive any outside bonuses and cannot be rerolled with inspiration. The d20 roll is modified by various factors dependent on the location, but to a max of +10. These bonuses are earned by removing the source or lingering remnants of the desecration (such as sacrifices), repairing damage done to the location (vandalism), undoing evil magics (arcane runes) or clearing out evil enemies from within. On a success, the area is consecrated again. Depending on the god and effort put in, a boon or blessing may be given. If your god/saint realizes you had the opportunity to attempt consecration and didn't even try, they may punish you. A consecration attempt can only be made in one location once per season.

### Skill Challenges

During a typical skill challenge, the same skill can only be used twice, and must be used in different ways each time. In the case of a combat skill challenge, only two attacks or spells can be used in place of a skill check. (So max 2 attacks per challenge, rest must be skill checks)

### Rounding Halved Numbers

Always round down. This isn't a homebrew rule, but it comes up enough that its easier to put here to quickly reference.

### Grappling Hooks

Securing a grappling hook requires a Use Rope (Dexterity) check (DC 10, +2 for every 10 feet of distance the grappling hook is thrown, to a maximum DC of 20 at 50 feet, modified by up to ±3 depending on the surface). Failure by 4 or less indicates that the hook fails to catch and falls, allowing you to try again. Failure by 5 or more indicates that the grappling hook initially holds, but comes loose after 1d4 rounds of supporting weight. This check is made secretly, so that you don’t know whether the rope will hold your weight.

### Luck Rolls

Occasionally you may try to do something, or want something to happen, that is entirely luck based and not controlled/influenced by a skill or NPC. Perhaps you're opening up random drawers hoping to find a hammer that you need, flipping a coin, digging around ashes for scraps of undamaged notes, hoping your expensive map washes ashore when your ship sinks, or an animal is behaving erratically. In these cases, the DM will call for a luck roll. You roll a d100, hoping to match or exceed the DC, which varies depending on how unlikely something is to happen. Typically, the DM will tell you what you need to beat on the luck roll before you roll it.

### Nonlethal Damage

When you want to subdue a creature and knock it unconscious rather than kill it with a melee or ranged weapon attack, you must declare so before you attack, and to do so, you must attack with disadvantage (to reflect the finesse required to harm without killing them). Though with this ruling, you can inflict nonlethal damage with a ranged weapon or a spell, provided it's a ranged spell attack (the exception being **Magic Missile,** which would require no attack roll). When you bring someone to 0 with a nonlethal attack via ranged weapon or spell, you do not knock them unconscious, but rather incapacitated (and still conscious)

### Skill Checks

When the team is making skill checks as a group, the one who's proficient and has a high bonus doesn't have to roll. (For example group sneaking through a place, the high stealth rogue does not need to roll). When individually making skill checks, you must justify your use of the skill (a low int barbarian cannot even attempt to understand magical runes because they are not proficient in arcana). In some cases, you can only attempt the skill check if you are proficient (like someone proficient in athletics can attempt to climb a really difficult cliff, but someone who isn't cannot) When giving someone the help action for a skill check, only those proficient in the skill can give the help action.

As well, when making skill checks for something like 'searching for traps' or 'trying to topple the column over' two characters can attempt the check. And if they fail, they cannot repeat the same check for the same action. Because the skill check represents them giving their best effort. In that case, you either have to live with not succeeding, or try something else that would use a different skill (preferably by a different player, to let others try). This keeps people from 'dogpiling' dice until someone gets a high enough roll.

### Flying

Creatures that are flying are still bound by their carrying capacity and the encumbrance rules. So carrying a person over your carrying capacity will reduce your speed and even possibly to 0. Creatures that have their speed reduced to 0 (such as by grappling) fall as per the books rules. A creature that falls (this part is also RAW) falls 500ft instantly, taking falling damage. A creature cannot 'catch' itself from falling with a reaction even it can fly. As that is the realm of featherfall or slowfall. This applies to both players AND NPCs. These flying rules do not apply abilities that grant 'Hover' based movement, which is different.

### Meta-gaming

During combat, it is okay to discuss strategy and actions before your character does them. Otherwise, you're just waiting for your turn to see what you can do. Allowing some planning out of character lets you 'keep distance so I can drop a fireball here' and that sort of thing. But just because you have the ability to plan out of character, does not mean that people are expected to always follow the plan. And you shouldn't get mad at someone if they don't follow your plan. "Dang it man, why'd you jump in there, now I can't cast fireball." Don't be that guy. Just adapt and change the plans. Everyone wants to contribute, and that means sometimes doing whatever on their turn. Other than boss fights, combat rarely lasts longer than 4 turns. That means each person only gets 4 turns to do something, so of course they're going to want to do something interesting.

### Seasonal Blessings

Some Saints or Demigods can grant your party small, one-time use blessings/boons, in return for an offering or ritual of some kind. Usually there is a cost (in gp) of materials, but not always. These rituals can be repeated once per season, regaining the blessing each time. Unused blessings are lost after the season you completed the ritual ends. The ritual only needs to be done by one member of the party for the group to gain the bonus, and multiple repetitions of the ritual (either by one character or by multiple) will not cause them to stack. The blessings vary in function but typically involve some sort of thing triggering on a roll or can be chosen to modify a roll. If it is a choice to use it, anyone in the party can opt to use it in a time of need, not just the one that completed the ritual. Typically the blessings are lost upon use and another cannot be regained until the next season.

### Curses

Some curses, usually occurring as setbacks incurred during travel, will often affect the whole party. They are minor curses that usually last until the next long rest, but not always. The **Remove Curse** spell specifies only one creature can be uncursed, but when it's a single curse that affects the whole party, you only need to cast the spell once to break it for everyone. As well, the **Remove Curse** spell normally can't remove the curse from a magic item, just allow you to unequip a cursed item. But we're gonna make it so that if you cast it using a spell slot of the same level as the curse, you can destroy the curse without ruining any of the good magic properties unless the item is **Cursebound** which can either reduce the effectiveness of of the item or even destroy it completely. When an Item is **Cursebound**, however, the **Remove Curse** spell can unweld a welded item from a creature as it normally does and removes any lingering magical effects (but not injuries or diseases) without harming the item. Cursed wands, potions and weapons deal an additional 6d6 necrotic damage against Celestial type creatures, ignoring any immunities or resistances they might have to necrotic.

### Identifying Items/Curses

The casting time for Identify has been changed to 1 long rest, but you learn any curses that affect the object unless the curse is 6th level or higher, at which point it can only be detected by casting Identify using a 3rd level spell slot. [RAW Identify cannot detect curses at all]. Identifying magic items requires casting of the spell Identify, and cannot be done by 'spending a short rest' with the item as the DMG says, as it trivializes identifying items.

### Identifying Potions

Potions can be identified by anyone by 'testing' them. To do so, a tiny amount is applied in a way of the tester's choice, such as pouring on an insect or plant. This can be done up to 3 times per potion without consuming any of the potion's uses. (Example: They pour a drop of potion on a cockroach and it turns invisible). Any conclusions they may make are up to them, and might be inaccurate. Potions can be more accurately identified by someone who has an herbalism/alchemist's kit and is proficient with it. When they do so, they make an Herbalism/Alchemy check (WIS+ proficiency for herbalism, INT+ prof for Alchemy) if they fail, they learn the rarity of the potion and nothing more. If they succeed they learn the name of the potion, the rarity and the effects, but not the presence or effect of curses if any are present. This check can only be attempted once per potion, per character. The DC of this check is based on potion rarity. (Common: 10) (Uncommon: 13) (Rare: 17) (Very Rare: 22)

### Breaking Potions/Scrolls

Some types of damage can destroy flammable or fragile equipment if they're left unprotected. A potion/scroll is considered unprotected unless you specifically state that it's being protected in your bag (either by tube or wrapping in fabric). The drawback to protecting a potion/scroll means that it takes an action to remove it from the bag during combat, meaning that it will take two turns to remove and use it. If your potion/scroll is 'unprotected', and you take 10 or more fire damage from a single attack there is a 50% chance (1-50 on a d100) of them boiling/burning away and being unusable. If you take 20 or more falling damage in a single fall, there is a 50% chance of them shattering and being unusable. When you take the fire damage/fall, you roll for each unprotected scroll/potion in your inventory individually.

### Feats

At character creation, everyone started with a talent/aspect which is like a minor feat. Then each character received a free feat at level 1. But past that, feats are only gained as boons or as part of specific downtime and training that makes sense for the character and their story. You can no longer replace ability score increases with feats. Because in campaign 1 it lead to people either picking bad feats and getting left behind stat-wise, or picking the most powerful feats and jumping ahead the rest of the party in power level. You can still work towards feats you want in the future, but it really should be for character and story reasons. A wizard player wanting to take Alert will need to come up with a cooler reason than then just liking the sound of not ever being surprised in combat. Sentinel and Lucky feat are back on the menu, but will still be difficult to attain

### Races

Drow, Duergar, Githyanki, Elf, Arocockra, Warforged and High elf are not available as playable races. Any races, sub-races or racial feats that grant inherent flying ability are not available. If you really want the racial features of an unapproved race, you can certainly have them, and then apply them to the skin of one of the 40+ approved races. Also, Half-Elves are descendants of humans that interbred with fey- they are not related to the ancient immortal ones at all.

### Backgrounds

The Oulander background is banned, due to trivializing exploration/navigation. Also those weird adventure specific backgrounds like 'Izzet Engineer' are banned.

### WoTC Content

I'm going to make it a goal to have as many of the official WoTC books as possible. Unearthed arcana is a big 'maybe' since some UA has been really nice and balanced and others are pretty dang broken. We should strive to only use classes, subclasses and spells from WoTC books that we all have access to because otherwise the players that have DnD beyond will simply have access to more spells, subclasses and races than the people that are depending on the books.

### Forgotten Magics/Modified Duration

In the wake of a dark age, magics have been harder to invent or recover than others, and aren't fully understood. Teleportation spells (**Arcane Gate, Transport via Plants, Word of Recall, Teleport,** **Plane Shift,** **Gate)** have all been moved up 1 spell level higher. **Teleportation Circle** is increased to 7th level. Instead though, these much more rare and useful spells carry incredible strength in a world where nobody has them. A wizard capable of casting Teleportation Circle is considered an incredibly useful asset and will cause you to be wanted by powerful individuals for your services. **Mage Armor** lasts for 24 hours when cast to compensate for how long it is between long rests. **Leomund's Tiny Hut** Lasts 24 hours. **Magnificent Mansion** lasts for 3 days (but ends when you finish a long rest.) **Identify** has a modified casting time of 1 long rest until an improved version of the spell is discovered or researched. **Goodberry** has been changed to a 2rd level spell. **Create food and water** is a 4th level spell instead of 3rd. **Comprehend languages** is changed to be a 4th level spell, simply to make people's language proficiencies matter a little bit longer, and to make earning the spell eventually feel really useful. **Greater Restoration** is not changed at all except it can regrow 1 lost limb per cast. **Raise Dead** is changed to a 6th level spell. **Resurrection** is changed to an 8th level spell. **Resurrection Spells That Do Not Require A Body** require a special ritual over the course of a long rest that requires beseeching gods, sacrificing magic items and skill checks to return the creature back to life and this may only be done once per soul.

### Magic Item Values

The values for selling magic items is busted in the DMG. A broom of flying in the DMG is worth 500 gold while a potion of flying, that only lasts for an hour is worth 5000 gold. So the value of items, should you ever get them and want to sell them, are going to be adjusted in two ways. Everything, even the most useless magic cooking pot, is worth 3x the normal price that it would've sold for in Campaign 1. Secondly, items will be valued based on the level of spell it replicates, the duration/charges it has, and the level of usefulness in the hands of someone powerful. A 'rare' arrow of giant-slaying is probably worth less than an 'uncommon' ring of poison immunity, because a King/Wizard would have far more use or get far more knowledge from the ring than the arrow. Though most trade of magic items in campaign 2 is underground and uses a special currency anyways.

### Auctions

Shuffled into a walled booth with a table facing a stage. Other booths to left and right, but cannot see who is inside. Usher asks for you to hand over anything you want to put up for auction and what price you'd like to start the bidding at. Table has a set of flat wood pieces, like paint stirrers. Each has a color and a number. 1s of which there are 4 copies,  a 2, a 5, and three 10s. Your usher explains how they're used for bidding silently, so that others won't hear your voice. All of the items for auction will be displayed and described before bidding for the first begins. The bidding starts at the starting bid price, determined by the seller (i seller is an NPC, start it at 1/2 of the actual value or so). If a player is participating in the bidding, initiative is rolled. In order, each npc makes a DC30 luck roll. If the starting bid is the appraised value or higher, the DC for the first round of roll is 80. An npc that fails the luck roll, does not bid and stops bidding, removing themselves from the order. An NPC that succeeds the luck roll, makes a bid to stay in the running, which increases the current bid by 1d2 shards. Once the bid has hit the actual appraised value, the DC for the luck roll increases to DC70. The players will not be informed of this unless it is their item being auctioned.

### Retconning Actions In Combat

Sometimes you will make a flub and forget something you wanted to do on your turn or had the ability to do something that you didn't. You can retcon and undo what you did under the following circumstances: It must happen after your turn is over and before someone else takes an action. You cannot retcon an action that required a dice roll and you have already rolled the dice for it. You cannot retcon something if it had instant consequences (i.e pulling a lever and something bad happened, or your action triggered something's reaction). Retconning is more lenient when a rule has been broken, rather than an ability remembered. For example, if the DM accidentally took 3 attacks when the monster only had 2, then we can retcon the damage within a whole turn order rather than before someone else's turn. Because that was a rule being broken. But, for instance if the DM accidentally remembers that the monster had this other ability that let it jump 30ft or ignores attacks of opportunity, and doesn't remember until someone else's turn that is an ability they forgot to use. Another example: you ended your turn with 10ft of movement left, but forgot. If someone else's turn has started, you cannot retcon your extra movement on there after someone else's turn started. But if you accidentally moved 10 extra feet more than you should've, that can be retconned because a rule was broken. Some judiciousness will need to be accounted for. If the rule break (such as casting a spell when you didn't have the spell slot for it) affected the entire encounter and was discovered after multiple consequences have been discovered such as enemies dying, or allies making decisions based on the 'illegal' action taken, we won't retcon it because that's too much work to undo all that. In those cases you are a **bad noodle**, and a d100 will be rolled. On a result of 15 or less, one of your gold stars- if you possess any- will be removed.

### Retconning Actions Out Of Combat

Sometimes when speaking or doing things out of combat, you might accidentally say something too revealing- for example telling the suspect you were interrogating about the Ghoul. You can retcon what you said or did under the following circumstances: No meaningful consequences have immediately presented themselves (such as doing or saying something that alerted the guards). And if caught immediately after (such as in the middle of a conversation, as soon as you mentioned it, rather than after the conversation is over). There is some leniency here regarding how 'obvious' something should have been to your character that wasn't obvious to the player. But characters, just like people, flub and say too much or the wrong thing sometimes. If you want to break the window, but its obvious that there was a guard standing right on the other side that you forgot I mentioned, you can retcon breaking it because of how clearly obvious it was to your character. But if you accidentally mention the adamantine box to Leather, forgetting that he wasn't supposed to know about it, you can't retcon that because it's just a flub.

### Languages

Certain languages are not present in the 'Old world' that your characters were born and raised in or not even present in the setting at all and never will be. If you have one of these languages already as part of your background/race, you can swap them for a different language: Undercommon, Gith, Bullywug, Hook Horror, Sphinx ect.

### Potions and Scrolls

Healing potions take an action to drink unless specifically stated otherwise on the item card. Potions cannot be poured into the mouth of an unconscious creature. They will inhale it and die. That is simply to keep people from saving potions until someone goes unconscious, and it makes spells like **Healing Word**, really important to have and conserve. Scrolls take an action to use, even if the spell is a bonus action (this is actually not an optional rule, it's literally just an official rule that I didn't see until today)

### Wands

Wands can be one of two different variations. Wands can either be dnd standard which recharge their charges on a set schedule (adjusted for longer rests) and generally have fewer charges and power than the second type of wand. Other wands can run out of juice and will need to be recharged by an enchanter at a Secrets Guild, costing labor and bits of Source (which they can supply, but costs extra). When either wands are out of charges though, you can attempt to zap them again to get a bit more power out of them. You make a luck roll when you do so. The DC for the extra zap goes up as follows. Each number represents the number you need to match or exceed on the luck roll to get an extra charge out of it. [50, 75, 87, 93]. If you fail, the wand is fully expended and must be recharged to function again. On a luck roll of 1-7, the wand is destroyed in the process of trying to get more power out of it.

### Gritty rests

Short rests are 8 hours of rest and can be taken out in the wilds once a day, a long rest is 3 days of rest in a safe town with food and shelter without rigorous activity (like fighting/working) is a long rest. The group can also 'patch up' once per long rest, which just allows you to take a single short rest in 10 minutes instead of 8 hours. 'Patching up' allows you to take a speedy short rest in more dangerous areas like a dungeon. The frequency and difficulty of combat encounters will be adjusted to compensate for the different resting system. As are the durations of certain spells.

### Survival

Making sure you get to your destination alive and healthy is going to be a bit more present in this game, to reflect how unexplored and dangerous the wilds are. But instead of doing a dumb random encounter table that makes you fight owlbears and stuff over and over again, travel will be skill challenges. Each kind of terrain or location has a difficulty rating and a table of random 'obstacles'. Fjoring a river, really thick underbrush, an icy cliff, or hostile creatures. The group will have to problem solve and make a team skill challenge, the DC being determined by the difficulty rating of the terrain but may be modified depending on how clever your solutions are. Each type of obstacle has a 'setback' it imposes on you if you fail. You will still make it through, and closer to your destination even if you fail, but will suffer the 'setbacks' of the encounter that are applied to EVERYONE in the party since this is a representation of the group's efforts. The setbacks are usually- but not limited to- losing a bit of HP, losing time or taking a point of exhaustion. Let's say you encounter a rickety rope bridge, and the group fails the skill challenge to successfully Dex check your way across it and it collapses. The 'setback' is that everyone takes 2d6 damage to represent them either falling or having to climb down to help the others. If you have a legitimate reason why you wouldn't take the damage like having a monk ability that reduces fall damage or spending a spell slot for featherfall, you can generally negate the setback for yourself. For example if you are traveling and take poison damage from snakes, but you have antitoxin/immunity to poison, you can negate the damage for yourself.

### Passives in Skill Challenges

Skill challenges represent an effort of aiding others, and over an extended period of time, and thus you cannot use your passive when engaging in a skill challenge. Using them would mean everyone would go for a skill with a passive to fall back on, which is not the spirit of a skill challenge.

### Equipped Objects Weight

The weight of worn armor, a single shield and your primary equipped weapons do not count towards your carrying capacity. Secondary weapons, backup shields and carried armor do count.

### Goblins

Goblins purr. Goblins are accepted members of civilized society. They're still generally perceived as lower class citizens and do unskilled labor for cheap, but are definitely people who pay taxes and live in town.

### Conjure Woodland Beings Spell

You can determine the creatures you want for this spell, but you cannot choose pixies. Also, if you are not capable of tracking the turns and stats of the 8 creatures you just summoned, you cannot use this spell. It slows down combat too much.

### Int Modifiers

Characters with an INT of 14 can change the modifier of 1 skill to INT, and get proficiency in an additional 'knowledge' skill that they don't already have, and change that modifier of that skill to INT if it isn't already. Characters with an INT of 16+ get an additional knowledge skill changed to an INT modifier.

Example: you replace Acrobatics (DEX) with Acrobatics (INT). How to flavor it? Well obviously they're able to figure out on the fly their center of gravity and the momentum required to move them a certain way. Medicine (INT) just well... makes sense. Doctors aren't wise, they're educated. Insight (INT) means going full psycho analysis on his ass, like Sherlock Holmes. Intimidation (INT) means analyzing their personality type and accurately deducing what kind of words gets a fear response like.... well Sherlock Holmes again.

As well, characters that reach an Int of 18+ get an extra language, and can 'study' a skill, once per long rest, can give themselves proficiency in any skill that isn't Dexterity or Strength based. This proficiency lasts until their next long rest.

### Initiative

The individual with the first turn in the initiative (be it NPC or player) can give up the position in the initiative to someone else and swap places in the first round. Once they've swapped places, they keep their new positions for the rest of the combat. So if you have a plan that requires someone else going first to, for example, cast haste on you, you can let them go first. Or if you need someone to be able to run away faster, you can do so too. Be warned though, the enemies can do this too, which means murloc minion number 5 can give up her initiative to the murloc shaman so they can start their turn first and get the jump on you.

### Ammo

Ammo is still not tracked, but there is a general maintenance cost of 1 gold any time you come back to town to replenish whatever ammo you're assumed to have spent and wasn't recoverable.

### Time and Calendar

In game time will be tracked more closely since there will be a lot of long travel times, a lot of time spent resting in towns, or time spent supervising the construction of a stronghold. As well, special events like extreme weather, animal migrations, spreading of diseases, celebrations, celestial occurrences, the plots of villains and holidays ect occur in real time tracked by a calendar that I have. For simplicity, all the months and days of the week are the same as real life, except there is no leap year. This is to make the passage of time and events in the world feel more real. Since if you are hurrying to get to a location before a certain event happens, you'll have to make these cool dramatic decisions to save time.

### Multiclassing

Multiclassing is technically allowed, but heavily discouraged. It typically ends up either gimping or vastly powering up a character, based on how META the multiclass is. The game is balanced around everyone sticking with a single class, and you could end up hurting your character/experience by putting too many different foods on your plate. As well, everyone multiclassing means that there are often a lot more decisions to consider during each level up. Should I multiclass now? Or later? Should I google what class is best for my base class to multiclass into? Exceptions are Artificer and Gunslinger which **require** multiclassing.

### Leveling Up and Experience

Leveling up will work quite differently this time around. Instead of leveling up on a 'milestone' system whenever the plot allows, you will get experience points. When you complete a quest or 'side task' you get exp. The amount of exp required to level up is the same as normal. But instead of just leveling up wherever you are, leveling up requires spending some time and money training these new skills in a safe location (most likely your home base or a village). This represents you practicing these skills you developed and expending resources in the process. This means each level your characters will have some downtime each time you level up. So make sure you have an idea of what you want to do in your free time every time you level up! The cost and time requirement for leveling up starts really low, but goes up a bit as you get higher level. It will never be 'unaffordable' or anything like that. It's just to make leveling up feel a bit more 'real'. The cost and time is the same for all classes (except for gunslinger and artificer, which are higher for obvious reasons)

### Low-tech

This campaign takes place in a time where a lot of tech that one might have taken for granted has been forgotten and lost. High tech classes like artificer and gunslinger **ARE** still accessible, but you are limited in how fast you can progress these classes and requires multiclassing. As well, taking levels in these classes will require extra resources and will need to be an important focus of your character's journey. This may seem restrictive, but it represents you literally inventing guns, mechanical contraptions and new kinds of magic, from scratch. There may be others in the world trying to beat you there, but they are few. If you end up being a 3rd level gunslinger, you may very well be the greatest gunslinger in the world.

Leveling up rules for Artificer and Gunslinger: At level 4, and costing double the cost of training, you can take one level of gunslinger/artificer. At 6th level, you can take another, with the same double cost. Another at 8th, 10th and 12th. After that, you are no longer restricted in your ability to put levels into artificer/gunslinger. To a maximum level of 12 levels in those until level 16. At level 17 you can trade in your levels of other classes to be a full artificer/gunslinger.

### Spren

In campaign 2, a mysterious force from the Frontier half of the Feywild has spread across the entire Feywild. Strange animalistic creatures called 'spren'. This is wholesale stolen from the Stormlight Archives series and follows most of the same rules. These Fey beings are attracted to mortals experiencing and expressing strong emotions or sensations. They are normally limited to just the areas of the Feywild that intersect with our world, but would be completely invisible to an observer on the Material Plane. In the Frontier though, these creatures manage to manifest as tiny spectral fairy-like images that are visible to the naked eye. Some are more visible to certain people, or are harder to detect than other kinds of spren. The more obvious the person's feelings, the more visible and numerous the spren attracted to their emotions will be. To attempt to detect the spren surrounding a person, make you make the typical Insight check vs the passive deception of the target (or a contested Deception check if they are actively trying to conceal their emotions from you). With a successful check/contest, the character that attempted it will be able to perceive the particular spren attracted to that person's feelings.

### Alchemist's Flame

Normally alchemist's flame costs 25gp of materials to produce the base 1d4 fire damage version. Also it's considered an improvised weapon. This sucks shit. Instead, 25gp of materials produces a version that does 1d10 on the initial hit and 1d4 on subsequent turns. For 10gp you can produce the regular version of flame. Both versions still take the normal amount of time to craft (3 days as part of a long rest, meaning no strenuous labor or fighting). As well, those proficient in alchemist's supplies can add their proficiency bonus to the attack roll for throwing the flame.