Adjusted Rules

## AndgryGM Modules

A series of modules that improve and define many aspects of non-combat D&D.

## Inspiration

Each player gains 1 inspiration-point at the start of every session. They should also be given 1 inspiration for good roleplay, well thought out choices, epic character moments, or anything else the DM deems 'good play'. The max inspiration a player can have at one time is 2. An inspiration-point can be spent to reroll a failed roll or to make a light narrative declaration.

A narrative declaration is when a player declares a story beat. This could be an event takes place in the game, or a thing exists in the game. The story beat can not be a thing that the player's character does, nor can they claim that another character does something, but rather it needs to be something that is out of anyone's control. For instance, a player can't declare that their character sneaks past a guard, but they can declare that some rocks fall right next to the guard and distract him, making it easier for the player to sneak past.

A declaration will usually result in some positive effect for the character. It is up to the DM what that effect will be. The scope of a narrative declaration is essentially infinite, but it is up to the DM whether or not the declaration is reasonable. If the player asks for something to happen that is too extreme, the DM should offer something similar but more reasonable, and tell them what the resulting effect would be (the 'no, but' rule of improv). This essentially makes the narrative declaration a discussion between the player and the DM, attempting to reach a story beat that is reasonable to both parties.

## Health potions

During combat, you can use a bonus action to drink a health potion or a full action to administer one to an ally.

The levels of health potions are as follows:

 Greater healing
 Superior healing
 Supreme healing

## Falling in Battle

If a player drops to 0 HP in battle they must start making death saves as usual.

If they are revived by another player with a health potion, healing spell, etc. then they must also take a point of exhaustion. If the player is revived multiple times before a long rest the exhaustion levels will stack.

If they fail all of their death saves they are completely dead and must refer to the resurrection rules below.

## Resurrection rules

Character death can often prove to become a minor inconvenience in some campaigns once the adventuring party reaches a certain level, with spells being available to return fallen comrades from the afterlife with temporary setbacks, robbing a small element of danger, and threat to future conflicts and challenges within the story. If you wish to elevate the gravity of character death, you can introduce this optional rule.

If a character is dead, and a resurrection is attempted by a spell or spell effect with longer than a 1 action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via a Contribution Skill Check. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be.

For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is.

After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1.

Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost.

Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the True Resurrection or Wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual.

If a spell with a casting time of 1 action is used to attempt to restore life (via the Revivify spell or similar effects), no contribution skill checks are allowed. The character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 1 for each previous successful resurrection the character has undergone. On a failure, the character’s soul is not lost, but the resurrection fails and increases any future Resurrection checks’ DC by 1. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted.

## Group Spellcasting

An individual wizard has the power to conjure an inferno with little more than the wave of a wand, but many know that the true path to shaping the universe is through cooperation with others.

When a group of spellcasters works together to channel energy into a spell, they can bolster its power, or even gain additional effects. To qualify for group spellcasting, every spellcaster in the group must know the spell in question or have it prepared. Each member of the group expends a spell slot and begins casting the spell. The spell always gains two benefits:

* If the spell requires concentration, it continues as long as at least one member maintains that concentration, as long as no other members are concentrating on other spells, and all members remain within 60 feet of each other. Additionally, if a member loses concentration on the spell during its duration but the spell does not end, that member can regain concentration on the spell as a bonus action.
* The spell's casting time divided evenly between each member of the group. In the above example with three clerics casting *prayer of healing*, the spell would take only 3 minutes 20 seconds, instead of 10 minutes.

Additionally, the group can then decide to gain one of the following benefits:

* The spell is cast one level higher than its base level for each member of the group beyond the first. For example, if three clerics each use a 2nd-level spell slot to cast *prayer of healing*, the spell is cast at 4th level (two levels higher) when the spell is completed.
* If the spell works over a certain range or creates an area of effect, one of these distances can be doubled for each member of the group beyond the first. For example, if seven wizards are casting *locate object*, the object can be sensed if it is within 64,000 feet (about 12 miles), instead of the normal 1,000-foot range.
* If the spell can be made permanent after being cast a certain number of times, as with the *teleportation circle*spell, each member of the group contributes one casting of the spell to the total. Thus, a group of five wizards could create a permanent teleportation circle is 73 days, instead of 365.
* The spell's duration is doubled for each member of the group beyond the first. For example, a group of four druids could increase the duration of a polymorph spell to 8 hours, instead of one.

Members of a group can also focus their energies on multiple of these benefits, allowing for even more versatility. For example, a group of 10 wizards who all know and have prepared the *conjure minor elementals spell* could have 5 members focus on increasing the spell's level (to 8th), while the other 5 focus on increasing its duration (to 16 hours). The spell would be cast in 6 seconds (1 round), and concentration would be maintained as long as at least one member always held concentration, and no members concentrated on other spells.

## Holy Rites

A holy rite can be performed by any Cleric, Paladin, Shaman, or Spiritualist by using a level 1 spell slot.

It can also be performed by a character of any class once per day without using a spell slot by rolling over a DC 20 check using a Wisdom religion roll.

The player must state to which God or spirit they are praying, and then attempt to perform one of the following rites.

If they are not one of the listed classes, they must state to the GM how they have a connection with the God or spirit, and the GM can ask for a further promise, pledge, action, or sacrifice to the deity in order to make the rite viable. If the action being taken is particularly in line with the god being prayed to, the DM can lower or entirely remove the DC for this rite.

### Holy connection

If a character shows in-game dedication to a God or spirit and uses holy rites somewhat often, the GM can award them a holy connection with that deity which allows them to perform the spell at DC 15 instead of DC 20 from then on (regardless of if they are on the list of holy classes or not).

### List of rites:

#### Bless food

Gives any characters who eat the food advantage to constitution saving throws if the food is poisoned or dangerous to eat.

#### Bless weapon

200sp (20 gold worth of silver) will be consumed by the rite, you lay hands on the weapon, blessing it in the name of your deity. The weapon will begin to glow with a dim white light and for the next hour, its damage type will be converted to radiant. It will still deal the same amount of damage as usual.

#### Create holy water

200sp (20 gold worth of silver) will be consumed by the rite, given up as an offering to the God or spirit, who will then fill a vessel of up to 500ml with holy water. The water is drinkable and acts the same as holy water in the player's handbook.

#### Funeral rite

A silver coin must be placed on each eye of the corpse. The rite itself can look however the player wants. For the next 7 days, the target can't become undead by any means other than wish, and the spirit of the target can never be unwillingly returned to its body by any means.

#### Hallowed ground

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