House Rules

## Selling Magical Items

*Many adventurers end up in possession of magical trinkets they neither need nor want. Sometimes the best thing to do is to liquidate them for cold, hard coin. But selling magical items is a tricky business, there's not a roaring trade for Swords of the Immortal Soul or Challengers Helms. A entrepreneurial hero needs to first found out when and where a likely fence will be in town, then turn on the charm and convince them to give a good price*

### Step 1 - Finding a Buyer

While in a city, you may make a DC20 Investigation roll to find a buyer for your item. One player can make one check for one item, and may get help from another player, granting advantage.

On a success, the player discovers a buyer will be in the city in a number of days determined by the rarity of the item (legendary items are too rare to find buyers for):

 Uncommon
 Rare
 Very Rare

You must ensure you're in the city in the determined number of days to make the sale. If you fail to turn up, your reputation (and that of anyone who helped you) will be sullied and you will have disadvantages on all checks to find buyers in that city until you successfully sell an item.

On a failure, the player or players who tried to find a buyer cannot search for a new one for 2d6 days.

### Step 2 - Selling the Item

Now you've found a buyer, here comes the difficult part, agreeing on a price. Roll a d100 and add a Charisma roll and consult the below chart:

 21-40
 41-80
 91 or higher

Shady buyers, while offering a better price, sometimes come with complications as dealing with the criminal underbelly can backfire.

Base price for items discovered is determined by rarity:

 Uncommon
 Rare
 Very Rare

Base price for crafted items is determined by the cost to produce, but cannot exceed twice the cost of an item of the same rarity.

## Crafting Magical Items

*Nothing screams 'hero' like a custom made magical item. So why get someone else to do the job for you, when you could be crafting your own equipment? All it takes is the right skills, the right tools, the right workspace, the right resources...*

There are five types of magical item crafting processes; spells scrolls, potions of healings, potions of spells, magical items, and poisons

### Spell Scrolls

In order to scribe a spell scroll, you need the following:

* Knowledge of one or more spells
* Proficiency in calligraphy tools
* Access to a study

The cost of scribing a spell scroll is determined by its level, which in turn affects how long it takes to produce. A single player can invest up to 25 gp worth of materials per day:

 1st
 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th

A day is considered to be eight continuous, uninterrupted hours spent working on the scroll in question.

A player with proficiency in calligraphy tools can help on scribing the scroll, even if they don't know the spell, allowing an additional 25 gp to be contributed each day. Only one other player can help on a spell scroll.

If you own the study in which you are scribing the spell, you may choose to either increase total cost, but decrease production time, or decrease total cost, but increase overall production time. Modifying the time and cost must be decided upon on beginning scribing and applies to the whole process

* You may invest 100 gp of progress per day, but the total cost of the scroll doubles
* You may invest 5 gp of progress per day, but the total cost of the scroll halves

### Potions of Healing

There are two types of potions; healing potions and spell potions

Crafting healing potions require proficiency with the herbalism kit.

The cost of a potion is determined by its type, with a maximum of 25 gp of progress per day:

 Greater Healing Potion
 Superior Healing Potion
 Supreme Healing Potion

Up to two other players with proficiency with herbalism kits can help in the crafting of healing potions, each contributing up to 25 gp per day.

A day is considered to be eight continuous, uninterrupted hours spent working on the potion in question.

A successful Nature or Survival check can allow a player forage for components rather than paying for them. The amount you exceed the check by is counted towards your daily contribution for the potion

* Wilderness - DC10
* Rural - DC15
* Urban - DC20

Any players helping craft the potion may also make a similar check to go towards their contribution.

### Spell Potions

In order to brew a spell potion, you need the following:

* Knowledge of one or more spells that targets an area or yourself
* Proficiency in alchemists tools
* Access to a alchemy lab

The cost of brew a spell potion is determined by its level, which in turn affects how long it takes to produce. A single player can invest up to 25 gp worth of materials per day:

 1st
 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th

A day is considered to be eight continuous, uninterrupted hours spent working on the potion in question.

A player with proficiency in alchemists tools can help on brewing the potion, even if they don't know the spell, allowing an additional 25 gp to be contributed each day. Only two other player can help on a spell potion.

If you own the alchemists lab in which you are brewing the potion, you may choose to either increase total cost, but decrease production time, or decrease total cost, but increase overall production time. Modifying the time and cost must be decided upon on beginning brewing and applies to the whole process

* You may invest 100 gp of progress per day, but the total cost of the scroll doubles
* You may invest 5 gp of progress per day, but the total cost of the scroll halves

Once brewed, the potion can either be thrown if it's an area target spell (such as fireball), or consumed if it's a self target spell (such as feather fall)

### Magical Items

In order to craft a magical item, you need the following:

* An enchantment reference
* An item to enchant
* A magical component
* Proficiency in the skill associated with the item you're crafting
* A workspace associated with the item you're crafting.

An enchantment reference can be one of two things; either a reference scroll detailing the process of making the item in question, or an existing magical item from which you wish to draw reference.

A reference scroll can be crafted in the same way as a magical item, allowing you to create multiple copies of the magical item in the future.

When working from a reference item, make an Arcana check at the end of each day and add that to your reference completion percentage. Once you reach 100%, you have learned everything you need from the reference item and can now continue crafting the item without a direct reference.

The cost of crafting an item is determined by the rarity of the item, with a maximum of 25 gp of progress per day, and also has a level requirement

 Uncommon
 Rare
 Very Rare

Other players can help you craft an item, provided they have the correct proficiencies, the maximum number of which are determined by the item, each contributing up to 25gp per day

If you own the workspace in which you are crafting the item, you may choose to either increase total cost, but decrease production time, or decrease total cost, but increase overall production time. Modifying the time and cost must be decided upon on beginning scribing and applies to the whole process

* You may invest 100 gp of progress per day, but the total cost of the scroll doubles
* You may invest 5 gp of progress per day, but the total cost of the scroll halves

The item that you enchant must be of a type specified by the reference scroll, or use the same tool proficiency to craft as the item you're attempting to make. For example, you can copy an enchantment from one weapon to another, but not from a weapon to a piece of armour.

The magical component must be obtained from a creature or location with ties to the item being crafted. This will either be detailed by the reference scroll or can be learned from studying the reference item.

The tools, workspaces and maximum number of workers are as follows:

 Magical Armour and Shields
 Arcane, Bardic and Divine foci
 Magical Jewelry
 Magical Implements

### Poisons

Crafting poisons require proficiency with poisoner's kit and any rare or specific components specified by the potion.

Each potion has a cost, with up to 25gp of progress being made per day or work.

## Learning New Skills

*There's always time for self improvement while out on the open road. Why sleep through the hours travelling, when you could be bettering yourself?*

In order to learn a new skill, you must spend a solid eight hours practising the skill, undisturbed. With the exception of weapon training, this could be done while travelling, instead of taking a long rest (although you'd risk exhausting yourself) or maybe during some downtime.

The following skills can be learned:

* Any tool proficiency listed on page 154 of the Player's Handbook
* Any language proficiency listed on page 123 of the Player's Handbook
* Any \*single\* weapon proficiency from the list on page 149 of the Player's Handbook

In order to learn a tool or language, you must have access to the equipment needed, such as specific tools or a book or scroll in the case of the language. For learning a weapon proficiency, you need access to the weapon in question and a training area.

On completion of eight hours of study, you may make a skill check (determined by the tool, language or weapon) and add that to your learning percentage. Once you reach 100%, you learn the new skill.

Only one skill can be studied at a time and you may only make a learning roll after eight uninterrupted, continuous hours of study.

Additionally, you may have another character 'mentor' you, provided they have the proficiency. They must spend eight hours training or teaching you, granting advantage on your learning skill check. This could be done by another player or by a hireling.

## Hirelings

*Sometimes there are jobs you just don't want to do, so why not pay someone to do them for you? Hire a hireling and make life easy on yourself.*

Hirelings are individuals that can be paid a daily wage to carry out tasks for you, such as crafting magic items, running businesses on your behalf, or maintaining your properties. There are five ranks of hireling, each with their own pace wage:

* Apprentice - 2sp/day
* Novice - 2gp/day
* Trained - 5gp/day
* Skilled - 1pp/day
* Master - 5pp/day

A hireling often knows a single skill in which they're trained, although some more talented individuals can know more. A hireling costs 50% extra of their base price for their second skill, and 20% extra for each skill after than.

Hirelings must be paid in advance for the time you wish to keep them under your employ, and will leave once that time runs out. You can leave additional funds for them to be paid with, provided you leave someone in charge to manage said funds.

Each rank of hireling determines what tasks or duties they're capable of performing.

* Apprentice; help with crafting items, perform basic cleaning and maintenance
* Novice; craft common items, run simple tasks, perform basic repairs
* Trained; craft uncommon items, perform most day-to-day duties, perform complex repairs
* Skilled; craft rare items, manage other staff, coordinate repairs, manage payment of other staff
* Master; craft very rare items, run entire businesses, run households, manage funds and wages

A hireling can earn a new skill provided the following criteria are met;

* There is a hireling of a Skilled rank or higher with the appropriate skill to train them
* There is a task for them to help with that requires the desired skill

While working on the task, they will not provide any additional cost progress, but they will gain d4% progress per day towards earning that skill. Once they reach 100%, they earn the skill, can lead tasks using that skill and help towards tasks that require it. They must be paid more once they earn the skill, otherwise they will leave.

Each time a hireling completes a tasks, they gain d10% towards their next rank. Once they reach 100%, their rank and wage increases and their percentage progress resets to 0.

## Skyship Rules

*Take to the skies with the classic elegance of a Draconis Wars era skyship. Unshackle yourself from roads as you soar through the clouds*

### Travel Rules

When travelling overland the coxswain must select one of two travel altitudes; high altitude cruise and low altitude survey. They grant the following advantages to travel:

#### Low Altitude Survey

You cruise low to the ground, hugging the landscape and following landmarks. While this means you must travel slower to avoid crashing, it means you’re able to survey the landscape and observe points of interest.

While travelling at Low Altitude, you can travel 1 map division per day and have advantage on Perception checks to notice points of interest. Also landing and taking off does not consume extra time. You can launch at the start of each day and set down at the end

#### High Altitude Cruise

You soar into the sky and travel as the crow flies to your destination, the sailing through a sea of clouds.
While travelling at High Attitude, you can travel in a straight line at a pace of 2 map divisions per day, plus one day for taking off and setting down. When you elect to travel at High Altitude, you must declare a heading and a distance or number of days. When you set down at the end of your journey, you must get your bearings as you may have got lost. On a successful **DC10 + 1 per day/division travelled Survival check** you identify your surroundings and where you’ve landed. You may end your journey early and land at any time, but cannot take off again until the next day

When travelling through the night, you must nominate a coxswain for each night who doesn’t get to benefit from a long rest and accumulates 1 point of exhaustion.
When travelling at High Altitude Cruise, the following hazards can be encountered, rolling a d12 to determine the event:

* 1-4: Clear Skies
* 5: Terrible Storm – The ship deviates off course and will land d20 miles from its target destination in a random direction determined by a roll of a d8 (1 – north, 2 – north east and so on)
* 6: Ice Storm – Freezing winds whip at your flesh for d4 days. All creatures on the deck suffer 1 point of exhaustion per day the storm lasts.
* 7: Aerial Predation – You are attacked by a random large creature with a fly speed
* 8: Sky Pirates – A sky ship piloted by gith pirates attacks.
* 9: Sky Whale – You encounter a magnificent beast of the skies.
* 10: Lightning Storm – Bolts of lightning crackle around you. On a d20 result of 1 you must set down and make repairs
* 11-12: Clear Skies

### Air to Air Encounter Rules

**Forward Movement:** As long as there is someone at the helm, the ship must always move 100’ straight forward for each point of energy in the thrust subsystem. If no-one is at the helm, the ship will spin out of control; at the end of each 100’ of movement, roll a d6 and consult the chart:

1. Ship stays on its current heading
2. Ship turns 45 degrees to port
3. Ship turns 45 degrees to starboard
4. Ship turns 90 degrees to port and all creatures must make a DC10 Dex saving throw or be knocked prone
5. Ship turns 90 degrees to port and all creatures must make a DC10 Dex saving throw or be knocked prone
6. Ship turns 180 degrees to port and all creatures must make a DC10 Dex saving throw or be knocked prone

#### Manoeuvring the Ship

A player may take the helm of the ship and become the coxswain. The coxswain may manoeuvre the ship in 45 degree increments; one increment allows them to turn between 0 and 45 degrees, two increments is between 45 and 90 degrees. As an action the coxswain may make a control check, the check for which depends on what type of manoeuvre is being made:

**Strength Manoeuvre**: As an action at any point during the ships movement (before, during or after), you may make a Strength check to turn the ship once. The check is DC10 + 2 for every 45 degrees manoeuvred, with a maximum number of increments equal to the number of energy points in the control subsystem. You must declare the direction to the manoeuvre.
On a failure, the ship spins out of control and manoeuvres an additional d4 45 degree increments.

*Example: The ships thrust is currently 200’ and the coxswain wants to make a hard turn. They make a strength DC of 18 because they want to bring the ship about 180 degrees’ port after 100’ of movement. The ship moves 100’, then the coxswain makes the check and rolls a 12, failing. They roll a d4 and roll a 2, causing the ship to end up pointing 90 degrees starboard; turning four 45 degree increments plus an additional two for the failure.*

**Dexterity Manoeuvre**: As an action before the ship moves you may make a Dexterity check to see how many times you may make a 45-degree manoeuvre. The check is DC10 +2 for every manoeuvre you wish to make, to a maximum equal to the number of energy points in the control subsystem. You may then manoeuvre the ship once before it moves, then may make one manoeuvre after each 50’ moved. If the ships thrust isn’t high enough to complete all manoeuvres, any remaining manoeuvres are lost. You may manoeuvre in a different direction after each 50’, but must declare the direction each time.
On a failure, you lose d4 manoeuvres.

*Example: The ships thrust is currently 200’ and the coxswain wants to make 5 manoeuvres, two to port and then three to starboard. They make a DC20 dexterity check and pass. They resolve their first manoeuvre, then move 50’. They then resolve their second and manoeuvre, resolving each manoeuvre each 50’.*
Altitude: Aerial combat takes place on a plane rather than in a three-dimensional volume. This is a simplification to ensure combat is easy to visualise.

#### Reactor Management and Fuel

The reactor stars with 9 points of aetheric energy and three subsystems; thrust, control and shields. Each subsystem has a capacity of 5 energy and energy may be distributed by using an arcana check as an action. The check is DC10 +1 for each point of energy being moved; should they fail the check; no energy is moved. On a critical failure, energy is redistributed at random and the operator takes d4 psychic damage per point of energy being transferred.

*Example: The reactor currently has a distribution 4 energy in thrust, 3 in control and 2 in shields. The mage manning the reactor wants to move 1 energy from thrust to control and 1 to shields. They must succeed an arcana check of DC12 to successfully move the energy around the reactor. The mage succeeds and so the energy is moved successfully from subsystem to subsystem.*

**Thrust**: For each point of energy in the thrust subsystem, the ship must move 100’ forward by the end of coxswain’s turn. Control: For each point of energy in the control subsystem, the coxswain may make 45 degrees of turn

**Shields**: The AC of the ships is 10 + 1 for each point of energy in the subsystem. If the ship takes damage from failing an AC check, it loses one point of aetheric energy from the shields subsystem.

#### Fuel Supply

In addition to the capacity of 9 points of aether energy in the reactor, the fuel supply stores additional reserves of aetheric energy which can be used to refill energy lost when taking damage. There are two methods to transfer energy from the fuel supply to the reactor; safe transfer and risky transfer, that must both be performed at the fuel supply:

**Safe Transfer**: To perform a safe transfer, you must perform the following actions in order:

1. Shut down the reactor and connect the fuel supply- As an action, you shut down the reactor. While the reactor is shut down, regardless of how much energy is in a subsystem, it is treated as being 0.
2. Transfer energy - As an action, you may move any number of aetheric energy points, up to the reactors capacity of 9, from the fuel supply. The player performing the transfer must make an arcana check of DC10 + 1 per point transferred, with advantage. This energy can be put into whichever subsystems they desire
3. Disconnect the fuel supply and start the reactor - As an action you restart the reactor; all subsystems now function at their current energy level.

Each of these three steps can be performed by different creatures, but must be performed in order

**Risky Transfer**: To perform a risky transfer, you connect the fuel supply while the reactor is still running; something incredibly dangerous. As an action the player performing the transfer must make an arcana check of DC10 + 1 per point transferred, with disadvantage.
Failing the check: If you fail the transfer check, only half the energy is transferred, rounding down. If performing a risky transfer, the player performing the transfer takes d4 psychic damage per energy point lost this way.

#### Weapons, Armour and Damage

**Manacannon**: The manacannon allows a mage to amplify and project their spells so they can be used in ship to ship combat. A spell fired into the manacannon has its range and any areas of effect increased by ten, but can only be aimed at targets directly in front of the ship. The spell does not modify damage.

**Weapon Mounts**: The ship can mount 12 weapons; 3 port and 3 starboard, each with a 90-degree fire arc (from fore to aft) and 6 fore, 3 fore port and 3 fore starboard. These have a 45-degree fire arc extending out from the centreline of the ship. Ballistae are the common weapon of choice on a ship, but some ships mount the rare weapon type 'aetherblaster' When firing from a weapon mount, the manoeuvring of the ship can affect your aim. If the ship has turned more than 90-degrees since your previous turn, you have disadvantage on all weapon mount attacks. You can mitigate this by taking the **Brace** action. This allows you to ignore disadvantage due to ship movement then next time you fire. Conversely, if the ship hasn’t made any turns since your previous turn, Bracing grants advantage on all weapon mount attacks.

**Firing Weapons**: Weapons mounted on vehicles typically don't use the Dexterity or Strength of the operator when firing, instead using mechanisms to fire. For example, a Ballistae has a flat +5 to hit. A character can however make a Dexterity or Strength check when firing at long range in an attempt to mitigate disadvantage. They make an attack roll as normal against the targets AC, using Dexterity or Strength. If the attack hits, they negate the disadvantage for firing at long range. However if they miss, their subsequent attack with the weapon automatically misses.

This ability has no effect when firing at short range, or if they have disadvantage for any other reason.

**Ballistae**: A ballista is a massive crossbow that fires heavy bolts. A typical skyship mounts banks of ‘forward action ballista’, usually in threes. They are aimed as one, using a special mechanism to make this possible, and fired individually.
As an action you can fire one ballista in a battery, making the following attack:
Bolt: Ranged Weapon Attack (Dex): Range 120/480 ft., one target. Hit: 3d10 piercing damage
Once all three ballistae in a battery have been fired, an action must be used to operate the autoloader, which will reload all three.

**Aetherblasters**: Aetherblasters are a type of weapon designed to turn raw aether into destructive energy. Aetherblasters inflict the same amount of damage as ballistae, but the damage is magical in nature and don't require an action to reload. They require aether to fire and as such the reactor must be upgraded. A reactor upgraded as such gains a fourth aether subsystem, separate from the other three. This weapon subsystem has a capacity of 10 and each shot fired from an aetherblaster drains one from the subsystem. Power cannot be redistributed to this subsystem and it must instead be refilled from the aether fuel supply.

**Hull**: The ship has 16d10+60 initial hull points (HP) which represents the maximum amount damage it can take and remain functional. If the ship drops to 0 hull points, it starts to lose functionality and must land/crash. If the ships HP is reduced to negative half, its hull is damaged beyond repair the ship breaks apart.
Hull points aren't repaired automatically over a long rest like hit points. Instead you must find an artificer to repair the hull, which will cost 1g per hull point to repair. Each long rest, 1d100 hull points can be repaired, meaning it may take more than one long rest to fully repair a ship.

*Example: The ship has lost 58 hull points in its last encounter with sky pirates so the party finds an artificer in the capital to repair it. It will cost 58 gold to make the repairs, and a d100 result of 67 was rolled, meaning it is repaired in one long rest.*

**Coming Under Attack**: Any attack that targets a creature may target the ship as if it was a creature. That attack will be resolved against the ships AC if it attacks AC. If a saving throw is required, the saving throw of the coxswain is used. If there is no coxswain, the ship automatically fails the check.
When hitting the crew, either through an area attack or by targeting them directly on the deck, a player may use either their AC or the ships for attacks against AC. They must use their own saving throws for attacks that prompt saving throws.

### Air to Ground Encounter Rules

When engaging in ground to air combat, the effectiveness of a skyship as a weapon is severely diminished. Turbulence and obstructions make flight difficulty and dangerous, and it is hard to bring the mounted weapons to bear on a target without ploughing the ship into the ground. As such, the best application of a skyship in air to ground combat is as a mobile platform from which to launch an assault.

#### VLAM – Very Low Altitude Movement

When moving very close to the ground, a skyship coxswain must be exceedingly careful, lest they crash. Very Low Altitude Movement, or VLAM, takes place below 100’. When travelling below 60’, the coxswain must make a DC15 Dex saving throw each time the ship moves a distance greater than its current altitude. On a failure, the ship plummets 1d10’ for every point the check was failed by

*Example 1: The ship is currently at an altitude of 45’. The ship moves 50’ in an arc, moving a greater distance than its altitude. The coxswain makes a Dex saving throw and gets a 13, failing by two points, causing the ship to plummet 2d10 feet*

*Example 2: Cruising at an altitude of 15’, the ship makes a movement of 60’. Each 15’ it moves, the coxswain makes a DC15 Dex check. The first two results are a pass, but the second is a failure of 14, causing the ship to drop 5’, while the second is a failure of 12, resulting in another drop of 12’, causing the ship to crash.*

#### Crashing

When a ship crashes into the ground, it takes 1d10 damage for every 10’ it moved since the start of the turn and all crew are knocked prone.
Example: The ship was flying at an altitude of 20’ and moved 40’ before crashing. It ploughs into the ground taking 4d10 damage.

#### Coxswain Actions

On the coxswain’s turn, they can take one of four actions at the helm:

* **Change Speed**: The coxswain can increase or decrease the speed of the ship from a minimum of 0’ (hover) to a maximum of 60’. The ship must come out of VLAM to move faster than 60’. Once the speed of the ship has been set, it must immediately move that speed straight ahead.

* **Change Altitude**: The coxswain can increase or decrease the cruising altitude of the ship, from a maximum of 100’ to a minimum of 10’. Going above 100’ leaves VLAM and going below requires landing. Once the altitude has been set, the ship will immediately move straight ahead at its current speed, using the new altitude for all crash checks
* **Change Heading**: The coxswain can change the heading by up to 90 degrees’ port or starboard. The ship completes the turn over its movement, following an arc.
* **Land**: If the ship is cruising at an altitude of 20’ or less and at a speed of 20’ or less, the coxswain may attempt to set it down. The coxswain makes a Dex saving throw of DC10 + 1 for every 10’ descended and every 10’ the ship slows to a stop by. On a failure, the ship takes 1d10 damage for every point the check was failed by.

## Putting On Concerts

When fame and fortune beckons, sometimes performing is the easy part. It's getting the crowd that's difficult, so you need to put on a concert. These rules allow you to do just that. Just don't die on stage

You can perform in any given village, town or city once per month. Attempting to perform more than that give disadvantage on all checks involved with putting on a concert until a month has passed.

### Step 1 - Finding a Venue

The first thing you need to do is to find a venue at which to perform. Each player may spend one day searching for a venue by making a Intelligence (Investigation) DC. The result x 10 is the capacity up to the maximum size determined by the size of the settlement:

* Villages: maximum of 5d10
* Towns: maximum of 10d10
* Cities: maximum of 3d100

### Step 2 - Pay for the Venue

Once one or more venues have been found, one must be selected and paid for up front. The cost for a venue is d4 x capacity. For example, if while searching in a town you found a venue with a capacity of 76, and rolled a 2 for cost, the total upfront cost would be 152 gp.

Once paid for, the venue will be available for the concert in 2d4 days.

### Step 3 - Set Ticket Prices

Ticket prices are how you make back the money spent on the venue, but be warned, the higher the price, the harder it will be to promote the concert. You can set the ticket prices to whatever amount you like, with a minimum of 1 gp

### Step 4 - Promote the Concert

In the days leading up to the concert, any number of players can choose to promote the gig. Promoting takes all day and requires making a Charisma check. Deduct the ticket price (in gp) from the result to get the number of people convinced to attend the gig.

Promoting is done simultaneously by all players involved for that day, so be careful. Overselling a venue can have negative consequences.

### Step 5 - Perform

This is your chance to shine. Make the performance rolls and wow the crowd. A better performance will yield more perks and benefits.

### Step 6 - Collect Earnings and Rewards

Now you can collect the ticket money and any other benefits from an excellent promotion. If you oversold the gig, refunds may be deducted, along with any other fees incurred.