New Variant Rules

#### ***Magic Sickness:***

*There Are 10 Levels of this type of Magical Sickness here is what the Levels do*

1. Starts coughing up Coloured Liquid mixed with blood (Based on Source)
2. Coloured Veins based on source of Sickness , ***Healing you no longer benefit from other allies Bonus Modifiers***
3. ***Disadvantage on Ability Checks*** you feel Fatigued but your mind extremely awake muscles aching
7. ***Speed Halved*** Your muscles start freezing up and slowing down from this poisoning
8. Hallucinations start happening constantly ***Disadvantage on checks that rely on sight (you can still smell or hear)***
9. Your coughing has become more apparent you enter coughing fits every few minutes ***you lose your ability to speak due to the constant coughing your vocal cords are shot***
10. Vein Colours Brighten ***Hit points Halved*** More Veins Appear closest to the heart Almost like a web
11. Tears Change Color ***You are blind***
12. ***Speed Reduced to 5ft*** Veins are Glowing Extreme Muscle Atrophy
13. ***Mega Surge/ Possible Death*** Dm will roll on a massive table of Possibilities

#### ***Clashes and How they work***

Clashes are Boss based contested Attack rolls for massive damage but can be used against you as well (You must Declare that you are clashing the Boss) The amount you can do that

* Ranged (both creatures must have a Ranged weapon)
* Martial (Both must have a Melee weapon)
* Spell (both must have a attack spell)

#### ***New Weapons***

* **Chain whip** - 1d8 Slashing, Finesse, Reach, Martial, Defensive\*
* **Blade Staff**- 1d10 Slashing ,Defensive, Heavy, Twohanded, Reach, Martial, Brutal\*
* **Cane Sword**- 1d8 Piercing, Concealed\*, Finesse, Special Martial
* **Khopesh** 1d8 Slashing Brutal\*, Martial
* **Light Chakcram** 1d8 Finesse, Thrown (30/70), Light, Returning\*, Simple
* **Compound Bow** 1d10 Piercing ammunition (200/800), Two handed, Martial
* **Meteor Hammer** 1d12 Bludgeoning, Twohanded, Martial, Brutal\*
* **Punching Dagger** 1d4 Finesse, Light, Secure\*, Simple
* **Great Scythe:** 2d6 Slashing Two-Handed, Reach, Martial. \*Defensive
* **Ball and Chain:** 1d10 Piercing Thrown (15/45), Heavy, Reach, Special Martial
* **Falx:** 1d6 Slashing 3 lb Versatile (1d8), Simple
* **Tomahawk:** 1d6 Slashing, Light, Thrown (Range 20/60), Simple
* **Kanabo:** 2d4 Bludgeoning, Heavy, Two-handed, Martial
* **Odachi:** 2d6 Slashing, Heavy, Two-Handed, Martial
* **Okatana:** 1d8 Slashing (Versitile 1d10) , Reach, Martial
* **Kunai with Chain:** 1d6 Piercing, Finesse, Reach, Returning\*,Light, Simple, Defensive
* **Pike:** 1d10 Piercing, Reach, Two-Handed, Martial
* **Tanto:** 1d4 Slashing, Finesse, Light, Simple
* **Wazakashi:** 1d6 Slashing. Finesse, Light, Martial
* **Oni LongBow:** 1d10 Piercing. Heavy, Twohanded, Special, Ammunition (Range 90/320 Feet)
* **Ultra Greatsword:** 2d8 Slashing, Heavy, Twohanded, Special, Martial (Str Req 19+, otherwise disadvantage when attacking.)

\*Brutal: causes Bleed

\*Returning: means the item will return on a hit or miss

\*Consealed: means it is hidden within a sheath as a object

\*Secure: means it can't be Disarmed

\*Defensive: Means as a reaction you can make a counter/parry Attack

#### **Limited Type Weapons (Very Rare):** These Weapons are mostly made by the Scalect Domion but some denizens of the Deadlands have made makeshift versions of them

* **Scalect Noble Repeater** - 1d6 piercing (50/150) 1 lb. Refurbish, ammunition, light, reload (5 shot) Simple
* **Deadlands Short Repeater** - 1d6 piercing (50/150) 1 lb. Scrap, ammunition, light, reload (5 shot) Simple
* **Scalect Rifle** - 1d10 piercing (50/250) 3 lb. High-Velocity, Reload (2 shot), ammunition Martial
* **Deadlands Scatter Gun** - 4d4 Piercing (15/40) Scrap, ammunition, Martial, Reload (1 shot)
* **Primordial Scrap Gun** - 1d10 piercing, scrap, ammunition martial, reload 1 shot, charge (2d10),
* **Crystal Imperial Long Bolter** - *range of* *10ft./210ft.* *and holds 5 shots before requiring a reload. (1d10+@mod)*
* **Crystal Imperial Short Bolter** - *The Short bolter holds 5 shots before requiring a reload and has a range of* *40/140ft. (1d8+@mod)*

#### ***Special Weapons (WIP):*** These Weapons are Created by the NomDraceous Empire

* ***Fo*rce Hammer:** 1d8 Bludgeoning, Heavy, Trick\*, Two-Handed
* **Force Hammer (Charged):** 1d12 Force, Heavy, Two-Handed, \*Trick [To Charge a Force Hammer you must Smack the Spike of the Hammer to Cause the energy crystal to be utilized]

\*Trick: Means that the weapon has a Special form that is does take a Attack Action to do but special Classes/ Subclasses can use a Bonus Action to Charge it

#### ***Spells***

* *My Homebrew and Droogan*
* *Kibbles (I use some i like them)*
* *Kobold Press*

#### ***Currencies:*** Worth depending on Region

##### Jade:

* Platinum: Argus Isles, Azvarian Island, Crystal Empire
* Gold: Grand Baazar
* Electrum: Everywhere else
* Worthless: anywhere not on Nerakov

##### Mithril:

* Gold: NomDraceious
* Electrum: Grand Bazaar
* Worthless Everywhere Else

##### Void Coin:

* Gold: Far Realms
* Worthless: on Nerakov