Basic Rules + Mechanics

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Introduction

Yggdrasil is a TTRPG made by Critical Fail based on the popular Dungeon's and
Dragons. For the most part, the rules remain the same. However there are some
differences, even completely new mechanics which will be discussed in this module.
First, let's discuss the basic concept of the game.
Like every other ttrpg, there are players who all build the story with each other. The
Dungeon Master (DM) is the player who gives the rest of the table scenarios for their
characters who use basic deduction to solve puzzles or using their imagination to
roleplay with NPC's to acquire information about a certain subject. So essentially, the
DM will narrate a scenario to which the players will respond with what they wish their
characters to do, and finally the DM narrates the outcome. The scenario develops this
way, back and forth between players and DM. Together, the DM and the rest of the
players build a unique world and story that could only happen once. In Yggdrasil, there
are 9 Realms available for exploration and campaign setting. Throughout a campaign,
character's can possibly visit all 9 and become well known in all.
Now that you know the basic concept, we will be going over simularites, changes and
complete homebrew of the rules throughout this module. Discussing character creation
is first on the list, followed by any additional rules and then any changes or additions to
magic.
Character Creation
Character creation in Yggdrasil is where the biggest changes lie between D&D. Some
core aspects of D&D remain, with addition to some rules currently being released by
WotC in One D&D. Otherwise, there are a lot of homebrew aspects that will completely
change the dynamic of the game.
Firstly, choose a race and class. Yggdrasil will use the new content being released in
the One D&D Unearthed Arcana. For now, while the new races and classes are being
released, players can choose between the One D&D races and classes or the core
ones. Playable races will be detailed at the end of this document. All race's speeds are
30ft and if they get a fly speed, it is equal to their walk speed. Character's will no longer
recieve ability score improvements from races, however the old improvements for the
races may be useful for guidence. Though it makes sense in terms of genetics, the
races and background creation from One D&D will be used along with any other
homebrew races. This gives players more freedom when selecting a race for their
abilities and customising their background. In Yggdrasil, there are no set backgrounds
to choose from, a player will make their own with the One D&D rules. This background
should play into a character's backstory, essentially making them one and the same.
Players can use pre-made backgrounds as inspiration.
Background Features
Ability Scores: When you determine your character’s ability scores, choose two of
them, and increase one by 2 and the other one by 1. Alternatively, choose three ability
scores, and increase each of them by 1.
Skill Proficiencies: Choose two Skills. Your character gains Proficiency in them.
Tool Proficiency: Choose one tool. Your character gains Tool Proficiency with it.
Language: Choose one language that your character can speak, read and write. Your
character knows that language. Common is a passive language known by all
characters. If a race gives the character Common as a language, it is assumed they
already know it and you can take another language in place of it.
Feat: Choose one 1st-level Feat. Your character gains that Feat.
Equipment: Your character gains 50 GP to spend on starting equipment. The character
keeps any unspent GP as spare coin.

Proficiency
Classes and some races will give character's proficiencies which are needed to use
certain items without penalty. For example, if a mage wants to wear armour they aren't
proficient in, they will not be able to cast spells. Ask the DM on anything else that may
come up regarding this for possible penalties.

Leveling System
The leveling system can work one of three ways. Milestone leveling, Milestone XP or
basic XP based. In the World of F8, characters will be recieving Milestone XP which is
recieved at the DM's discretion or after quests. Don't be afraid to ask the DM if you will
be recieving XP for certain scenarios but they do hold final say. What sets Yggdrasil
apart from D&D is the max level. The max level for a character is Lvl.100, 50 of which
are allocated to racial and adventuring classes where HP and ability scores do increase.
The other 50 levels are dedicated to job classes where HP and ability scores don't
increase.
Class abilities are now refered to as class skills. Each skill has an XP price which
characters can spend to acquire class skills. For example, Level 1 skills cost 300xp
while Level 5 skills cost 1 500xp. However, to acquire a level 5 skill for a class,
characters must first acquire the previous four skills in said class. As an alternative, the
DM can also use a new system called skill points. When the party or specific character
completes an encounter, be it combat or otherwise, they may be rewarded with a skill
point or multiple thereof. 1 SP will be able to purchase a level one skill, 2 SP will be able
to purchase a level 2 skill or 2 level 1 skills, etc.

Proficiency Bonus
This is used to calculate a variety of different gameplay aspects.
- Attack rolls using weapons you’re proficient with and when casting spells that
recquire an attack roll.
- Ability checks using skills you’re proficient in.
- Ability checks using tools you’re proficient with.
- Saving throws you’re proficient in.
- Spell Save DC.

This increases to a maximum of 5, which is reached at level 20. After level 20,
characters recieve proficiency damage, which increases the same as their bonus to a
max of 5. They will add this damage on any succesful hit when using attacks they are
proficient with. This extra damage can be physical or magical, depending on the nature
of the weapon or spell. Unlike core D&D, proficiency bonus and damage is added to any
attack you make, instead of once per turn.

Ability Scores and their improvements


Ability scores are now capped at 30 instead of 20 and cannot be increased further by
any means unless declared by the DM. Additionally, ability score improvements are no
longer locked to specific class levels. Instead, every 5 racial or adventureing class
levels a character takes, they will recieve an ability score improvement. Characters will
recieve 2 ABI points as normal but players can't forgo these points to acquire a feat as
normal. After level 25, characters will recieve a feat with every ABI. Characters can
acquire 5 feats total this way, but can have a total of 6 with their background and
possibly 7 if they are human, but never more than that.
When making a character's ability scores for 1st level, players will use the point buy
system or the standard array as apposed to rolling for stats.

HP
After level 1, a creature's HP is calculated by average HP. This is due to the fact that
characters are able to level past 20th level and gain HP accordingly.

Multi-Classing
There are no pre-requisites for multi-classing in Yggdrasil.

V1.5 Update (All optional)

- Attribute cap has returned to 20.

- AC calculation returned to core D&D.

- HP calculation is now at max value until level 20 and does not exceed hp
gained at level 20. Instead, when multi-classing, the hit dice for HP
calculation is upgraded to the class with the highest hit dice, according to
levels.

- When multi-classing, characters can forgo original class proficiencies, be it skills


or otherwise, for their new classes. They can choose for each which to replace.

Starting equipment
Each character will get 4d4X10gp.
The exchange rate is:
10cp=1sp
100sp=1gp
10gp=1pp

Character Death and Exhaustion


When a character drops to 0hp, they take a level of exhaustion and recieve another
level after each failed death save. If the character dies as a result of failed death saves
or insta kill and are resurrescted, they come back with 5 levels of exhaustion and lose 3
levels from any class. These lost levels can be allocated by the player to be taken from
one class or multiple. As a result, any class skills allocated to said levels are lost and
need to be regained.
A character will die outright if they reach 6 levels of exhaustion. They can still be
resurrected.
Additionally, when a creature is rolling death saves, they are considered "bleeding out".
When a creature is bleeding out; they are prone, they can take one action and move a
total of 5ft for every turn they roll a save. If they succeed in all their saves, then the
creature is unconscious but stable still with no hp. If the creature makes a crit success
in their saves it counts as 2 saves succeeded and vice-versa. If a creature is hit while
making saves it acts as an immediate 2 failures.

Inspiration, Crits and Exploding Dice


Whenever a creature is critically hit, or suffer critical failure, they gain an inspiration
point. A creature can have up to 5 points at a time and inspiration dissappears after a
day off. Creatures can use inspiration to gain advantage on any ability check, saving
throw or attack roll.
A crit is when a player rolls a natural 1 or natural 20, and instantly fail or succeed on
their D20 roll respectavely. When a creature crits on an attack, the damage is doubled.
When a creature rolls max damage on a damage die, the die explodes. A die can only
explode once per attack. When a die explodes, you roll it again for additional damage.
Exploding dice are also doubled when calculating crit damage.

Extra Attack and Duel Weilding


Extra attack stacks, however you can only have a maximum of 3 extra attacks total. A
weapon can only be duel weilded if it has the light property and the creature weilding
the weapon has appropriate stats. When duel weilding, you can make another attack
with your bonus action. Additionally, your proficiency bonus still applies to both extra
attack and duel weilding. Someone can only duel weild a weapon that doesn't have the
light property when their Str or Dex (whichever is used for atk, unless the weapon has
the heavy property, in which case it would be Str) is equal or higher than the max
damage on the weapons damage die plus 12 and they have the two-weapon fighting
style.

Armour Class
AC functions the same as normal. Light armour's dex improvement is capped at +6.
Medium armour is capped at +3. Dex can now also be applied to heavy armour to a
max of +1. Armour can be enchanted to it's plus varients to a max of +3.
When dex is applied to natural armour, it caps out at +8. If you get a secondery ability
score to use as natural armour, that secondery score can contribute a max of +3, unless
the creature would prefer to distribute their stats accordingly. For example, having a +5
for Dex and then +6 from Con.
To don or doff armour (Equiping and Un-equiping):
Light: 1min to don, 1min to doff
Medium: 5min to don, 2.5min to doff
Heavy: 10min to don, 5min to doff
Shield: 1 action to don, 1 bonus action to doff

Weapons and their properties


A weapon's damage die is subject to change by the DM's discretion. This could be due
to the weapon being made of a different material than iron, such as steel or adimantine.
To unsheath and sheath a weapon, it is a free action.
Weapon Properties
Ammunition: Weapons that use the ammunition property can only be used to make
ranged attacks.
Loading: You use your bonus action to reload weapons that use the loading property.
Shortbows and longbows reload as part of the attack action.
Range: This differentiats between ranged and melee weapons.
Finesse: You can use Str or Dex to determine attack and damage rolls.
Heavy: A creature cannot weild a heavy weapon if their Str is lower than the max
damage on the weapons damage die plus 6.
Light: These weapons can be duel weilded with relative ease.
Reach: This property adds 5ft to the reach of the weapon.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a
ranged attack. If the weapon is a melee weapon, you use the same ability modifier for
that attack and damage roll that you would use for a melee attack with the weapon.
Weapons and objects without this property can still be thrown but will be treated as
improvised weapons.
Two-Handed: Weapons with this property require 2 hands to be weilded.
Versitile: These weapons can use one or two hands when weilded.
Improvised: These weapons use 1d4 as damage.
Silvered: You can apply a vial of silver to weapons to overcome resistance and
immunity to non-magical damage (costing 10gp and lasting 10min).

Durability
There are different ways the quality of weapons and armour is determined. Creating
items from specific materials and how the weapon or armour is crafted is also important.
Finally, the way they are crafted will also determine the item's durability. You can
enchant weapons and armour to their magical and + varients, giving armour physical
resistance and weapons magical damage, as well as upgrade a weapon's durability to
increase it's quality.
Armour durability is simple. Once you take a critical hit, your AC will decrease by 1 until
it is repaired. If it's AC drops below your natural AC, your natural AC will take over. It's
AC will drop to a minimum of 10 before it is considered completely broken. This also
applies when using natural AC, but your AC is restored after a long rest.
There are 5 varients of durability for weapons. There is ruined, faulty, standard, reliable
and reinforced. Additionally when you are subject to a critical hit, you can choose to
forgo a durability point which downgrades the weapon but causes the attack to be a
normal attack when calculating damage. An attack that ends in critical failure also
consumes a durability point. A weapon downgrades in quality when all durability points
are spent. To upgrade a weapon to a new durability stage, the difference in cost needs
to be paid, as well as the time of upgrading will be the difference in cost divided by 10.
Ruined: Ruined weapons are usually found in dungeons. They have no gold value and
only use the weilders STR or DEX modifiers for damage.
Faulty: Faulty weapons are usually picked up off of low teir enemies or being pawned off
by sleezy merchants. They cost a quarter as much of their standard varient. When
rolling damage for these weapons, add a damage die and take the lower roll. Faulty
weapons have 1 durability point.
Standard: These weapons are the base DnD weapons which can be found at any
blacksmith or weapons dealer. Standard weapons have 2 durability points.
Reliable: These weapons cost twice as much as standard weapons. Reliable weapons
are usually specially crafted or can be bought from higher teir blacksmiths, or are picked
up from mid teir enemies. These weapons have 3 durability points. Additionally, when
rolling for damage, add an extra damage dice and take the highest number.
Reinforced: Reinforced weapons have a max durability points of 4. These weapons are
sold by the highest teir of blacksmiths, or they can be picked up off higher teir enemies.
Additionally, when rolling for damage, add an extra damage dice and take the highest
number, acting as reliable weapons. These weapons get an additional damage die
when rolling for damage. So for example, a reinforced dagger does 2d4 damage, but
because it is reliable as well, you roll a third d4 and take the highest 2 of the 3.
So a max durability weapon will have a total of 10 durability points. Losing 4 points
downgrades it from reinforced to reliable, losing 3 more downgrades it to standard,
losing 2 more downgrades the weapon to faulty and finally using the last durability point
downgrades the weapon to its ruined varient.

Using the mending cantrip will repair the weapon to max durability in the quality field it is
currently in. For example, if a reinforced weapon had its quality reduced to reliable,
mending would repair the weapon to its max durability in the reliable quality, and
restoring its former quality would need repairing from a blacksmith. Mending armour is
much the same. Each casting of mending would restore 1AC unit until it reaches half of
its max value, If the armour is a + varient, it cannot be reduced further than its +
because of its magical nature. For example, if
Enchanting + Enchantment slots
Enchanting is creating a homebrew magic item. Any item that isn't already a base D&D
magic item, has 2 enchantment slots for enchantments. Same goes for characters and
NPC's. Their attunement slot level will go up with their proficiency bonus, to a max of 4
attunement slots instead of the original 3, special for homebrew magic items. The
normal DnD Items will be homebrewed to fit the leveling system.
Enchanting items will require an ability from the Enchanter job class. As an enchanter,
you can enchant items to have certain magical properties. They can create base magic
items, homebrew magic items and also enchant weapons so they deal magical damage
instead of physical damage. The ability is simply called enchantment. It is equivilent to a
level 5 ritual spell that upgrades as you gain levels in this class, and requires material
components of what will be used to magically enchant an item. These components are
given at the DM's disccretion.
There are additional homebrew enchantments such as rejuvinating durability, improved
alchemy, improved enchantments, imprisonment and more to come. You are free to
make your own enchantments but the DM has final say.
You can also fuse 2 enchanted items together, creating one enchanted item with two
effects taking up one enchantment slot. The max amount of effects a fused item can
have before taking up 2 enchantment slots is 5. The max amount of effects one item
can have through this method is 10. Otherwise, enchanting one item twice takes up
both its enchantment slots and in turn your character's attunement slots.
Combat
Initiative: This determines the order in combat. When combat begins, after any
possible surprise rounds, the DM will ask the players to roll initiative. If two players roll
the same initiative, they can choose between each other on each turn who goes first. If
enemies roll the same initiative as a player in the party, the enemy goes after the player.
Time: Each round of combat is equivilant 6 seconds.
Flanking: Flanking gives a +2 to attack rolls. This stacks, but certain enemies with
tremendous size, or those with multiple eyes/heads cannot be flanked.
Actions in Combat
There are 4 parts of your turn to which you can allocate things for your character to do.
Actions are used to do basic things your character can do on their turn. These will be
detailed shortly. A bonus action is an extra action your character can take on their turn.
Some class skills allow characters to use certain actions or spells as bonus actions.
Reactions are made in response to an enemy's action or movement. And finally,
characters can also use their 30ft of movement on each of their turns.
Attack: You make a melee or ranged weapon attack.
Cast Spell: You cast a spell with a casting time of 1 action.
Class Skill: You can use a class skill. Some class skills are used as part of an attack
action.
Dash: Your movement is doubled for your turn.
Disengage: You don't provoke opportunity attacks for this turn.
Tactical Charge/Retreat: You use your action, bonus action, reaction and movement
for the entire turn to run in a straight line towards or away from combat. You can use
each of these once per combat.
Dodge: Attacks against you have disadvantage. You gain advantage on dex saves.
Help: You apply your skill modifier of the skill in question to the roll of the player you are
helping. You cannot help on attack roles.
Hide: You make a stealth check.
Ready: You ready an action or spell with a specified trigger for you to use as a reaction.
The readied action dissappears if the trigger isn't met by the start of your next turn.
Search: You make a perception check or investigation check (DM's discretion)
Object Interaction: You use your action to interact with an object.
Opportunity Attack: You use your reaction to make an melee attack on a creature
moving out of your melee range.
Grappling and Shoving: You make an athletics check contested by athletics or
acrobatics.
Bonus Actions: Sometimes you may make a bonus action as an action. This is to the
DM's discretion.
Conditions:
Blinded
A blinded creature can't see and automatically fails any ability check that requires sight.
Attack rolls against the creature have advantage, and the creature's attack rolls have
disadvantage.
Charmed
A charmed creature can't attack the charmer or target the charmer with harmful abilities
or magical effects.
The charmer has advantage on any ability check to interact socially with the creature.
Deafened
A deafened creature can't hear and automatically fails any ability check that requires
hearing.
Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term
effects of freezing or scorching temperatures, can lead to a special condition called
exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or
more levels of exhaustion, as specified in the effect’s description.
1 - Disadvantage on ability checks
2 - Speed halved
3 - Disadvantage on attack rolls and saving throws
4 - Hit point maximum halved
5 - Speed reduced to 0
6 - Death
If an already exhausted creature suffers another effect that causes exhaustion, its
current level of exhaustion increases by the amount specified in the effect's description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels.
For example, a creature suffering level 2 exhaustion has its speed halved and has
disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect's
description, with all exhaustion effects ending if a creature’s exhaustion level is reduced
below 1.
Finishing a day off reduces a creature's exhaustion level by 1, provided that the creature
has also ingested some food and drink if required.
Frightened
A frightened creature has disadvantage on ability checks and attack rolls while the
source of its fear is within line of sight.
The creature can't willingly move closer to the source of its fear.
Grappled
A grappled creature's speed becomes 0, and it can't benefit from any bonus to its
speed.
The condition ends if the grappler is incapacitated (see the condition) or succeeds on a
contested athletics check using its action.
The condition also ends if an effect removes the grappled creature from the reach of the
grappler or grappling effect, such as when a creature is hurled away by the
thunderwave spell.
Dazed
A dazed creature can't take bonus actions or reactions. They can either move or take an
action, not both.
Incapacitated
An incapacitated creature can't take actions or reactions.
Invisible
An invisible creature is impossible to see without the aid of magic or a special sense.
For the purpose of hiding, the creature is heavily obscured. The creature's location can
be detected by any noise it makes or any tracks it leaves.
Attack rolls against the creature have disadvantage, and the creature's attack rolls have
advantage.
Paralyzed
A paralyzed creature is incapacitated (see the condition) and can't move or speak.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the
creature.
Petrified
A petrified creature is transformed, along with any nonmagical object it is wearing or
carrying, into a solid inanimate substance (usually stone). Its weight increases by a
factor of ten, and it ceases aging.
The creature is incapacitated (see the condition), can't move or speak, and is unaware
of its surroundings.
Attack rolls against the creature have advantage.
The creature automatically fails Strength and Dexterity saving throws.
The creature has resistance to all damage.
The creature is immune to poison and disease, although a poison or disease already in
its system is suspended, not neutralized.
Poisoned
A poisoned creature has disadvantage on attack rolls and ability checks.
Prone
A prone creature's only movement option is to crawl, unless it stands up and thereby
ends the condition.
The creature has disadvantage on attack rolls.
An attack roll against the creature has advantage if the attacker is within 5 feet of the
creature. Otherwise, the attack roll has disadvantage.
Restrained
A restrained creature's speed becomes 0, and it can't benefit from any bonus to its
speed.
Attack rolls against the creature have advantage, and the creature's attack rolls have
disadvantage.
The creature has disadvantage on Dexterity saving throws.
Stunned
A stunned creature is Dazed (see the condition), can't move, and can speak only
falteringly.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Unconscious
An unconscious creature is incapacitated (see the condition), can't move or speak, and
is unaware of its surroundings
The creature drops whatever it's holding and falls prone.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the
creature.
Staggered
A staggered creature needs to make a Con save with the DC equal to half the damage
taken or be stunned for the round. This occurs when they take damage equal to half or
more than half of their current HP.
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a
target more difficult to harm. A target can benefit from cover only when an attack or
other effect originates on the opposite side of the cover. There are three degrees of
cover. If a target is behind multiple sources of cover, only the most protective degree of
cover applies; the degrees aren't added together. For example, if a target is behind a
creature that gives half cover and a tree trunk that gives threequarters cover, the target
has three-quarters cover.
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has
half cover if an obstacle blocks at least half of its body. The obstacle might be a low
wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature
is an enemy or a friend.
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws.
A target has threequarters cover if about three-quarters o f it is covered by an obstacle.
The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
A target with total cover can’t be targeted directly by an attack or a spell, although
some spells can reach such a target by including it in an area of effect. A target has total
cover if it is completely concealed by an obstacle.

Rest
In Yggdrasil, rest is different from that of DnD. Their are also new terms and new
activities that can be done during different times of rest.
Short Rest: This is when a creature wants to take a short break from combat. They can
use this time to recuperate; healing themselves with magic, items, or their hit dice. This
rest takes between 20 minutes to an hour. The benefits of this rest still apply when
traveling uninterupted.
Long Rest: This is when a creature turns in for the night. They half of expended spell
slots, hit dice and HP but can still to use magic or hit dice to rejuvinate HP. This rest
takes 4-8 hours depending on the race. The benefits of this rest still apply when
traveling uninterupted.
A Day Off: This is when a creature is in dire need of recuperation. A creature is restored
to max HP, as well as all their hit dice and spell slots are regained. This is an entire day
of rest. A creature can spend this time doing what they wish for 16-20 hours of the day
within reason relative to time. The other 4-8 hours are spent sleeping. The benefits of
this rest still apply when traveling uninterupted.
Downtime: These rests can happen at the DM's/party's discretion, but are usually taken
after the party completes minor campaign objectives or complete a few side quests in
tandem. This lasts up to a week. A creature can use this time to increase levels in their
trade or do high amounts of research relative to the time they have available to them.
Celebration: These rests would usually happen after the party completes a mini
campaign or complete major campaign objectives. Again, this is used at the
DM's/party's discretion. A celebration lasts a month. In this time, a creature can affect
the world more drastically with what they do with their time. For example, if they wish to
slay monsters during this time to level up, the DM may run combat encounters if they
wish. Otherwise the creature would just dispatch minor enemies in their terrortory and
level up at the DM's discretion without completing the mundane task of combat.
Time of Peace: A time of peace occurs when the party completes a major campaign. It
is still up to the DM's/party's discretion, but it would usually last up to a year. Again,
creatures can more drastically affect the environment around them, and the world is
subject to change during this time (completely up to the DM).

Job Classes
These classes include the mundane jobs average citizens are likely to have. Unlike
Adventuring and Racial classes, HP does not increase with these classes, they have a
max level of 10 each, and there are seperate levels allocated for these classes. The
max level a character can be is Lvl.100, 50 of which can be made up of adventuring
and/or racial levels. Essentially, these classes are leveled backgrounds. Gaining levels
in these classes would mean to practice the skill or trade of the class, XP does not
work. These classes include; but aren't limited to; blacksmith, alchemist, hunter and
more. Their names and abilities are as follows:
Blacksmith:
Lvl.1: You can repair ruined weapons to their faulty counterparts. Additionally, when you
smith weapons they are no longer improvised weapons and are now faulty weapons.
Lvl.2: You can craft light armour.
Lvl.3: You can now upgrade faulty weapons to standard weapons.
Lvl.4: When you craft waepons, they now begin at standard quality.
Lvl.5: You can craft medium armour.
Lvl.6: You can upgrade standard weapons to reliable weapons.
Lvl.7: The weapons you smith are now reliable.
Lvl.8: You can now craft heavy armour.
Lvl.9: You can upgrade reliable weapons to reinforced weapons.
Lvl.10: The weapons you smith are now reinforced.

Alchemist:
Lvl.1: You can now craft uncommon potions.
Lvl.2: When you craft a potion, it is regarded as a +1 potion.
Lvl.3: When you craft a potion with a timed effect, its effect increase by half its max
time.
Lvl.4: You can now craft rare potions.
Lvl.5: When you craft a potion, it is regarded as a +2 potion.
Lvl.6: When you craft a potion with a timed effect, its effect time is doubled.
Lvl.7: You can now craft very rare potions.
Lvl.8: When you craft a potion, it is regarded as a +3 potion.
Lvl.9: When you craft a potion with a timed effect, its effect time is tripled.
Lvl.10: You can now craft legendary potions.

Hunter:
Lvl.1: You can track beasts without being hindered by difficult terrain.
Lvl.2: You can now track beasts with advantage.
Lvl.3: You can now track beasts indefinitely, without making a check. Instead, you can
determine the exact species with a check.
Lvl.4: You can now track monstrosity type creatures.
Lvl.5: You can track monsters without being hindered by difficult terrain.
Lvl.6: You now have advantage when tracking monsters.
Lvl.7: You can now track monsters without making a check. Instead, you can make a
check to determine its species.
Lvl.8: You can now track one mythical type of creature of your choice.
Lvl.9: When you are tracking your chosen type of mythical creature, you have
advantage on checks.
Lvl.10: You can now track your chosen mythical creature without a check. Instead, you
can make a check to determine its exact species.

Enchanter:
Lvl.1: You can enchant weapons to deal magical damage instead of physical.
Lvl.2: You can enchant armour to be resistant to physical attacks.
Lvl.3: You can enchant weapons and armour to +1.
Lvl.4: You can now enchant common magical items.
Lvl.5: You can now enchant uncommon magical items.
Lvl.6: You can enchant weapons and armour to +2.
Lvl.7: You can now enchant rare magical items.
Lvl.8: You can now enchant very rare magical items.
Lvl.9: You can enchant weapons and armour to +3.
Lvl.10: You can now enchant legendary items.

Merchant:
Lvl.1:
Lvl.2:
Lvl.3:
Lvl.4:
Lvl.5:
Lvl.6:
Lvl.7:
Lvl.8:
Lvl.9:
Lvl.10:

Farmer:
Lvl.1:
Lvl.2:
Lvl.3:
Lvl.4:
Lvl.5:
Lvl.6:
Lvl.7:
Lvl.8:
Lvl.9:
Lvl.10:

Animal Trainer:
Lvl.1:
Lvl.2:
Lvl.3:
Lvl.4:
Lvl.5:
Lvl.6:
Lvl.7:
Lvl.8:
Lvl.9:
Lvl.10:

Apraiser:
Lvl.1: You can determine the gold value of non-magical gems.
Lvl.2: You can determine the gold value of non-magical items.
Lvl.3: You can cast identify innately once per long rest.
Lvl.4: You can determine the gold value of commom and uncommon magical gems.
Lvl.5: You can determine the gold value of common and uncommon magical items.
Lvl.6: You can determine the gold value of rare and very rare magical gems.
Lvl.7: You can determine the gold value of rare and very rare magical items.
Lvl.8: You can cast identify a second time every long rest.
Lvl.9: You can determine the gold value of legendary magical gems.
Lvl.10: You can determine the gold value of legendary magical items.

Librarian:
Lvl.1:
Lvl.2:
Lvl.3:
Lvl.4:
Lvl.5:
Lvl.6:
Lvl.7:
Lvl.8:
Lvl.9:
Lvl.10:

Warlord:
Lvl.1: You have advantage on charisma checks when talking to peasants, while having
disadvantage on nobles and flat roles with the middle class.
Lvl.2: You can make an inspiring speach before battle and your party members will get
a bonus to their attack rolls equal to half your modifier rounded down. You can use this
once per long rest. The effect lasts for 1 minutes.
Lvl.3: You can use your inspiring speach when speaking to any servants or soldiers that
follow you into battle, provided you don't have disadvantage on charisma checks
against them.
Lvl.4: You now have advantage on charisma checks when speaking to the middle class,
while having flat rolls for both nobles and peasants.
Lvl.5: When you use your inspiring speach, your party members recieve your full
modifier.
Lvl.6: Your inspiring speach now lasts until the end of combat.
Lvl.7: You can now use inspiring speach once every short rest.
Lvl.8: When using your inspiring speach, the soldiers that are affected recieve your full
modifier.
Lvl.9: You now have advantage on charisma checks when speaking to nobles, while
having disadvantage on peasants and flat rolls for the middle class.
Lvl.10: You inspiring speach now works regardless of charisma disadvantage.

Gambler:
Lvl.1:
Lvl.2:
Lvl.3:
Lvl.4:
Lvl.5:
Lvl.6:
Lvl.7:
Lvl.8:
Lvl.9:
Lvl.10:

Senator:
Lvl.1:
Lvl.2:
Lvl.3:
Lvl.4:
Lvl.5:
Lvl.6:
Lvl.7:
Lvl.8:
Lvl.9:
Lvl.10:

Miner:
Lvl.1:
Lvl.2:
Lvl.3:
Lvl.4:
Lvl.5:
Lvl.6:
Lvl.7:
Lvl.8:
Lvl.9:
Lvl.10:

Entertainer:
Lvl.1:
Lvl.2:
Lvl.3:
Lvl.4:
Lvl.5:
Lvl.6:
Lvl.7:
Lvl.8:
Lvl.9:
Lvl.10:

World Items
The remnants of the Leaves of Yggdrasil eaten by Fenrir have scattered across the rest
of the Nine in the form of weapons, armour, shields and tools called World Items. They
are as follows:
Atlas: Taking the form of an orb, Atlas reveals the location of any item you want to know
the whereabouts of within the Nine Realms. This includes Deitric Level artefacts and
other World Items (Exception: Averice and Generosity), once per 6 months.
Ruiness Beauty: In the form of a beautiful white cloak with a gold serpent on the side.
Allows for permanent and complete mind control of a creature of any type (bypassing
restrictions like undead nature). Only one creature can be mind controlled at a time
using this item. The original user (the one who initiated the mind control) would have to
release the creature, or the creature could be released using another World Item, or the
creature could be killed and resurrected to release them of mind control. If the creature
is left without any orders, it will stand in place until given an order or attacked by anyone
who isn’t their master and will attack.
The Throne of Kings: Located in every one of the nine player obtainable dungeons of
Yggdrasil. It gives the seated party heavy buffs, such as resistance to all damage, and
the ones they are already resistant to will gain immunity, as well as immunity to the
condition effects of being frightened, paralysis, and being knocked prone. The seated
party’s AC also increases by 3, due to the “impenetrable” force field that surrounds the
throne.
Longinus: Taking the form of a simple dagger. When this item is used, the activator
would have to choose a target, any target, and said target would be removed from
existence (no afterlife) at the cost of one’s own existence. The target or activator can’t
be resurrected by any means except by the use of another World Item. Once this item is
used, it de-materialises and reforms in a random location in one of the Nine Realms a
month later.
Averice: In the form of a black and red gauntlet, gives the wearer immunity to the effects
of other World Items.
Generosity: In the form of a white/baby blue coloured gauntlet, gives the wearer
immunity to the effects of other World Items.
Using Averice and Generosity together, gives the user Exp storage of up to 20 levels. It
also reflects the effect of other World Items as well as giving the wearer immunity to
other World Item effects.
Depiction of Nature & Society: In the form of a scroll. A target space is chosen (300ft rad
circle) and every creature, living or dead, is transported to a dimension of the users
choosing, the user’s imagination is the limit. This dimension is created using the users
mind and all creatures are trapped there for eternity, unless they escape by finding one
of the 40 escape routes which change location every day (d100). The trapped party
can’t escape by any other means unless by another World Item. If said trapped party
escapes, ownership of the Scroll will befall on them. Can be used once every 6 months.
Ginnungugap: Found in and named after The Sea of Nothing, taking the form of a wand.
It has a 2% chance of being found in Ginnungugap when players travel over The Sea of
Nothing. This Item has double proficiency, which means that attack modifiers and
damage modifiers are all doubled. It also has the ability to open a doorway to any of the
Nine Realms as well. If the one who found it dies without passing it on to another being,
or it is stolen from the user, it will return to The Void within 24hrs.
Elements Overcoming: In the form of an orb with all manner of storms inside it. The user
chooses a magic school and all magic is restricted from this school for five minutes.
This Item cannot be used again for a week.
Caloric Stone: In the form of a ruby red gem about the size of a human hand. Found in
any random mine in Midgard. Can be used to make a wish to the DM for a reasonable
amount of materials, jewels or currency (300 000 gold worth of each max). Once this
item is used, it de-materialises and reforms in a random location in one of the Midgard
mines a month later.
The Ouroboros: An Emerald Tablet found in Asgard’s trophy hall. Can be used to make
a major wish to the DM, of reasonability of course. However, the DM shouldn’t accept a
wish too powerful, but it must be stronger than the wish spell or wish upon a star. Once
this item is used, it de-materialises and reforms in a random location in one of the Nine
Realms a month later.
Ahura Mazda: In the form of a necklace. The wearer must speak the true name of any
entity in the Realm they are in with an evil alignment. The target is immediately
destroyed and can’t be resurrected by any means, except by the power of another
World Item. Once this item is used, it de-materialises and reforms in a random location
in one of the Nine Realms a month later, however, should this item have no effect
(Entity not in realm/not of evil alignment/true name not spoken), the item simply has no
effect and remains around the wearer’s neck.
Yimir’s Finger: Taking the form of a bone club found in Jotunheim, this weapon gains
strength every five enemies killed. Every five enemies killed with this weapon, the user
adds a hit die to its damage being limited to 10 extra damage dice. It does need to stay
equipped to the original finder at all times (needing to be on their person and easily
accessible) or the weapon would return to a random location in Jotunheim.
Any Item without a location in the description: This item’s location is chosen or rolled
randomly by the DM before the first session.

Deitric Level Artifacts


Deitric Level Items are items that were created by an extremely powerful being, such as
a Primordial, Celestial or Fiend. They are items that these beings are currently using or
gifted to mortals. They are as follows:
Enkidu: Forged by the Giant Dwarves, Enkidu takes the form of The Chains of Heaven.
It was so long that it was cut in half, one half used to imprison Fenrir and the other half
sits in Asgard’s trophy room. Used to bind fiends/celestials (Inescapable depending on
alignment).
Klorsrr: A Holy Sword of strength gifted by the Archangel Michael. A +3 Long Sword that
increases strength, hit and damage rolls. It counts as a magical weapon to overcome
physical resistance and does an extra 3d6 radient damage.
Savin: A Holy Spear of protection.
Malice: Great Shield.
Gungnir: Radiant Spear.
Mjollnir: Hammer of Storm.
Vailon and Fray: A Pen and Lute.
Lynr: Holy Talisman.
Leish: The Blood Goblet.
Traskuul: A Tome of Trickery.
Njoldrr: Sceptre of Dispair.
Dann: Book of Knowledge and Wisdom.
Gliff: Fishing rod.
Trachnir: Trident of the Seas.
Sachtre’: Bow.
Lefiss: Scales.
Maidrin: Hot spring.
Sjofn: A marriage arc.
Morne: A Soul Eater Sword.
Shjorn: A set of full plate armour.
Bealsh: A talisman.
Caliburn: The Sword in the Stone.
Avalon: Caliburn's sheath.
Excalibur: Combining Avalon and Caliburn.

Vestages
A vestage is the personal deitric weapon or magic item that a powerful being created.
Typically they would have 6 or more enchantment effects on them that cause their
power to transcend deitric level, making them nearly on parr with World Level Items.
They are as follows:
Soul Raiser - This is the Vestage of the Demon Prince of Undeath. Previously belonging
to Nerul, then Orcus, and is now in the possession of Krane. Krane has reconstructed
the weapon to fit his needs. He is also only the Demon Prince of Undeath in title, status
and power. He does not descend from a demonic heritage nor was his body morphed
by the abyss. The Skeletal Overlord is a terrifying foe to face and all who have are now
souless undead serving him:
Martial Weapon, Scythe, Finesse, Deitric Artifact (Requires 2 Attunement Slots, 10
Magic Effects)
Morpher: Using a bonus action, this weapon can mechanically morph from a scythe into
2 half-scythes which have the light property.
This weapon is beautifully crafted with high tier items giving it max durabilty and has a
+3 enchantment to attack and damage rolls.
2d12+str/dex or 1d10+str/dex Magical Slashing Damage.

Effects (Only when attuned):


Personal Haven: This item serves as Krane's Phylactery and Spellcasting focus. When
Krane dies his soul inhabits the weapon and it becomes sentient until he is resurrected.
Krane has made the weapon as such to protect itself, so any creature other than him
that tries to attune to the item has to roll a constitution save equal to or higher than his
spell save DC. If a creature fails this saving throw, they take 10d6 necrotic damage or
half as much on a success. If the creature dies as a result of this damage, they are
resurrected as a souless zombie under Krane's control.
Soul Syphon: A creature hit with a melee attack made with this weapon takes an extra
2d12 necrotic damage.
Damage Resistance: The attuned creature gains resistance to one damage type of
their choice.
Ability Enhancement: The attuned creature gains a +2 to any ability score of their
choice. This can be split amongst 2 ability scores.
Bolstering Presence: The attuned creature regains 2d6hp at the start of their turn,
provided they didn't take any damage from the damage type this item gives resistance
to and they have at least 1hp. A weilder who is not attuned to it takes 2d6 necrotic
damage for every turn they have it in their hands.
Haste: The attuned creature's base speed increases by 10ft.
Senses Overcoming: The attuned creature is immune to being blinded, deafened,
petrified and being surprised.
Protection: While the weapon is unsheathed, the attuned creature gains +1 to their AC.
Spells: Soul Raiser has 7 charges with innate spells within which can be cast using a
specified amount of charges, which it regains 1d4+3 charges after every short rest.
Spells Include:
4th teir magic, Animate Dead (1 charge)
4th teir magic, Speak with Dead (1 charge)
5th teir magic, Blight (2 charges)
7th teir magic, Circle of Death (3 charges)
8th teir magic, Finger of Death (3 charges)
10th teir magic, Power Word Kill (4 Charges)
You can use more charges to upcast spells.
While Krane is attuned to this weapon, the charge costs are one lower, minimum of 0.
Call Undead: The attuned creature can conjure skeletons or zombies that crawl from
underground. You can divide 500 hit points among them, eg. have 500 1hp undead or
one 500hp undead. The undead magically rise up from the ground within a 150ft radius
of you. They obey your commands until destroyed or until the next dawn when they are
pulled back beneath the earth as they claw in vein to escape.
When Krane is attuned to Soul Raiser, the undead don't de-conjure at the next dawn.
Additionally, they can be any undead he wishes, other than vampires and ghosts. This
feature can be used once per day.

Cursed Items
Infernal Bracers: Bindings of Azrix
The Flying Dutchman

__________________________________________________________________
These changes, as with the entire new homebrew system, are
all optional. They allow for more balance as well as
optimisaztion.
GO
WILD._______________________________________________
_

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