The Sundering (Player's Guide)

v. 0.2

Source Rules

 * Player's Handbook

Critical Hits
''On an attack roll of 20, a second d20 is rolled. On a second 20 roll, the target is bloodied, or slain if already bloodied(if the creature is no more than 1 size larger). 2-19 cause a normal crit, and 1 reverts it to a regular hit.''

Language Barrier
''The Common language has been removed from the game. A number of regional human languages have been added. In lieu of receiving proficiency in common, characters may select one other language instead.''

Gritty Realism
At the end of a long rest, characters now recover 1 Hit Die and 1 spell slot, instead of full hp, half hit die, and all spell slots.

Healer's Kit Dependency
In order to recover or expend hit dice during a short or long rest, characters must expend one use of a healer's kit or receive magical healing

Magic Item Identification
''An item can only truly be identified as magic via inspection by magical means or a character trained in the Arcana skill. Characters however may suspect an items magic power via means of perception and knowledge of arcana, history, and religion.''

Instant Increases
Any character meeting the requirements to attain a new level may choose to do so at any time as a free action. Upon taking this action their hit points and hit point maximum will instantly increase by the amount rolled, as well as any spell slots and class points will increase by the difference shown. Access to relevant class features will instantly be enabled.

Level Requirements
In order to meet the requirements to level, a character must gain an understanding of the relevant knowledge. This can be attained via a manual, a codex, a trainer, or in another similiar fashion. The different tiers are listed below. A character is assumed to have knowledge of the required codecs at creation, therefore a level 1 character will be able to advance to 2 and 3 upon meeting the xp requirements, but not 4. To multiclass into a class, this information must be attained.

Tier 1 - Level 1 - 3

Tier 2 - Level 4 - 6

Tier 3 - Level 7 - 9

Tier 4 - Level 10, 11

Tier 5 - Level 12, 13

Tier 6 - Level 14, 15

Tier 7 - Level 16, 17

Tier 8 - Level 18

Tier 9 - Level 19

Tier 10 - Level 20

Random Stats
''During character creation, players will first choose their race and subrace. Stats will then be generated by rolling 4d6 in order. They may then pick a class and background.''

Random Starting Gold
''Players roll for starting gold instead of equipment granted by class and background as per the table in the Player's Handbook. The optional trinket may still be taken.''

Random HP Gain
Characters must roll for HP increases from gaining levels and expending hit die.

Races
In the early stages of the story, only certain races and subraces are allowed for creation. More will be unlocked later.

Human
''Humans may select from the following subraces. All can follow either the standard or variant human rules from the Player's Handbook. They also gain the language shown next to their subrace.''

Terramar (Wildling) - Norn
The Terramar are a wild people who mostly roam the northern Agrian steppes and mountains. They tend to live in tribes and temporarily villages often on the move. They posses fair skin, light blonde or brown hair, and blue or green eyes.

Nora - Norn
The Nora are often considered the furthest north of the civilized folk, just below the Terramar. Their appearance is very similiar to the Terramar and they speak the same language. As such, they can often be confused to outsiders had they not seen them living in a civilized society Perhaps the biggest differences lie in hair color and eyes, which tend also exhibit darker hair and brown eyes.

Restricted Races

 * Dragonborn
 * Tieflings
 * Gnomes
 * Dark Elves
 * Half-Orcs
 * Halfling

Classes
In the early stages of the story, only certain classes will be available for play. More will be unlocked later.

Bard
Bards may optionally select a school of study.

The Academy of St Weaver
The Academy of St Weaver is the premier institution for training in the bardic arts.

Clerics
''Clerics must follow a patron deity. Should they become excommunicated, they lose all divinely bestowed power until they repent or take another patron deity.''

Paladin
''Paladins must either follow a patron deity or a sacred order. Should they be excommunicated by either, they lose all divinely bestowed power until they either repent or take the oathbreaker oath to an evil patron or organization.''

Order of Mithral

 * The Order of Mithral is a dwarven order, however, it has in recent years begun to take on the occasional human and elf recruit. The order is based out of Valor Point within the Ironpeak mountains.

Deities
See Deities

Wizard
Wizards may optionally select a school if applicable.

Bastion De Arcana
The premier academy for magic, located within the southlands.

Patron Deity
''A character may choose a patron deity to follow and champion. Piety gains with this deity will be greatly increased and other factions will be altered.''

Acolyte
Characters with the acolyte background must follow a patron deity.

Noble
Characters with noble background must select from the following surnames:

Outlander
The outlander feature now grants double proficiency to forage checks instead of automatically providing food and water.

Factions
''At character creation, characters receive 5 points to place in renown or piety within any organization(s) they choose. Certain backgrounds grant additional points.''

''Characters will earn and lose renown, or piety with deities. Standings with particular orders, deities, religions, etc. will present drawbacks and perks to characters.''
 * Kill On Sight
 * Hated (-11 to
 * Disliked (-1 to -10)
 * Neutral (0)
 * Initiate (1 to 10)
 * Member (11 to
 * Officer
 * Leader

Goodberry
Now creates 1 berry per spell level which restores 1d4 hp.

Savage Attacker
Now grants an additional +1 STR or DEX.