New Rules

Fate

Each player gets 3 Points of Fate to start with, they acts the same as inspiration but you can spend these points on many different effects. Fate Replaces Inspiration and your limit is 3 points.
They can be rewarded for good role-play, completing a quest or by getting a GM Intrusion, a GM Intrusion is when the Game Master decides to make a change in an encounter to make something happen. At any point, the Game Master can say, ‘GM Intrusion! As you are fighting this weird beast, your sword falls out of your hands and goes across the floor. Now what you going to do?’ And a player has to deal with a new circumstance, but on the flip side the player effected gets an Fate Point.

  • You can spend a point whenever you roll a d20 to make an attack roll, an ability check, or a saving throw. You don’t have to decide until after you make the roll and learn if it succeeded or failed. If you spend an action point, roll a d6 and add it to your d20 result, possibly changing a failure into a success. You can spend only 1 Fate point per roll.
  • Whenever you fail a death saving throw, you can spend an action point to make it a success.
  • Go to the top of the initiative, if used by multiple people use this then they go by in order of who has a higher initiative modifier.
  • You get advantage on a roll.
  • Spend 3 points and find a magic item.
  • Regain Magic Points by Rolling a D12 and gaining that many points.
  • Spend a point to prevent a GM Intrusion.

Spell Points

With this variant system, a character who has the Spellcasting Feature uses spell points instead of spell slots to fuel spells. Spell points give a caster more flexibility at the cost of greater complexity.
In this rule, each spell has a point cost based on the level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don’t require spell slots and therefore dont require spell points.
Instead of gaining a number of spell slots to cast your spell from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can’t reduce your spell points to a total less then 0, and you can regain all spent spell points when you finish a long rest.
Spells of 6th level or higher are particularly taxing to cast. You can use spell points to create one slot of level 6th or higher. You can’t create another slot of the same level until you finish a long rest.
The number of spell points you have to spend is based is based on your level as a spell caster, as shown in the Spell Points by Level table. Your level also determinants the maximum-level spell slot you can create. Even if you have enough points to create a slot above this maximum, you can’t so so.
The spell points by level table applies to bards, clerics, druids, sorcerers, and wizards. For Paladins or ranger, halve the characters level in the class and then consult the table. For a fighter (Eldritch Knight) or rouge (Arcane trickster), divide the characters level in that class by three.

Spell_Points.png

Runeshots

A new addition to this game are guns called RuneShots. They are Martial Ranged Weapons and you must have training in them to use guns or when you try to fire you take 1d4 in recoil damage.
You can enchant Spell-Shots, a special ammunition, with any spell and when you shoot the bullet you use the spell enchanted on to it. In order to enchant Spell-Shots you must have a proficiency in Enchanting, or alternatively you can pay a Runeshot Artificer to enchant the Spell-Shot with a spell you know or they know, for a fee of course. When you Enchant a Spell-Shot it takes 1 hour to enchant 1 Spell-Shot or 2 hours to enchant a group of similar Spell-Shots.

Runeshot Pistol: Damage 1d10 3lb. Range 30/90 Properties- Loading

Runeshot Rifle: Damage 1d12 10lb. Range 40/120 Properties- Loading, Two-handed

Ammunition: 3gp for regular ammo, 30gp for Spell-Shots (empty) or 30gp x spell-level for a Enchanted Spell-Shot

Replacement Limbs

With magical technology coming as far as it has, replacement limbs have been invented.
The price for a replacement limb is 200 gold for basic parts. To upgrade it with new functions cost extra. Depending on where you go and what you want will determine the cost.

New Rules

Chronicles of Fate DragoShinkopaku DragoShinkopaku