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Roleplay aides

There are surprisingly few mechanics to just help a role player roleplay and so without a good idea of what to do and when it can feel intimidating for some players to do. The hope here is give players the inspiration to roleplay to their hearts content.

The rules here are largely focused around roleplay and as a result don't really factor into mechanics that much. However it will hopefully be a good tool for helping the player play the character totally. 

If you are not in a group that prioritizes role play or feel that you can roleplay fine without the mechanics then that is totally fine but can help give direction and inspiration to the character if need be. And additionally help solidify the themes of the campaign or setting depending on what they are.

Sanity mechanics

(note: original creator, TheJankTank on redit)

Sanity as a system is designed to represent the mental fortitude and struggles of a hero as they encounter stressful, disturbing, and alien things that wear them down or challenge their views of the world. For the purposes of this document, Sanity can also be repurposed as Stress for games that lean less on horror or Eldritch elements.

 

Content Note: For many players, mental health can be a sensitive topic. Additionally, using a system like this can impact a player’s feeling of agency over their character. For these reasons, before using a system like this consider if your players are mature enough and comfortable approaching topics such as this. I have had tables the system has been very successful at and tables that I would never consider using it with. Finally, I recommend leaving the exact about of sanity damage a character takes in any situation as well as any flaws a character accumulates when taking stress damage up to the player. This system is intended to be a role playing aid more than a secondary HP bar, though it can also be used the later way.

 

A character’s maximum Sanity is determined by the sum of their Intelligence, Wisdom, and Charisma scores (30-50 for most characters). If these stats increase, so does that character’s maximum Sanity. Upon character introduction, subtract any lingering events that have defined that character from that character's maximum score. Such events can include any of the listed below, though the most common are Learning Exotic Languages or Forbidden Lore, being violently orphaned, or suffering a similar tragedy. This new score becomes the character’s Modified Maximum Sanity.

 

I’ve typically subtracted 3 points per Good / Evil / Alien language learned and 0-10 for backstory events, generally leaving characters in a range from 25-35 max Sanity. Some may start below 20 (RIP Barbarians), though much lower than that is rare (Only Great Old One Warlocks fittingly enough).

 

This score may be decreased by witnessing or experiencing traumatic events. These might include things such as:

  • Witnessing or being involved in the death of a loved one

  • Witnessing or being involved in a great tragedy

  • Experiencing great personal pain or loss

  • Exposure to hostile or Evil magic

  • Exposure to hostile or Evil telepaths

  • Learning an Evil language (Infernal or Abyssal)

  • Learning a Good language (Celestial)

  • Learning an Alien language (Deep Speech)

  • Learning knowledge or forbidden lore that damages one’s belief system or worldview

  • Exposure to events outside one’s understanding of the world (Abnormal physics or geometry, untethering from reality)

  • Death and Resurrection

 

These events will generally decrease scores by the following amounts. A Wisdom Saving throw at the time of the event is allowed to halve or fully negate sanity loss depending on the situation:

  • Unsettling or alien event: 1-3 Points

  • Tragic or deeply upsetting event: 4-6 Points

  • Highly Traumatic event: 7-10 points

  • Mentally sundering event: 11-30 points

 

An event that impacts the character long term may decrease that character’s modified Maximum Sanity score. Consult with the player regarding if such an effect would severely impact them in this way.

 

When a player’s sanity falls below one of the following thresholds, they suffer an unfortunate effect:

  • 20 Points: Mild Flaw / Neurosis

  • 15 Point: Additional or Worsened Flaw

  • 10 Points: Extreme Flaw / Psychosis

  • 0 Point: Nonfunctional

 

Typically, I leave the development of flaws up to players. Mandating a flaw has the potential to strip player agency in a grating way. Some players may opt out of developing such flaws entirely. There isn’t anything wrong with that.

 

What does “Nonfunctional” mean? That the character is no longer capable of functioning as an adventurer. This can mean suffering from extreme stress and anxiety, developing crippling phobias, or other events that prevent them from continuing onwards until they recover Sanity.

 

A lower sanity score may allow a character to perceive the world in a more flexible way, potentially granting them greater insights into the hidden workings of the world. This is especially true in campaigns making use of Eldritch Horror elements. Many magicians and sages struggle to strike such a balance between insight and madness.

 

A player’s sanity may be restored by the following means, though some losses to sanity may never be truly recovered:

  • Time

  • Positive interactions / Relationships

  • Therapy

  • Magical intervention

  • Adaptation of worldview

  • Great triumphs (Leveling Up)

 

Original creator note: I typically allow the recovery of 1 point per Long Rest with a DC 13 WIS save, 1 no Save per day off, Prof score immediately healed on leveling up, then maybe some extra if the party has a bard. Find what works for you. If characters never take time off adventuring, they’ll be hurting pretty badly pretty fast.

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When a player is resurrected they lose a number of sanity points equal to the spells level. They can make a wisdom save equal to 10 plus number of times resurrected(Additionally you can use a ressurection ritual and get minus 2 for a resurrection skill check success plus 3 for every resurrection skill check failure) and lose half on a success or all if they succeed by 5 or more. Regardless you lose 1 point from your maximum sanity points which cannot be undone without incredible interference (possibly divine intervention but only under certain circumstances).

 

Because of long term implications generally try to work with the players to determine the extent of these effects.

 

For recovering points- the players are intended to regain sanity points as role play dictates. Work with players to determine specifics. These are some general guidelines:

  • Selfcare: 1-3 Points

  • Positive development: 4-6 Points

  • Dramatic resolution: 7-10 points

  • Enlightening event: 11-30 points

 

For exotic languages- Generally subtract 3 for each exotic language, forbidden lore, or living knowledge. 

 

Recommendations for saving throws: 

  • If you’re encountering a cosmic/eldritch horror that your mind cannot comprehend, make an int save.

  • If you are suddenly exposed to something horrifying, such as a room full of butchered corpses, or witnessing a loved one get brutally murdered, make a wis save.

  • If you’re in an atmosphere of dread for long periods of time (such as exploring the tomb of horrors or wandering around Barovia, make a cha save.

Honor Mechanic

(note: original creator, N0M444N)

Starting Honor:
Your starting honor is 10, with a +0 modifier.
Dishonorable backgrounds (like criminal, urchin, etc) will bring a modifier of -2 to it.
Honorable backgrounds (soldier, sage, knight) will bring a +2. Some backgrounds may not modify at all.

Classes can bring modifiers to the score:

Class

Mod

Barbarians -2

Bard -2

Cleric +2

Druid +0

Fighter +0

Monk +2

Paladin +2

Ranger +0

Rogue -2

Sorcerer -2

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Sample Codes Of Honor:
Here are some codes of honor drawn from fiction and history. Your choice of Code of Honor might grant you additional bonus to your initial Honor stat.

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Bushido +2 Honor
Bushido is the code of the samurai from ancient Japan. Many books have been written about how a samurai should live, including the Go Rin No Sho (Book of Five Rings) and the Hagakure. According to one version of the code, a samurai must possess the following seven virtues.

• Gi (honesty and justice): A samurai deals openly and honestly with others and cleaves to the ideals of justice. Moral decisions do not come in shades of gray, only right and wrong.
• Yu (heroic courage): A samurai never fears to act, but lives life fully and wonderfully. Respect and caution replace fear.
• Jin (compassion): A samurai takes every opportunity to aid others, and creates opportunities when they do not arise. As a powerful individual, a samurai has a responsibility to use that power to help others.
• Rei (polite courtesy): A samurai has no reason to be cruel, and no need to prove his strength. Courtesy distinguishes a samurai from an animal, and reveals one’s true strength.
• Meyo (honor): A samurai’s conscience is the judge of his honor. The decisions he makes and how he carries them out are a reflection of his true nature.
• Makoto (complete sincerity): When a samurai has said that he shall perform an action, it is as good as done. He need not make promises; speaking and doing are as if the same.
• Chugo (duty and loyalty): A samurai feels responsible for his actions and their consequences, and loyal to the people in his care. A samurai’s loyalty to his lord is unquestionable and unquestioning.

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Code of the Knight Protector +2 Honor
The Knight Protectors, a loose organization of chivalric-minded warriors described in Complete Warrior, hold to this code of honor. It makes a fine code for lawful knights.
• Courage and enterprise in obedience to the Order.
• Defense of any mission unto death.
• Respect for all peers and equals; courtesy to all lessers.
• Combat is glory; battle is the true test of self-worth; war is the flowering of the chivalric ideal.
• Personal glory above all else in battle.
• Death before dishonor.

Omerta -2 honor


The “code of silence” of the Cosa Nostra isn’t codified or written down. It makes a good code for a thieves’ guild or other criminal organization. One interpretation is as follows.
• Do what you’re told by your superiors.
• Always look out for ways to make money for the Family.
• Do not hide or hold back money from the Family.
• Respect your elders in the Family, and in the Organization in general.
• Never let a debt go unpaid.
• Never be late paying your debts.
• Don’t get caught.
• If you do get caught, keep your mouth shut.

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Paladin’s Code +2 Honor
The standard rules offer the following code of conduct for paladins.
• Never commit an evil act.
• Respect legitimate authority.
• Act with honor (don’t lie, don’t cheat, don’t use poison, and so on).
• Help those who need help (provided they do not use the help for evil or chaotic ends).
• Punish those that harm or threaten innocents.

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Don’t Tread on Me -2 honor
This relatively short code of honor works well for barbarians, fighters, and rangers.
• I won’t be wronged.
• I won’t be insulted.
• I won’t be laid a hand on.
• I don’t do these things to others, and I require the same from them.

Thieves’ Code -2 honor
“Honorable” thieves in a guild might abide by a code similar to this one.
• Never steal from another member of the guild.
• Never perform another thief’s assigned task or “steal” jobs from another thief.
• Never let your own jobs interfere with the guild’s jobs.
• Don’t attract attention to the guild, especially not the attention of the town fathers.
• 10% of the take from your jobs goes to the guild; you keep the rest.
• 100% of the take from guild-assigned thefts goes to the guild, and maybe you get a taste.
• Don’t kill anyone in the commission of a job, except in self-defense. It attracts too much attention.

Feel free to create your own codes of honor, work with your gm for it. The more defined the better.

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Using Honor

Honor measures not only a character's devotion to a code but also the character's understanding of it.
The Honor score can also reflect how others perceive a character's honor.
A character with a high Honor usually has a reputation that others know about, especially those who have high Honor scores themselves.
Unlike other abilities, Honor can't be raised with normal ability score increases. Honor is gained through the actions the player takes. As with other ability scores, a character's Honor can't exceed 20 or fall below 1.

There are 2 types of Codes: Positive Codes and Negative Codes.

Positive Codes are used in regular social interactions, as a measure of how respected the player is by the general community. It represents an outstanding citizen, well behaved, and regularly honored. When it tries to interact with someone that has a Negative Honor Score, his ability score modifier inverts. For example, an honorable guard with an Honor modifier of +2 trying to interact with a thief, his ability score modifier will invert to -2.

Negative Codes are used in special interactions with other factions, societies, or players with a code of honor like that of bandits, assassins, pirates, etc. When Negative Codes interact with each other, the Honor modifier inverts. If a pirate with an Honor Score Modifier of -4 deals with a thief, his ability score modifier becomes +4.

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Honor Checks
Honor checks can be used in social situations, much as Charisma would, when a character's understanding of a code of conduct is the most defining factor in the way a social interaction will play out. Your GM can also call for an Honor check when a character is in one of the following situations:
• Being unsure how to act with honor
• Surrendering while trying to save face
• Trying to determine another character's Honor score
• Trying to use the proper etiquette in a delicate social situation
• Using his or her honorable or dishonorable reputation to influence someone else

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Honor Saving Throws
An Honor saving throw comes into play when you want to determine whether a character might inadvertently do something dishonorable. Your GM might call for an Honor saving throw in the following situations:
• Avoiding an accidental breach of honor or etiquette
• Resisting the urge to respond to goading or insults from an enemy
• Recognizing when an enemy attempts to trick a character into a breach of honor

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Gaining and Loosing Honor
Honor should be rewarded after a major event, like the end of a quest, a succeded/failed task, an important display of honor, or something important at a certain circle where the players interact (like crashing the kings annual ball, or saving it, or maybe they where insulted in the streets at everyones sight, etc.). Defeating an important enemy, or being defeated by it. Like said above, at major events or long in game time spaces.


The rewards should be accordingly, generally being a +1/-1 to the Score, unless it was something very big, in wich case you may extend to a +2/-2.
This progression should always require more the further up or down they go. At honor 10 you may get a +1 for beating a few orcs and keeping your word about saving the small village, but at honor 16 you may need more to gain the honor reward.


Also keep in mind that this is a measure of character, not a successes/failures meter. Whats important in order to gain or loose is not the action itself, but the display of honor they did. In example, they saved the village. Ok, but, did they betrayed someone to acomplish it? They entered sneaking in and stabbed every bad guy in the back without giving them fair fight? or maybe they gave the bad guy a rest when they realized he lost his weapon in the fight, and decided to let go pick it up before continuing?
Players should be rewarded for good roleplayed interactions, based on their chosen codes and characters. Keep this in mind when you do give rewards. Some roleplayed scenes may be enough to reward a player with honor, while simply completing the task may not be at all.

Dramatic death saves

When reduced to 0 hit points the target instead falls prone and cannot take actions, bonus actions, reactions or movement. They then make death saves as per usual but with disadvantage if they are concentrating on an effect. They have a number of rounds equal to con modifier until they fall unconscious(minimum 0) or are returned to 1 hit point. If they fail 3 death saves before that time they instead die instantly. 

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If available, use a lingering injuries table to roll when reduced to 0 hit points. This only happens once per encounter and curing a lingering injury requires the target to receive a single source healing equal to their con modifier times their level or heal through natural means. (the basic idea behind the healing is that the harder it is to break the individual the harder it is to put them back together). 

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(Note: I made a homebrew lingering injuries chart from the PDF Xanathar's lost notes to everything else, but because that is a paid product, I didn't feel comfortable showing it here.)

Hit point threshold 

Your hit point threshold is determined by your con modifier times your level. The basic idea behind this rule is that anything above this threshold is superficial damage while everything under it is physical damage. So superficial would be blocking but expending stamina, while physical damage would be getting a flesh wound beneath the armor. As is, this has no effect on the battle, but it can help improve the drama of the roleplay. It also lets the characters know when they are pressing their limits.

Subdue damage rules

With these rules there are three types of damage determined before rolling the attack. ​​

  • Lethal damage (regular)

  • Debilitation (does ½ rounded up damage but has greater chance of something going wrong, roll on a lingering injuries chart at 0 hit points chart or on natural 20)

  • Subdue (1 on all damage rolls and 0 hit points renders unconscious)

Cooking rules

(note: Original creators, charts from nerdarchy website and RioC. on enworld)

Gather your ingredients. Set up a cooking method (i.e. a pot over a fire). Then, cooperatively, decide on what meal to make. The possibilities are infinite. Keep in mind: This is a fantasy world. Pry at the limits of your creativity. 

 

In terms of complication, meals may range from “Every vegetable, meat and spice

we’ve collected in a pot with some water” to “almond-crusted Quipper fish stuffed with basil squash and dire crabmeat.”

Here, players may be as detail-oriented or abstract as they please. It’s important to dungeon masters to be mindful of players’ limits when it comes to cooking knowledge which, at its extreme, borders on chemistry.

For example, if players wish to make a pie, a binding agent like cornstarch or gelatin (or

in the fantasy world of D&D, perhaps, an ooze) may prove essential to a filling’s texture. One set of players might find that too granular a consideration. So, they’d mash fruit up with herbs and honey and bake it in a pie crust. For other players, the nitty gritty could prove to be an exciting challenge.

 

Mechanics for cooking may be separated into three parts: prep, execution and appearance. Each portion relies on skill checks. Two are listed per portion for added flexibility—if there’s nobody in your party who excels in Charisma, for example, a PC with great constitution can fill the role of “plater.” The dungeon master will choose which skill check works best with each stage of cooking and decide on DCs for each. After cooperatively deciding on a meal plan, it’s best for players to delegate tasks to each other based on ability scores.

 

If players are being asked to cook a meal to another character’s liking, the dungeon master may ask the party to average together the three skill checks into a final “taste” score, which, to taste palatable, must beat a designated DC.

 

Prep relies on Dexterity or Wisdom. The PC(s) assigned to prep must chop up ingredients, debone or remove potentially poisonous organs from animals, properly preserve perishables, etc. 

  • Examples of success: Chopped vegetables are of equal size; adding baking ingredients in the right order;poisonous organs are removed and in-tact; no bones left in meat

  • Examples of failure: Chopped vegetables are comically different sizes; dry and wet baking ingredients are combined poorly, so batter is lumpy; poisonous organs are not removed, making dishes inedible; fingers are lost

 

Execution relies on Intelligence or Strength. The PC(s) assigned to execution must perform the actual cooking aspect of meal-prep. They’re frying up fish, sautéing vegetables, baking cakes and simmering stews.

  • Examples of success: The food is cooked through; nothing is burnt

  • Examples of failure: The food is raw or burnt; the cook burns themselves

 

 Plating relies on Charisma or

Constitution. The PC(s) assigned to plate the food must plate the food quickly, so it’s still warm, without compromising its structural integrity. The meal ought to look appetizing! This role also involves taste-testing the food. So, if there’s any, er, hazards, they’re the first line of

defense.

  • Examples of success: The meal appears edible; portions of the meal meant to be kept separate are separate; nothing is dropped on its way to be eaten; there are garnishes; the food tastes delicious!

  • Examples of failure: The food is everywhere except a plate; everything is mushed together; The food has grown cold or is too hot; the food is poisonous or disgusting



 

Other Rules to implement

  • Only one PC can cook meals that give a mechanical bonus, but he can get advantage on their rolls from anyone with proficiency in Cook's Utensils.

  • A meal can only be cooked during a long rest, and only once. The meal's bonuses start taking effect once the long rest has ended.

  • Every meal requires 1 pound of fresh food per character, with fresh food being food foraged in the last 3 days.

  • The dishes themselves can be whatever the cook chooses to prepare based on the available ingredients, with the mechanical bonus being chosen from a list and requires passing a certain DC. The cooking check would be proficiency+Dex/Int/Wis modifier (depending on the dish being prepared).

  • If the cook fails the check, the food would still be edible - unless he fails by 5 or more, than the food is spoiled.

  •  If the cook rolls a natural 20 on the cooking check, the bonus recieves a specific enhancement.

  • Exotic ingredients give out unique bonuses (for example, a beholder's central eye, a green dragon's heart and so on)

  • Eating humanoids and undead doesn't give out any bonuses. Eating humanoids gives shakes (probably a Con save or the effect of 1st level exhaustion for 1 hours), eating undead gives Xd12 necrotic damage.

List of bonuses

  • DC 12: 1 Temp HP per character level (doubled on a critical)

  • DC 14: +5 ft. speed for 8 hours (+10 ft. on a critical)

  • DC 16: 1 more hit die regenerated after a long rest (2 on a critical)

  • DC 18: +1 on mental/physical Saving Throws for 8 hours (+1 on all Saving Throws on a crit).

  • DC 20: Well-Fed Die - You get one d6 that you can add to a weapon attack/damage roll, or any skill check/saving throw of a physical nature (based on Str/Dex/Con). Lasts for 24 hour (becomes a d10 on a critical).

  • DC 22: You can choose any two bonuses (each get their specific boost on a critical).



 

Cuisine price and making table (outside of adventure scenarios) 

cuisine Rarity, Cost, Time, Required DC

Common, 10 gp, 1 hour, 5

Uncommon, 50 gp, 2 hours, 10

Rare, 200 gp, 4 hours, 15

Very Rare, 1,000 gp, 8 hours, 20

Legendary: 10,000 gp, 24 hours, 25 DC

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Flavor text options (either to be rolled randomly or determined by the dm depending on their preference): 

Texture

For me texture is every bit as important as taste. A food with a great flavor can really sour in my mouth if the texture is unappealing. Likewise, a mediocre dish can be elevated by a pleasant array of textures. Below are some textures to use in your descriptions. I’d advise only rolling once or twice on this table for each element of a dish. Obviously, more complex dishes like a taco or stir fry might have multiple textures going on, but most food, in my opinion, has an overarching texture that mostly defines it.

d20 — Texture

  1. Chunky

  2. Silky

  3. Crunchy

  4. Soggy

  5. Dry

  6. Sandy

  7. Sticky

  8. Slimy

  9. Crispy

  10. Tender

  11. Juicy

  12. Pulpy

  13. Pasty

  14. Ashen

  15. Gloppy

  16. Foamy

  17. Thick

  18. Thin

  19. Moist

  20. Effervescent

Flavor

Flavor is probably one of the first elements we think of when we think about describing food. If you want a quick way to describe something unique try using the Flavor table. If you roll up to three times this indicates a complex flavor or possibly layers of depth in flavor.

d6 — Flavor

  1. Sweet

  2. Spicy

  3. Sour

  4. Bitter

  5. Salty

  6. Umami (Meaty)

Intensity

Another aspect of flavor is intensity of flavor. Intensity of flavor can be very subjective so bear in mind a character’s individual taste experience.

d6 — Intensity

  1. Bland

  2. Overwhelming

  3. Subtle (Mild)

  4. Intense

  5. Balanced

  6. Near Perfect

Temperature

Temperature is crucial when it comes to food preparation not only for safety but also for enjoyment. If a steak is cold that’s unpleasant but if it’s frigid that’s inedible.

One of the elements on this table is Injurious and requires you to roll again. This means the temperature causes the character injury from its temperature. Something injuriously tepid is likely not served according to proper food handling and is libel to make someone sick while injuriously hot might offer a mild burn and injuriously boiling might cause fire damage.

d6 — Temperature

  1. Tepid

  2. Hot

  3. Cold

  4. Boiling

  5. Frigid

  6. Injurious (roll again)

Preparation

The means by which food is prepared and presented is sometimes more important than its flavor and temperature. After all we eat with our eyes first.

d8 — Preparation

  1. Undercooked

  2. Overcooked

  3. Burnt

  4. Raw

  5. Sloppy

  6. Mediocre

  7. Skillful

  8. Beautiful

Portion

Portion is how much of a food is served to a single person. This can vary wildly based on creature size, the impression of the consumer to the server and so forth. Usually I imagine you would have an idea about portions and rations but if you just want a random table for portioning here you go!

d6 — Portion

  1. Meager

  2. Enormous

  3. Tiny

  4. Generous

  5. Hearty

  6. Perfect

Value

The value of food determines consumer satisfaction. This includes both how full the character feels and how satisfied they are with the nutrition and sustenance. This determines the overall impression after the meal is consumed.

d6 — Value

  1. Disgusting

  2. Underwhelming

  3. Adequate

  4. Filling

  5. Decadent

  6. Opulent

Tabacco rules

Using Tobacco

  •   Tobacco is smoked (used) by the "bowl".

  • Smoking a bowl of tobacco grants the Ability Check Benefit and Ability Check Detriment for 1 hour.

  • It takes 15 minutes to smoke a bowl of tobacco with a tobacco pipe. 

  • You can smoke a number of bowls up to your constitution or twice a day whichever is greater. If you  succced that number, you must make a CON saving throw DC of 12 + Number Bowls Smoked On a success, you smoke the tobacco as usual If you fail you gain the detriment of the tobacco only, If you fail twice in one day, the detriment effect is added and you are also considered poisoned until you take a short rest and eat something, In addition with two previous CON smoke failures any further smoking is an immediate failure.

  • Benefits cannot be stacked by smoking in rapid succession. 

Ability check benefits after smoking examples:

  • +1 Str/-1 Cha and Wis

  • +1 Cha/-1 Wis

  • +1 Dex/-1 Cha and Wis

  • +1 Wis/-1 Int

  • +1 Int/-1 Wis

Cu de gra damage

A creature can spend their action, bonus action, reaction and the rest of their movement to make a cu de gra attack against an incapacitated creature which automatically reduces it to 0 hit points. However, any attacks made against the attacking creature are made with an advantage and are considered critical hits if they succeed, while all saving throws are made with disadvantage except for dex saves which fail automatically. 

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