Reccomended Rules
Orentia is not your average D&D world, and as such we recommend adopting some additional rules at your table to help fit 5th addition to the sort of high seas hijinks that Orentia was designed for. Some of these rules are very important, and others are more of "house rules". Orentia was designed with these rules in mind, but if you really don’t want to use all of them, we have listed them in order of importance and reccomend cutting out only those near the bottom.
Characters with spellcasting classes, and especially so subclasses that grant spellcasting, should have a story justification for why their character of all people was endowed with magical powers.
Secondary spellcaster characters may not use the optional spells from Tasha's Cauldron of Everything in order to limit their magical versatility.
Gritty Realism
In order to raise the stakes and make timeframes more realistic, use the Gritty Realism Resting optional ruleset found in the DMG. In summary, a short rest takes 8 hours and a long rest takes one week. Exhaustion should be removed via short rests rather than long rests to compensate.Additional Skills
In order to flesh out how characters interact with the world and to make Intelligence a more useful attribute, remove the History skill and give your PCs the following additional Intelligence skills: Scholarship, Recall, and Craft. More information can be found on our Skill Checks page.Dazed Condition
The Dazed condition is added as a weaker alternative to the Stunned condition.- A dazed creature cannot use bonus actions or reactions.
- A dazed creature makes all attack rolls with disadvantage.
- A dazed creature moves at half speed.
Lifestyle Expenses
In order to give money additional value, PCs should be required to pay for their lifestyles as shown on page 52 of the Basic Rules. To compensate, DMs should make sure to give PCs ample opportunity to seize valuable booty or earn a living through more conventional means.Rarer Magic
Magic is rarer in Orentia than in other worlds, and as a result, magic items are more valuable and spellcasters harder to find. As a result, magic is reacted to with awe and fear by most common folk and draws quite a bit of attention. Spellcasters who reveal their powers in public will quickly gain notoriety, and players will not find magic items as readily available for purchase in cities - especially uncommon and rare items.Characters with spellcasting classes, and especially so subclasses that grant spellcasting, should have a story justification for why their character of all people was endowed with magical powers.
Secondary spellcaster characters may not use the optional spells from Tasha's Cauldron of Everything in order to limit their magical versatility.
Scars and Maiming
To make characters more “piratey”, when a creature is reduced to 0 hit points, roll a d10. On a 1, it is maimed. Otherwise, if the creature survives they receive a permanent scar from the attack. The appearance and location of the scar is up to the player, or in the case of an NPC, the DM. Try to make them memorable! If a 1 is rolled and the character is maimed, roll a d4 to determine which body part is lost from the table below. The character permanently loses that body part, and loses 1 Strength, Dexterity, and Constitution until they either get a prosthetic to replace the part, find rare magic to regenerate it, or spend time to find some other way to cope with the missing part such as getting a wheelchair or learning braile. If a character should roll a part that has already been maimed, they may choose to roll again until they roll a part that has not yet been maimed.| D4 roll | Maimed Body Part |
|---|---|
| 1 | Eye |
| 2 | Hand or Arm |
| 3 | Foot or Leg |
| 4 | Ear, Nose, or Other. |

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