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Sibra

Variant Rules

 
  1. Flanking: Advantage in melee if you’re attacking directly opposite from an ally
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  3. Cover: Creatures and allies grant cover if in the way of shots. Attack roll on obstruction if attacker rolls nat 1. See section on cover below.
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  5. Dash: A character may only dash once per round, regardless of the source of the dash (action/bonus action). Expeditious Retreat permits one additional dash.
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  7. Holding Breath: A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). Doing anything taxing (an action or taking damage) while holding your breath reduces this amount by 30 seconds. See 5e rules for suffocation when out of breath.
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  9. Status conditions:We're using new condition definitions from D&D 2024. The difference is mostly minor clarifications in how incapacitated/unconcious/grappled work: Link to Rules
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  11. Currency: Trian currency is worth 3x its value while in Sibra, but your purchasing options are more limited. A medkit costs 15x the usual price and requires black market dealings in most circumstances.
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  13. Skill Checks: A character may use their bonus action to make a non-interactive skill check. Perception, insight, etc. An interactive skill check requires the use of an action. Searching a person etc.
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  15. Intimidation (Optional): A character may use their strength modifier to make an intimidation skill check, provided the intimidation is intended to be due to raw physical characteristics like size or strength.
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  17. Resting: See below.
 

Resting Rules

  Warm Sleep
This is a situation in which a character gets a full night of quality sleep. Their environment is warm, dry, and comfortable. This is usually achieved in the comfort of an inn, home, or camping in safe conditions with appropriate gear. A character who gets good rest recovers 1 hit die and 1 level of exhaustion, may spend Hit Die, and regains all abilities that normally recharge on a Short Rest. Juicers: Gain 1 rage. Casters: Gain a third of their spell slots rounded down, per sleep. IE a character with 4 level 1 slots and 2 level 2 slots gets 8/3 = 2 spell levels per warm sleep   Each sleep also counts as a short rest for the purpose of short rest ability replenishment.   Long Rest
This is a prolonged period of rest that covers day time activity as well as night time activity. A long rest requires 2 sequential days of light activity and 3 nights of warm sleep. Characters must not participate in strenuous activities of body or mind. If there is a day or night in which these conditions are not met, 1 further day of rest will be needed. A long rest recovers all HP, all exhaustion, all hit die, and all abilities that recharge on a long rest.   Short Rest
There are two scenarios that qualify as a short rest.  
  1. A short rest is 2 hours of warm rest. A campfire, lunch, etc. Max one in a day.
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  3. An overnight rest in typical travelling conditions also counts as a short rest. Camping with appropriate gear and assigned watches in a dangerous area, for example, counts as a short rest.
You may spend hit dice on short rests, and short rest abilities are replenished. An interrupted short rest adds an hour to its duration.   Rough Rest
This is a situation in which a character may sleep for the night, but their sleep is lacking. Bad conditions, frequent waking, or less than 6 hours of sleep are common rough rest situations. A character who gets rough rest suffers no penalties and gains no benefit.   No Rest
This is a situation in which a character does not sleep but remains awake and alert throughout the normal sleeping period. Rough rest requires a DC10 wisdom save, else the character falls asleep at some point during the night and gets rough rest. A character who gets no rest suffers 1 level of exhaustion.   Negative Rest/All Nighter
This is a situation in which a character not only does not sleep, but continues to be active throughout the normal sleeping period. A character who gets negative rest suffers 2 levels of exhaustion.  

Cover Rules

  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 three-quarters 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 three-quarters cover if about three-quarters of 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.

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