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These are rules for use with 5th Edition D&D and 5-Neal to creating a character in Arcadia.

Note: These "rules" will differ between campaigns. These are not set in stone.

Stat Generation[]

4d6d1 or Koibu’s Custom Point Buy System (300 points)

No more than 17 in any one stat at 1st level (after feats and racials).

Permitted Sourcebooks[]

  • PHB
  • DMG
  • XGE

Lineages: Restricted[]

Restrictions may differ based on lore of the region the campaign takes place in. Rules will changed based on player preference as well as campaign theme.

Standard Lineages[]

Lineage Restriction
Dragonborn All - Not Native to The World
Dwarf No Restriction
Elf All - Alien mindset
Gnome Forest
Half-Elf Variants
Half-Orc No Restriction
Halfling Ghostwise - Not Native to The World
Human No Restriction
Tieflings All - Not Native to The World

Exotic Lineages[]

Lineage Restriction
Aarakocra All
Aasimar All - Not Native to The World
Changeling All
Eladrin All (Same as Elf)
Fairy All
Firbolg All
Genasi All
Githyanki All - Not Native to The World
Githzerai All - Not Native to The World
Goliath All - Not Native to The World
Harengon All - Not Native to The World
Kenku All
Locathah All - Not Native to The World
Owlin All - Not Native to The World
Satyr All
Shadar-Kai All - Not Native to The World
Tabaxi Region Locked to Rabara
Tortle All
Triton All
Verdan All - Not Native to The World

Classes: Restrictions and alterations[]

These Classiest restrictions only apply to Neal's campaigns in Arcadia either for Lore Reasons or Neal's preferences.

Class Restriction
Barbarian
  • Path of the Ancestral Guardian
  • Path of the Totem Warrior
    • Aspect of the Beast: Eagle
    • Totemic Attunement; Eagle
  • Path of the Storm Herald
  • Path of the Zealot
Bard
  • College of Whispers
Cleric
  • Tempest Domain
  • Grave Domain
Druid
  • Circle of Dreams
  • Circle of the Sheperd
    • Faithful Summons: Only works when you are reduced to 0 hp. Summons vanish when you reach 1 hp.
Fighter
  • Eldritch Knight
  • Arcane Archer
Monk
  • Way of the Drunken Master
    • Tipsy Sway --> Redirect Attack --> The creature must re-roll the attack against the new creature.
  • Way of the Open Hand
    • Quivering Palm --> Removed
  • Way of the Kensei
  • Way of the Shadow
  • Way of the Sun Soul
  • Way of the Four Elements
    • Clench of the North Wind --> Cast as a bonus action on a target that you hit.
    • Flames of the Phoenix --> 3 ki points, strike a hard surface, fireball is cast centred on where you strike. Does not affect...
    • Mist Stance --> 2 ki points, must touch an object in the process, the spell last until you've passed that object.
      • Can be used to slip though prison bars, under a doorway, etc., but not to float about
    • Ride the Wind --> No level requirement, 1 ki point, cast jump instead of fly
    • River of Hungry Flame --> Removed
    • Shape the Flowing River --> Must be touched
    • Water Whip --> Removed
    • Wave of Rolling Earth --> Removed
Paladins
  • 95% restricted unless you're 100% devoted to being an avatar of your god.
Ranger
  • All (Too magical in nature compared with 2e version)
Rogue
  • Arcane Trickster (too magical for Rogue class in setting)
Sorcerer
  • Draconic Bloodline
  • Divine Soul
  • Shadow Magic
    • Shadowwalk --> Once per short rest. Shadows must be connected.
  • Storm Sorcery
Warlocks
  • 95% restricted unless you're 100% devoted to being an avatar of your demon.
Wizard
  • School of Evocation
    • Sculpt Spells --> Creatures you choose who pass saves take no damage, else they take half. No automatic success
  • School of Necromancy
  • School of Transmutation
    • Minor Alchemy --> The material also reverts if you lose sight of it.
    • Master Transmuter --> Remove Panacea, Restore Life, and Restore Youth

Feats: Restrictions and alterations[]

  • Alert
    • Gain a bonus to your initiative equal to 5 plus your proficiency bonus. No other features.
  • Athlete
    • Climbing is at half speed, but you have advantage on climbing checks.
  • Actor
    • No mimicking speech of other people
  • Bountiful Luck
  • Crossbow Expert
  • Dungeon Delver
    • Remove resistance to damage dealt by traps.
  • Dwarven Fortitude
  • Elven Accuracy
    • Only applies to attacks made with bows. (Not crossbows)
  • Fade Away
  • Keen Mind
    • Replaced by Direction Sense
    • Increase your Wisdom by 1, to a maximum of 20
    • You always know which way is north, unless you have been moved to a place where you cannot see the sky while your vision was obscured (unconscious, blindfolded, etc.)
    • You always know how many hours are left in the day or the night as long as you can see the sky.
  • Magic Initiate
  • Orcish Fury
    • Only applies to melee weapons.
  • Ritual Caster
  • Second Chance
    • Once per short rest.
  • Sentinel
  • Sharpshooter
  • Shield Master
    • 2nd feature now reads, “If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect,” ignoring the “that targets only you”.
  • Skulker
  • Spell Sniper
  • War Caster
    • Removed the "You can perform the somatic components of spells even when you have weapons or a shield in one or both hands." section. Still cast spells as an attack of opputunity.

Holding your breath / suffocation[]

A character that exerts themselves cuts the time they can hold their breath in half. Swimming is exertion.

Movement[]

A character may only dash once per round, regardless of the source of the dash. For example, a rogue may move, attack, and bonus action dash, but may not move, bonus action dash, action dash. Expeditious Retreat is the exception to this and permits one additional dash. Haste already increases your speed, so it does not allow any additional dashes.

Swimming is heavily impacted by encumbrance. A character may swim normally as long as they are carrying weight less than or equal to their strength score. They may tread water if they have weight greater than their strength score, but less than or equal to twice their strength. If a character has more weight on them than twice their strength score, they cannot swim and must sink. Do not count buoyant gear in this calculation (wooden staff, water skin, etc.) For deeper understanding on this, please look up records for “swim up” weights. Don't swim in armor kids.

≤ Str | Normal swimming
> Str | Tread water
> Str x2 | No swim, only sink

Lighting[]

Size of light provided by mundane sources has been changed to match those of ADND 2e.

Bright / Dim -> Total in feet
Torch 5/10 -> 15
Lantern 10/20 -> 30
Campfire 15/30 -> 45

Literacy[]

Characters are illiterate unless they have had been taught, and most characters haven't. Usually only characters from clerical or noble backgrounds may be literate.

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