

Angela’s Mercy Laws for Lonely Gamers.
Sometimes in DND we don’t have enough have enough players who can play so with these optional rules your party can fill all the roles well without needing to rely upon a DNPC.
So many reason make me want to combine classes with players.
Rule of Burks:
**Characters with a constitution or strength of 16 or better have a body Factor of three may learn certain rogue abilities. If they a dexterity or intelligence of 14 can also add rogue abilities to their list as if they had a certain number of levels in rogue.
Their are no knightly orders under the rule of the hierophant and all paladins are branded as rune warlocks. For this reason all combat is learned in underground colleges and they are trained by anybody who can teach with whatever equipment that can be smuggled easily
A Burk in this case has these bonus feature in a party of three or fewer
- A Burk can disable traps and use thieves tools but with only half their proficiency modifier.
- A Burk is proficient in stealth and medium armor and shield never impose disadvantage on their stealth role
- A Burk has a mystic trap sense traps that are within 10 feet of them for any role
- A Burk can sneak attack as if they were a rogue 1/2 their fighter level
- A Burk who is flanking an opponent may go invisible for until the end of turn as a bonus action. This lasts until they hit with an attack or the end of their turn. they Can do this once per long rest.
Rule of Hares
A Hare in this case has these bonus feature in a party of three or fewer
**Characters with a Dexterity or Intelligence of 16 or better have a Mind Factor of three may learn certain rogue abilities. If they have a constitution or strength of 14 can also add fighter abilities to their list as if they had a certain number of levels in Fighter.
Anybody who who can drink a healing potion is considered a Rune Warlock. They are condemned to a life of underground resistance. Anybody and everybody who wants to be free is considered a career criminal. And the Hares are the best of the lot.
>A hare is proficient with medium armor and shields which never interfere with their stealth checks.
> A hare’s constitution is considered four points higher when determining their hit points at each level.
> A hare gains proficiency with three martial weapons of their choice.
>A hare can be considered a bard of half their level in terms of what spells they know and can cast
>A hare gains access the to the action surge ability and can use it as many times equal to half their proficiency modifier.
>A hare gains any three other skills and/or tool proficiency that they also have expertise in.
> A hare get two martial feats of their choice.
Rule of Daisy Skulls
Daisy Skulls in this can be used in a party of three or fewer
**Characters with a Dexterity or Intelligence of 16 or better have a Mind Factor of three may learn certain rogue abilities. If they have a constitution or strength of 14 can also add fighter abilities to their list as if they had a certain number of levels in Fighter.
If they have a charisma or wisdom of 14 can also add bard abilities to their list as if they had a certain number of levels in bard equal to half their total level.
All Daisy skulls are considered to Rogues 1/3 their character level with all the abilities that being a rogue.
There is no higher crime than unrepentant mysticism! No bigger lie than the claim of a soul! There is no bigger blasphemy than that a very, very hypothetical soul would be misplaced in a wrong-fitting body or granted powers for any reason! Especially that reason. Thus speaks your Hierophant!
- A Daisy Skull gains both the skilled and expertise feats if they have a dexterity of 14 or better.
- A Daisy Skull with a strength or constitution of 14 or better also gains proficiency in two martial weapons and two martial feats of their choice.
- A Daisy Skull with a wisdom or charisma of 16 or better also adds all bard spells to their list.
- A Daisy Skull with a charisma of 16 also has sorcery points and meta magic options and sorcery points as if they were a sorcerer 1/2 their level.
- A Daisy Skull with an Intelligence of 16 or better can learn and write spells into a spell book as if they were a wizard 1/2 their level they can also have all sorcerer and warlock spells to their spell list
- A Daisy Skull with a wisdom of 16 or better can also wild shape as druid of 1/2 their level.
- A Skull with a wisdom of 14 or better gains the channel divinity feature as a cleric of their choice as if they were a cleric of half their level
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Merciful Rules for busy Gamers
You may use these rules only when you have two hours or less at the gaining table. Some Missions must be complete within a before the they are noticed or they fail.
The three strikes and you’re out rule.
- Each time a party only has two or fewer gaming hours they are consider hurried and as such each member can take one additional bonus action on their turn.
- A hurried party member can also press a tactical position whenever they deals (1/4 its total hp) or 30 points of damage the can for a foe to take wisdom saving throw (DC12+ proficiency Modifier) and on a failure the foe is stunned for one round. This is considered strike one.
- A foe that is stunned and also receives (1/2 its total hp) or 60 pts of damage from a single players turn who has not pitched a strike yet imposes a semi-permanent disability on the foe this could be losing a limb of the dm’s choice or being stunned for 1d6 rounds
- Any foe that has sustained 120 points of damage must make a constitution saving throw (Constitution dc14+ proficiency modifier) or be considered brutalized at which point it only 10% their total HP and suffering from blood loss or its equivalent. This functions as the poisoned condition and remains until the foe heals itself. This foe has a 3rd strike and is out
- After three outs the inning/combat is over if the players remain at zero casualty’s for that combat. at this point the enemies move towards tactical retreat make a mad dash away
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Brutal Synergy
You may use these rules only when you have two hours or less at the gaining table. Some Missions must be complete within a before the they are noticed or they fail.
- After striking out a foe a hurried player may press fourth a tactical foothold the first foot hold is with martial characters who now have the option each martial character may once per turn roll a d6 and multiple their damage total from a single attack by the number on a d6. This effect lasts until there is a strike two.
- After a second out all spell casters get to cast any spell of their choice as if it was quickened and may still cast any other spell of their choice that is 3rdlevel or less.
- if after three outs and at least three combat round there are still more heroes than villains on the board then the villains start moving into tactical retreat
- After the third out all healers regain their spells if they have healed or enhanced any player at least twice that combat.
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Merciful Rules for schedule constrained students
If its something bards and gamers have in common its Colledge life. This boils down to 4 months playing once a week at best. This means there is a total of 16 campaign days maximum. To this end any group that agrees to only a 16-day campaign is considered constrained and make take with them these advantages.
- A constrained player always has three core objectives for each game day they are /Did I survive?/ -/Did I use the best of my abilities to help the party?/- and /Did the party defeat its opponents?/ If the answer is yes then you gain a level after each campaign day and may receive maximum hp for it.
- You may also take double level taking two levels each campaign day when there is only a total of eight or fewer campaign days to game.
- After attending three sessions in a row, you have become a veteran and may give yourself a rare magic item of your choice. Your character was presumed to be making this the entire time.
- Everyone in a constrained schedule gains a bonus feat of their choice after every three levels.
- After six straight campaign days a constrained player has captaincy and a team can custom forge mage relics for them at a reduced cost.
- for campaigns that are 32 game days long it is permissible to level up every other day but on off days your magic items can grow in rare power in ways such as this
- day 1= regular long sword
- day 3= +1 long sword
- day5= +1 long sword with 1d6 fire damage
- day7= +2 Long sword +1d6 fire damage
- day9 =+2 long sword=1d6 fire damage (Crits on 19)
- day 11=+3long sword=1d6 fire damage (Crits on 19)
- day 13=+3long sword=1d6 fire damage (Crits on 19) + 1 Minor ability
- day 15= as above + 1 minor ability
- day 17= as above + one major ability
- day 19= sentience + 1 special function ability
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Merciful Rules for Impoverished Gamers
If a player confesses that they can afford books, no dice, and no game pieces then they are considered impoverished, but that just lets them plan with the real Burks like they do on pirate ships and in underground colleges mate. A real pirate uses chessboards two cube dice and a fist of assorted coins and chess pieced these are tossed into your ruck sack and then tossed out on your galley chefs table whenever you like.
- For players that can’t get miniatures use these instead
- All Burks are true knights at heart so if you like get yourself a knights chess piece from a chess board and paint and decorate it however you like. If you do so you get the gaming like a gully burk advantage: (from now on your character builds their own magic arms and armor and cane have one custom rare item every four levels. 2 they are considered royalty on several northern islands on one of which they have a small keep on of them the magi teleports a bag of platinum to them once a week {10 platinum/level} 3 a ghostly construct atends to their needs out of combat and becomes a war steed in combat.
- All Hares are true scholars and nobles and only the deadliest of tower sniper thusly a hare may do a similar process with a rook piece to gain similar benefits to the Burks however their ghostly servant becomes a rune rifle in combat
- All skulls are the true kings and queens of the age and may get similar benefits however their ancestral spirit becomes a magic staff that evolves into a staff of the magi they can use see the constrained college student table for magic item leveling.
- Additionally, all skulls with chess piece like this automatically learn all of that staff of the magi spells when they get the next appropriate level for each spell.
- Any player may also take a bishop and be a primary healer for the party if they do this they can pick which of the three advantages they want.
- Their are ways to make origami boxes that can hold coins and you can draw chess pieces on them if you have nothing else.
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Merciful rules for dice poor players.
What kinda Pirate needs more than two cube dice.
- All dnd uses a d20 as its mechanic but their are only six possible rolls on any d20 roll and the rest are fluff they are 1: Humiliating defeat 2: Defeat 3: Near Miss 4: Net Gain 5: success 6: Glorious Victory. Thus anything a d20 can do a d6 can do
- There are ways to make an origami balloon cube you can have as a dice if you have nothing else.
- Proficiency modifiers can be factored into this by adding a second d6. Baloon cube.
- proficiency +2 grants the ability to have a box car blow out {2 sixes on the cubes mean you succeed [x3 damage] your weapon gains one more feature and you get a feat of your choice.
- Proficiency +3 grants double up : Whenever you roll doubles of four or better your Nat roll is considered to a 6
- Proficiency +4 or better any double up except snake eyes is considered a six. However when you roll snake eyes the magic in your weapon shorts out for 1d6 rounds thanks to the hierophant’s power.
- Proficiency +5 A snake eyes roll only shorts out a magic weapons for one round and you may reroll a primary dice on a role of a two.
- Now every pirate has got questions about how abilities impact this well here it is how works mate.
- A 12 or better or weaker means your a Piss ant with this ability. But even Pisants get Glorious success on when the dice be adding up to 11 total and to top it off you will even be considered hasted as per the spell right after ya hit.
- Now a 14 that’s something respectable whenever you roll a seven between the two dice you get to roll both of them or either of them if you wish.
- The big Money is when you gota 16 in a core ability mate. that means a roll 0f 4,5,9,and 10 always get you an extra bonus action we the one finger salute.
- Now here the thing make if you got an 18 in a core state a box car blow out also happen on an 11 but you just wont get any prizes with it
- But fare warning with core score of 10 or worse will net 3d6 damage should you also ever roll a snake eyes with lady lucks eyes.
- Now Mate I here you asking about rare magics and let me tell you this you plus factor has some special rules to it.
- If your relic is a +1 at least you get to use your second dice as a multiplier however this multiplyer is only equal to 1 + 1/3 the roll on the other d6 this is the gift of red runes
- if your relic is a +2 you multiplier be 1+2/3 the roll of a d6
- now if you got yourself +3 your multiplier is a 1+ a d6 and if you get a total roll of 11 or better you can also action surge and do your whole turn over.
- Merciful Rules for impoverished mages
- Now the next question you got for me what do you do if your a fancy pants spell caster well you got three basic choices.
- Mages and Sages (this is to say experts in martial combat) can also use their primary cube dice as if it was a secondary multiplier but only when the total number adds up to be nine or better.
Only one of these attacks can be made a round instead of spells or multiple attacks.
- For example: lets your primary dice roll is a six and your secondary multiplier roll a 3 take together this means you hit and do 18 points of damage however when you do this if you have a proficiency modifier of at least +3 you may also double damage instead of rolling multiple dice. In this way you can resolve a fire balls damage by rolling only 2d6 instead of 10 d6 cube dice.
- When you have proficiency of a +4 you may add 1/3 your primary dice number as a secondary multiplier. For example: let’s say again that you get a six on your primary and a three on your secondary you now do 18 pts damage but now as a secondary multiplier you can add 1/3 your first d6 roll +2 so in this case { [6]/3}+2} x 18= 72 total points of damage but doing this consumes a spell of 4th level or higher and martial characters can only do this a number of times per day equal to the proficiency modifier.
- Finaly, you got you folks with a proficiency of +4 or better they get a second multiplier that is 1/2 a d6 roll instead of a plus +2 but this always consumes their highest-level spell slot, and Martial characters can only do this once per day. Now lets look back at our original roll of 6 on the primary and 3 on the secondary that gave us { ([6] /2) +3} x 18= 90 total points of damage
- Now for those of us who don’t like math we also have rune riffles these deal primary dice damage x your proficiency modifier and either your intelligence or dexterity modifier on top of that. So with a primary roll of 6, a 20 intelligence and a proficiency modifier of plus 5 you can also do { [6]x (5+5)} = 60 total points of damage with a rune riffle or half as much with a rune pistol but you can hold as many as three of those on a belt.
- Mind you when you’re doing any of this fancy rune work, you’re not doing anything’s else as your action.
2 Cube die rules for fancy pants monks, fighters, and other folks with multiple attacks
- you do just do like we did up top mate except now instead of and extra multiplier you gain attacks instead so let’s imagine that first bloke now shooting a magical arrow with his primary role of 6 and secondary role of 3 the this is how that would break down.
- With a plus proficiency bonus they also get two attacks to make the first of which we know does 18 points damage the second could even be a box car blowout.
- just as before with a +4 proficiency these blokes now do 18 points damage first attack you still get 2+ {//1d6// [6] /3} += 4 total attacks to make the first of which did 18 points. however, this can only be done a number of times during the day equal to your proficiency modifier.
- Likewise with a + 4 proficiency modifier they would get 6 totals attacks to use how they want but they can only do this once per day.
- Now you really lazy Folks who really don’t like math always got grenades and crossbow turrets they spit out a number of shards = equal to your proficiency modifier and can even target a number of foes equal to your intelligence modifier. So, with an intelligence of 20 and a +5-proficiency bonus a roll of a 6 will let you target up to 5 foes and deal them 30 pts damage each.
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