Secret Charms of Sharn [Eberron, 5e] (Inactive)

Game Master Dreaming Warforged

Sharn beckons the strong and the weak with the hope of a better life. In the aftermath of the Last War, as entire armies are disbanded, new countries seek recognition, and old countries prepare for the Next War, every individual tries to find a new place in the new world, and leave the old wounds behind.


General Structure of Sharn:

Sharn extends horizontally and vertically. Sharn is divided into five quarters than span vertically across Lower, Middle, and Upper Sharn. The five quarters are Central Plateau, Dura, Menthis Plateau, Northedge, and Tavick’s Landing.

A ward is a combination of quarter and level. For example, Dura, a quarter, is further split into three wards: Lower Dura, Middle Dura, and Upper Dura.

Skyway floats above the highest towers of the five quarters, while the Depths is the name given to the sealed ancient ruins lying underneath Lower Sharn. Deeper still are The Cogs. Finally, Cliffside is a small harbour ward on the edge between Lower Dura and the Dagger River.

Screen:

TURN
Move (can be broken down between attacks, getting prone is free, getting up costs half)
Take an action (attack: grapple and shove can replace extra attacks)
Bonus Action (one max, some spells count as bonus actions: the action cast can then only be a cantrip)
Free actions
Interact with an object (one max)
Reaction (AoO when leaving the threatened zone only)

ACTIONS
Attack (critical hit: Roll all of the attack's damage dice twice then add any relevant modifiers)
Cast a spell
Dash (extra move)
Disengage
Dodge (attacks against you have disadvantage)
Help (give advantage to an ally for a check or a single attack)
Hide (roll Stealth)
Improvised action
Ready (needs a trigger; readying a spell implies it is cast and held, using concentration
Search (perception or investigation checks)
Use an object

CONDITIONS

Blinded
A blinded creature can't see and automatically fails any ability check that requires sight.
Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.

Charmed
A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
The charmer has advantage on any ability check to interact socially with the creature.

Deafened
A deafened creature can't hear and automatically fails any ability check that requires hearing.

Exhausted
Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

Frightened
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
The creature can't willingly move closer to the source of its fear.

Grappled
A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
The condition ends if the grappler is incapacitated (see the condition).
The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.

Incapacitated
An incapacitated creature can't take actions or reactions.

Invisible
An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.

Paralyzed
A paralyzed creature is incapacitated (see the condition) and can't move or speak.
The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Petrified
A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
Attack rolls against the creature have advantage.
The creature automatically fails Strength and Dexterity saving throws.
The creature has resistance to all damage.
The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Poisoned
A poisoned creature has disadvantage on attack rolls and ability checks.

Prone
A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
The creature has disadvantage on attack rolls.
An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.

Restrained
A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
The creature has disadvantage on Dexterity saving throws.

Stunned
A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.

Unconscious
An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings
The creature drops whatever it's holding and falls prone.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

COVER
Half-cover (if an obstacle blocks at least half of its body): +2 AC and Dex saves.
Three-quarters cover (if an obstacle blocks at least three-quarters of its body): +5 AC and Dex saves.
Total cover (if it is completely concealed by an obstacle): cannot be targeted by an attack or a spell.