1. Notes

Orion Rules and Errata

See all our errata and custom server rules below. 

Table of Contents 

  1. Character Creation
  2. Races
  3. Classes/Subclasses 
  4. Mechanics 
  5. Downtime
  6. Spells 
  7. Items 
  8. Orion Server/Other
  9. Recent Errata

 

1. Character Creation

 

The racial feats and starting stats from human variant and similar races are PERMANENT when placed.

 

Any magic variant of a mundane item requires that you start with the corresponding mundane item. To have a Shortsword of Warning, for example, you need to start with a Shortsword or buy one with starting gold. This rule applies to armor as well.

 

2. Races

 

Gnome

Gnome Cunning is replaced with Mental Fortitude: You have advantage on all Intelligence, Wisdom, and Charisma saving throws.

 

Kitsune

The Kitsune attack does not count for the monks unarmed attack or monk weapons. However you may replace bludgeoning with slashing when you strike with them.



Kobolds
Kobolds no longer have -2 STR, their new ASIs are +2 DEX and +1 INT to be in line with other races.

 

Leonin

Instead of getting Common and Leonin as a language, they learn Common and one other language of their choice.

 

Pallid Elf

Incisive Sense: You have advantage on Intelligence (Investigation) checks or Wisdom (Insight) checks. You may choose which to get advantage on at character creation.

 

Satyr

Magic Resistance is replaced with Mental Fortitude: You have advantage on all Intelligence, Wisdom, and Charisma saving throws.

 

Toran

The Toran claw attack does not count for the monks unarmed attack or monk weapons. However you may replace bludgeoning with slashing when you strike with them.

 

Veldalken

Veldalken Dispassion is replaced with Mental Fortitude: You have advantage on all Intelligence, Wisdom, and Charisma saving throws. 

 

Vespidan

Queen Vespidan Stinger's DC is based off Constitution like the other Vespidan subraces instead of Strength

 

Visperines

Start with Common and +1 Language

 

Yuan-Ti Pureblood

Magic Resistance is replaced with Mental Fortitude: You have advantage on all Intelligence, Wisdom, and Charisma saving throws.

 

3. Classes/Subclasses

 

Artificer

  • May choose ATLAS/homebrew spells that are added to the Wizard list
  • The Artificer may select optional firearm proficiency
  • Magic Item Adept’s second feature is banned. Crafting time and cost is not reduced and is the same for all classes.

 

Bloodhunter

Profane Soul may choose ATLAS/homebrew spells that are added to the Warlock list

 

Warlock 

The invocation Books of Ancient Secrets's ritual book is kept stationary no matter what job crystal you have equipped. Ie, if you switch between JC's you cannot change the spells you have learned already.

 

Witch

  • Find Familiar does not count against spells known for The Witch.
  • Receives starting gold and may choose ATLAS/homebrew spells that are added to the Sorcerer list
  • The witch may start with one spirit bound
  • Spirit of Generosity Passive ability- You can only use this Spirit up to a max of 3rd lvl spell slot up a max of your proficiency bonus per day. 
  • Spirit of Trust Release - You can only give this DC release up to a max of a 3rd lvl spell slot.
  • Unity witch lvl 6 ability- Forceful Presence: Replacing the amount of times with Charisma modifier to - You can only rebind once per day and at 14th level you can do this twice per day.
  • Covenant of Unity 14th Level Ability -  Pale Host: Additionally, once your possession ends, you cannot benefit from this ability again until you finish a long rest.
  • Shadow's Witch, Level 10 ability - Dark mimicry: You still use a shadow to do your somatic and verbal spell components, so yes, this is ruled as counterspell-able.

 

Wizards 

  • Your wizard’s spellbook is kept stationary no matter what job crystal you have equipped. Ie, if you switch between JC's you cannot change the spells you have learned already. 
  • Every wizard has the savant feature for every school of magic. 

 

Subclasses


Ancestral Weapon - Sorcerer

  • At level 1, your hit point maximum increases by 1 when you take this class, and increases by 1 for every level in the class afterwards you take. See Expert Manual for more info.
  • The 1st level feature, Ancient’s Aegis, now reduces any bludgeoning, piercing, or slashing damage the target takes by 2 + your sorcerer level divided by 4 (previously 4 + half of sorcerer level).
  • The 6th level feature, Weapon Channeling, can now be used with cantrips or 1st level sorcery spells that have either a spell attack roll or use a weapon attack roll in the spell.

Ancients - Paladin

Nature's Wrath Channel Divinity is now as follows: 

You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Dexterity saving throw or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

 

Arcane Archer -  Fighter

  • You now receive an additional two Arcana Shot options at Level 7 and Level 15 in this subclass instead of one option. 
  • At Level 10 in this subclass the damage dealt by your Arcane Shot options increase by 1d6

 

Armorer - Artificer 

  • For the purposes of Artificer Infusions and the 9th Level Armorer feature Armor Modifications, if you wear Magical Heavy Armor then all parts of your Armor count as Magical (Armor, Boots and Bracers). Your Weapon can be infused as normal.

 

Banneret - Fighter

You may choose this subclass with any background 

 

Battlerager - Barbarian 

You may choose this subclass with any race



Beast Conclave - Ranger

  • The companion acts on your initiative and obeys commands as best as it can, letting you determine its actions, decisions, attitudes, etc. If you are imcapacitated or absent it acts on its own. 
  • If your companion does not have at least three hit die, then you can add hit die until the creature has three hit die and increase its hit points accordingly. Additionally, for each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
  • Starting at 7th level, attacks made by your animal companion count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

 

Bladesinger - Wizard

You may choose this subclass with any race


Chain - Warlock

  • May also summon the Satellite Familiar found in ATLAS
  • You may summon your special familiars with the spell Flock of Familiars

Dragon Apprentice - Ranger

  • You may choose one (not both) of Fabricate or Polymorph as your character's 13th level Dragon Apprentice Magic spell
  • 3rd level feature is now a bonus action to be for 1 minute
  • 15th level find steed will be wyrmling stat block - Excluding Dragon Turtle Wrymling it's the only cr 5 among the wyrmlings. There is no Dracolich/Shadow dragon Wrymling stat block and thus not available either.

 

Echo Knight - Fighter

Haste extra attack does not let you use Unleash Incarnation

 

Great Old One - Warlock

  • The 1st level feature, Awakened Mind, now let’s the creatures you telepathically communicate with respond back
  • Now when you use the 6th level feature, Entropic Ward, if the enemy attack misses you, attacks you make against the creature have advantage until the end of your next turn.

 

Gunslinger - Fighter

Fighter Gunslinger may start with a pistol as Starting Gear. 

 

Nebula - Warlock

Star Formation uses an action to perform.



Primeval - Druid
Circle of the Primeval Druids get their Guardian Form ability at 2nd level rather than 3rd level, silly Codex of Allies.



Rider - Dragon Knight

The first paragraph of the 3rd level feature has been changed to: 

You and your dragon are able to co-ordinate to disorientate your enemies. When either you or your dragon hit a creature with a melee weapon attack, the creature has disadvantage on any attack roll that doesn't target you or your dragon until the end of your next turn.

 

Storm Herald - Barbarian 

The 3rd level feature, Storm Aura, changes to: 

Desert. When this effect is activated, each creature of your choice in your aura takes 4 fire damage. The damage increases when you reach certain levels in this class, increasing by 1 at 6th level, then again at 10th, 14th, and 20th level.

Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing by 1d6 at 6th level, then again at 10th, 14th, and 20th level.

Tundra. When this effect is activated, each creature of your choice in your aura gains 4 temporary hit points. The temporary hit points increase when you reach certain levels in this class, increasing by 1 at 6th level, then again at 10th, 14th, and 20th level.

The 14th level feature, Raging Storm, Desert and Sea Aura effect changes to: 

Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to make one attack against that creature, as your fiery rage propels you to retaliate.

Sea. When you hit a creature in your aura with an attack, you can force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.'''

 

Valor -  Bard

When using the 3rd level feature, Combat Inspiration, for a weapon damage roll, the inspired character may also add your charisma modifier (min of 1) to the Inspiration Die. See Expert Manual for more info. 

 

4. Mechanics

 

Spellslinging

You may cast as many leveled spells as your action economy allows. 

 

Flanking

Now gives a +2 bonus to hit instead of advantage.

 

Firearms/Guns

Firearms are it’s own weapon-type and is considered to need a feat or racial ability to use and gain your proficiency bonus unless your class or subclass starts with the proficiency. 

 

Great Weapon Master Feat

The second benefit is changed to the following: "Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a penalty to the attack roll equal to the Tier of the quest. If the attack hits, you add twice this penalty to the attack's damage."

 

Sharpshooter Feat

The third benefit is changed to the following: "Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a penalty to the attack roll equal to the Tier of the quest. If the attack hits, you add twice this penalty to the attack's damage."

 

Tiers for GWM and Sharpshooter Feat as below:          

Level Tier Hit Damage
3-4 I -1 +2  
5-8 II -2 +4
9-12 III -3 +6
13-16 IV -4 +8
17-20 V -5 +10

 


Two-Weapon Fighting Style 

When you engage in two-weapon fighting, you can now add your ability modifier to the damage of the second attack. Additionally, whenever you engage in two-weapon fighting, you can make one extra attack as a part of that Attack action instead of using your bonus action.

Racial Hybrid Feats in Expert Manual

You may not take a Racial Hybrid feat if it corresponds to the same race you already are. Example: If you are a Tiefling, you cannot take the Corrupted Soul racial hybrid feat.

 

Charger Feat

  • When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
  • If you move at least 10 feet in a straight line immediately before taking this bonus action, you gain advantage on your attack roll or attempt to shove. Additionally, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

 

Defensive Duelist Feat

  • Prerequisites: Dexterity 13 or higher 
  • When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add 1 + your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

 

Grappler Feat

  • The first creature you grapple doesn't reduce your movement speed.
  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is restrained until the grapple ends.



5. Downtime

 

Downtime

At the beginning of the month, every character that has played in at least one game already will be given 4 weeks of Downtime to use in downtime activities listed in the Orion GDrive or in Xanthar's Guide to Everything

 

Buying Magic Items

  • You may add a bonus of +5 to buying magic items with Downtime due to the high magic setting of the world
  • Using this Downtime, you may try and purchase anything from the Dungeon Master's Guide (DMG), Xanathar's Guide to Everything (XGtE) and All the Stars in the Sky (ATLAS)
  • Robe of Useful Items can no longer be bought with Downtime
  • Tomes can not be bought with Downtime
  • Efreeti Bottle can not be bought with Downtime

 

Crafting

Crafting of Custom magic items and Module-specific items is currently disallowed.  We are working to develop a fair system to support them in the future.

 

Gambling

XGtE Gambling Downtime has a cap of 1,000 gp on bets. Please see our special high-stakes for larger bets. 

 

Learning Proficiencies

Tool and Language proficiencies acquired via downtime are persistent benefits. If you change (sub)classes, they remain. However, they do not grant expertise if you acquire the same proficiency through other means.

 

Volunteering

The Volunteering option to earn Orion Crowns must be cashed in for a given month by the end of the next month.  To Volunteer based on your quests played in September, for instance, you must spend that Downtime by the end of October.

Along with this, it's always your current level that earning those Crowns is based on.  Even if your character was only level 4 at the end of September, if your character is level 5 when you spend the Downtime weeks during October, you can earn the relevant reward (in this case 2 Crowns per week instead of 1).

 

6. Spells

 

Wizard's released a couple changes to Xanathar's Guide to Everything, available here: https://media.wizards.com/2020/dnd/downloads/XGtE-Errata.pdf  

 

Flock of Familiars 

Familiars summoned by this spell must use the options presented in the Player's Handbook.

 

Galder's Tower

Don't look to make RP homes inside/just outside Waterdeep.  Until you can purchase land, the guards are likely to evict you for magically squatting on someone else's property.

 

Starlight Spear 

  • Now deals 2d8 radiant damage on a hit and has the reach, thrown (20/60 ft.) and versatile properties.  While wielded in two hands, its weapon damage dice become an equivalent number of d10s (2d10 at second level, for instance).  This spell no longer deals additional radiant damage after movement.
  • The weapon conjured counts as a spear
  • The scaling remains similar, becoming 3d8 when using a 3rd or 4th level slot, 4d8 using a 5th or 6th level slot, and 5d8 using a 7th level or higher slot.

 

Simulacrum 

Created Simulacrums have no spell slots higher than 6th level.

 

Wish 

Wishes that attempt to rewrite reality automatically fail.  Our space-time fabric is made of sterner stuff.

 

Clone 

The amount of time necessary for a Clone to mature is 30 days in Real Time.  This effect bypasses our Permanent Spell Effect rules in that you need not be able to cast the spell to benefit from it (such as when you are on a quest with a lower Job Crystal).  Using a Clone to revive follows our same Resurrection rules including a death check for your 4th+ death.

 

Companion Effects 

Some spells (Create Homunculus, Create Undead, Find Familiar) create NPCs at the player's disposal. While we encourage GMs to allow these effects and explore them, they may choose not to allow these companions during a quest for the sake of making combat balance easier to achieve. Please forewarn GMs if you plan on using spells of this type.

 

Permanent Spells

If the conditions below are no longer met, a permanent spell will lose effect and return once you meet them again:

  • Character Level - For the duration of a quest, a character must be synchronized with enough class levels to cast the spell. Refer to wizard spell slots to determine the level when your character can maintain different spell levels applied to their possessions.
  • Learned Spellcasters - Classes that learn spells must have the spell which produces the effect equipped as a known spell when participating in a quest.
  • Prepared Spellcasters - Do not need to prepare a spell with permanent effects in order to receive the benefits. However, the spell must be one they can prepare or cast.
  • Location-based Effects - A general area may be specified, Waterdeep, character's residence, etc, but specific Faerun locations, especially named ones, should not be. GMs have the ability to overrule this for a quest, but the permanent effect will fade after the quest has been run.



7. Items

 

One size fits all. Any magical item will adjust its size to fit your tail, clawed foot, wing, etc etc. This is so that our monster races can still wear boots, and anything else like a normal race

 

Mount items not to be worn on creatures - in light of the above that means horseshoes of speed and horseshoes of Zephyr cannot be worn by Centaurs but only mounts.

 

Bonecutter - does not work on PC summoned creatures

 

Staff of Dunamancy - Attunable by all arcane casters (Wizards, Sorcerers, and Bards).

 

Bilgewater Cutlass is not able to be used with generic variants, it must always be a scimitar.

 

The new unarmed weapons do not stack with Insignia of Claws or Dragon Force Fists

 

Banned Items

Horn of Valhalla and variants

Horn of Endless Maze

Bag of Beans

Deck of Many Things

Bag of Devouring 

Butcher’s Bib

Orb of the Veil

Staff of the Ivory Claw

All Vestiges (from Wildemount)

Luxon Beacon

Helm of the Gods

Pyxis Of Pandemonium 

Two-Birds Sling

All Artifacts from Theros

Blade of Ledros

War Staff

All the Artifacts from Exploring Eberron

Grieving Tree

Keeper's Fang

The Blade of Truth

All Dragonmark items

Soarsled

8. Orion Server/Other

 

Player Character Death

  • Your character is able to die and be brought back to life by a spell, quest event, clone etc up to three times without complications. 
  • After your character has died and been brought back three times, you must make a ‘Death Save’ in the event of another death in order to see if your character is able to come back or not this time. This is due to the soul being exhausted or other forces trying to pull back your soul after escaping death so many times. 
  • If you die and are brought back by Revivify in a quest, it does not count against your three deaths.
  • Being brought back by the Clone spell counts against your three death counts.
  • The Orion Guild Hall will bring back a dead character using the spell Raise Dead up to three times without any monetary cost as long as the character meets the requirements of the spell. These still apply towards your death count.
  • Spells that do not work on Awaken Undead or Ghosts will work as normal, however they may be brought back to the Orion Guild Hall and can be brought back there through a special Raise Dead as long there is a body/ectoplasm.

 

Orion Crowns

  • Common magic items are ignored by the Orion Crown system.  They are neither bought with Crowns, nor count against earning Crowns on quests.
  • Any other non-consumable magic item you gain from going on a quest counts against earning Crowns.  This includes RP exchanges, or even buying a magic item.
  • Duplicating a magic item by spending Crowns does not count against earning Crowns - that occurs after the quest, after ALL loot from that quest has been distributed.

 

ATLAS Beasts

The beasts from ATLAS have a new typing: Space Beasts. This means they cannot be subjects of polymorph or wildshapes.

 

Animal Companions

Unless mentioned otherwise by a player's feature, animals brought along on quests by players should receive death saves as if they're player characters. This applies to companions of the dragon knight or the beastmaster ranger, whose companions are crucial parts of the subclass action economy, and to animals purchased mundanely by players from the PHB Mounts and Vehicles section. Massive damage rules apply by default on this server though they can be waived, so treat your creature companions nice

 

Extended Familiars List - Link here

  • You can now summon more types of familiars with the Find Familiar spell. If you are not using a PHB allowed familiar please use the Orion Extended Familiar List in the Player GDrive.
  • Each time you summon a familiar from the extended table, you must spend both the GP and spell slot listed. 
  • If you dismiss your familiar or it dies, you must spend the GP and spell slot again to resummon it. 
  • Any concentration spells your familiar casts uses your own concentration. 

 

Pets

Pets for chat RP is fine and do not require stats except for flavor, but provide no mechanical benefit. Pets may only provide mechanical benefit for the GM’s sessions who gave you the pet and has agreed it is okay. 

 

Player Housing

We believe that your character's living arrangements are an important part of how you roleplay and that not every character need reside in the guildhall. Take some time to consider what kind of housing arrangements your character would have access to in the world, as they can't create canonical content.

 

You might have a good idea of the approximate wealth of your character, whether they reside in a house owned by their family, by someone else, or in a particular area (such as a crate under a bridge). Also take some time to consider which major city they are stationed nearby, as major cities contain the orion guild teleportation circles.

 

Your character's home can't be tied to a specific location or NPC; living in a named NPC's home or a named location like the Hall of Wonders without support of faerun canon is a no go. If you belong to a canonical group like the Flaming Fists, it may permit you to choose additional named locations that your character may have access to. Please speak with Fabled before character building if you'd like to receive this option. This rule can be relaxed in the case of NPCs and locations created by Orion GMs (assuming that GM grants permission). By keeping the exact address and details vague, you're welcome to say that your noble lives on a family estate outside Waterdeep, or that your criminal lives in a safehouse somewhere in Baldur's Gate.

 

Finally, while roleplay housing affords your character shelter, food, and some amenities, it doesn't provide mechanical benefits. Nonetheless, hopefully this lets you play more truly to your character's unique story! We won't be making channels for everybody's houses, but you may roleplay in the house through an appropriate roleplay channel, private messages, or a discord group.



9. Recent Errata

See below for recent errata. They may be moved from this section at a later time.

 

 

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