1. Notes

Release Note Version 0.1

Version 0.1

Date: 12/22/20

Hello! I am very excited to proclaim that 5e: Adrovia version 0.1 is completed!

What does this mean, exactly?

5e: Adrovia version 0.1 means that I am able to run 1st and 2nd level games, as well as character creation, without too much hassle. There is a rigid backbone for the game, and a few overarching stories the world is waiting to tell. Here is everything that's included in this version, that is not already included in base D&D 5e:

Boons: The lifeblood of 5e: Adrovia is boons. They permeate all levels of play in the game. Each one changes the game in some noticeable way, some more than others. As of writing this, I have created 180+ boons, which can all be found here. They are too numerous and complex to all describe here, but they are truly the thing that sets 5e: Adrovia apart from the base game.

Spells: Importing spells, converting them, and categorizing them is a tedious process. So far, I have imported all Cantrips, 1st, and 2nd level spells that I found suitable. I have categorized all Cantrips and 1st level spells, which you can find here.

Counterspelling: Spellcasting has stayed mostly the same, but with the addition of spellcasting boon options and new counterspelling rules, it has become deeper, if not a bit more complex.

Combat Maneuvers: I have created a system which is very similar to the Pathfinder combat maneuver system. It works to give martial characters more options in combat, and make actions like grappling more usable with boons.

Initiative: I have decided that the one-roll initiative system, where you roll one initiative at the start of combat, may make the game formulaic, not at all representative of the chaos that combat can actually be. Therefore, every round, initiative is rerolled. Hopefully, this will reduce complacency and boredom in combat.

Death Saving Throws and Exhaustion: It never made sense to me that when you were knocked unconscious, sometimes multiple times on the battlefield, you suffered no ill effects as long as you got up. So, I have made getting knocked unconscious more frightening, where every time you do so, you gain one level of exhaustion. Also, failing a death saving throw grants one level of exhaustion, and you can still roll three successful death saves or get a 20 to remain stable or gain one hit point, respectively. Additionally, I have increased the levels of exhaustion to 7, to give a little more leeway to the players.

The Cultures System: I think that the generic fantasy races of dwarves, elves, goblins, orcs, and all of that Tolkienesque business has been a bit overdone. So, instead of distinct races of people, everyone is a human, yet part of a distinct culture. You can read about the different cultures here.

The Wealth System: Instead of a universal currency of silver and gold, currency is handled by use of a system known as wealth points. These wealth points can then be converted into other currencies and goods. You can find the costs of most mundane items, as well as the wealth system, here.

The Languages System: In real life, you do not fully ever know a language; you are only ever at some fluency level, which for your native language is probably high. But, learning languages isn't an all or nothing thing; you can learn them in increments, and still have an unimpeded time speaking with people. I have attempted to replicate this in my own language system, which you can find here.

Fighter and Sorcerer Changes: Because I have implemented my boon options, ASI's are no longer a class feature. Therefore, the Fighter needs to changed to accommodate for that; so, every level after 2nd, they gain an amount of boon points that they may spend on combat boons only. As for the Sorcerer, I feel that there has always been a sentiment in the D&D 5e community that the Sorcerer is underwhelming compared to previous editions. I agree, so I removed the metamagic options from the Sorcerer, and  replaced them with the same boon points system used with the Fighter, except for spellcasting boons instead of combat ones.

15 Original Deities: I have opted to create my own deities, which exist solely in the world of Adrovia, and interact fully with all of its forces. You can find them here.

Cleric Subclasses: Because of the way divinity works, I figured that 5e could use a few more Cleric domains. So, I made a few more:

Destruction Domain (Cleric)

Greed Domain (Cleric)

Love Domain (Cleric)

Luck Domain (Cleric)

Secrets Domain (Cleric)

Time Domain (Cleric)

Travel Domain (Cleric)

Valor Domain (Cleric)

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