Down below you will find all necessary details and information that you may need to start playing!
Race-to-Class compatibility table
Bleeding - For the duration of the status you suffer from penalty of -1 to Constitution saving throws. Additionally you suffer from 1d6 physical Damage over Time.
Charmed* - For the duration of the status you cease hostilities towards the caster.
Dazed - For the duration of the status you are unable to perform any actions, bonus actions or free actions - and can't move.
Downed - A self-applied status excluding player from combat applied after hit points drop to 0.
Frightened - For the duration of the status you suffer from -3 AC and -3 to attack rolls penalty, as well as are unable to move towards the caster.
Paralysed - For the duration of the status you automatically lose any Dexterity and Strength saving throws - and can't move.
Poisoned - For the duration of the status you suffer from 1d6 poison Damage over Time.
Prone - Until you get up, you lose half of your movement and can't perform attack actions. Getting up halves your movement for this turn.
Restrained - For the duration of the status your Movement is equal to 0. You can, however, teleport using magical means.
Blighted - For the duration of the status you cannot be healed.
Soaked - For the duration you are vulnerable to Lightning Damage.
Burning - For the duration you receive 1d6 Fire Damage.
*If there's situation where player ends up alone or with allies vs target of their Charm, the caster or allies are obligated to attack the Charmed person after 1 turn, otherwise the Charmed player has no desire to continue combat and the combat concludes. Charmed target is considered fleeing hence they cannot be present during consequence phase.
Wounds and Healing System
Tierra Nueva’s Wound System is rather simple in how it works. Below you will find explanation and guidance on how to cure wounds and how they can be applied.
Important thing: wounds that came to be as a consequence of a combat encounter or a Minstrel event are applied by the defending party, not by the attacker! During Consequences Phase Players are to get to a consensus about combat consequences and proposed wounds. If they cannot agree about the effects of an encounter, a Moderator is to be called.
There are four different wound thresholds that, upon crossing, cause adverse effects to the Player Character.
Lightly Hurt - between 10 and 25 Wound DC - Strength, Dexterity and Constitution lowered by 1.
Wounded - between 26 and 45 Wound DC - Strength, Dexterity and Constitution lowered by 2.
Seriously Injured - between 46 and 75 Wound DC - Strength, Dexterity and Constitution lowered by 3. Charisma lowered by 1. Movement lowered by 1.
At Death's Door - between 76 and 100 Wound DC - Strength, Dexterity and Constitution lowered by 5. Intelligence, Wisdom and Charisma lowered by 2. Movement lowered by 2.
Wounds can be healed in multiple ways with various success rates. Each remedy lowers Wound DC by a given amount - some don’t work for the most threatening injuries.
Lightly Hurt and Wounded can be cured by:
Short Rest, Long Rest, Herbal Remedy, Physician’s Attention, Magical Healing.
Seriously Injured and At Death’s Door are especially grievous ailments that can only be treated through:
Physician's Attention and Magical Healing.
Short Rest and Long Rest can be used by everyone every four and eight hours. In the case of elves, Long Rest is replaced by Trance. They all provide a minor reduction of Wound DC if it is below 50; in case of Short Rest - 1d5, and Long Rest/Trance - 1d10.
Herbal Remedy is a type of medicine created by an Apothecary. It is capable of majorly reducing Wound DC - by 10d2, as long as the wounds are below Serious. It can only be used solely on others.
Physician’s Attention is an ability that a player can unlock if they invest at least 3 Skill Points into Medicine. The higher the player’s skill is, the higher chances of success and overall reduction of Wound DC. Physician rolls versus target’s Wound DC, in the form of 1d20 + their Medicine skill. It can be applied to ourselves or others.
In case of Failure, they restore 1d10 + their Medicine skill.
In case of Success, they restore 1d10 + 2x their Medicine skill.
Magical Healing is an ability that Druid, Cleric, Paladin and Bard have access to. It is a form of curing wounds that doesn’t have a chance of failure - and has, arguably, the best effect. It can be used only once per 24 hours and restores 5d6 Wound DC to the injured party. It can be applied to ourselves or others.
Light - Weapon is relatively small and light, can be hidden from sight. Doesn't need to be represented in game.
Finesse - Your Dexterity Modifier also applies to the Attacks with the weapon that has this property.
Versatile - Weapon can be held in both: One hand, or Two Hands. While held in Two Hands, the weapon gains +2 Damage Value. (Example: Weapon 1d6 with Versatile can be held in Two Hands and deal 1d8 instead.)
Thrown - Weapon can be only Thrown and the weapon disappears in the process.
Reach - Weapon's range increses from 1 to 1.5 Tile.
Two-Handed - Weapon has to be wielded in Two-Hands. While wielding Two-Handed weapon you cannot wield any other weapons or shields.
Alignments and explanations
Lawful Good - A lawful good character believes that laws and regulations are there to protect people and entire societies from disorder and danger. They strive to uphold the rules and will fight for them, putting themselves at a risk and showing bravery in face of grave danger. When pushed to make a choice, they will oftentimes choose the spirit of the law rather than its letter, believing that making the world a better place is everyone’s job.
Examples: Paladin of Torm, devoted captain of city guard, good at heart judge.
Neutral Good - A neutral good character doesn’t lean towards order or spontaneity, but rather believes that good deeds should be performed for their own sake, without any philosophy to them. They could very well work within the law or break it if it would be necessary. They could very well heal both sides during a clash, negotiate for peace with an adversary to spare the bloodshed - or anonymously support an orphanage.
Examples: Cleric of Lathander, cheery bard, helpful wasteland ranger.
Chaotic Good - A chaotic good character doesn’t care for any laws or legitimate path they’d have to take to achieve good. They just do what they think is right, often opposing the confines of the stern system and proving its failure. They care little for the opinions of others, are ready to take up arms and rebel for the sake of social change. They are above all individualists who simply follow their hearts to improve the world, if only a little.
Examples: Examples: Hero freeing slaves, peasant fighting corrupted nobility, elf protecting their forest.
Lawful Neutral - A lawful neutral character values orderly conduct, logic and good organisation first and foremost. They are reliable and honourable, but fail to take their stance in the great moral charade: they would find themselves as well serving a benevolent republic as stalwart defenders, as the unmovable guards of tyrants. Disloyalty and disorder are in such a character's opinion the greatest flaws in other people.
Examples: Archont following the letter of law, indiscriminate arms dealer, royal guard.
True Neutral - A neutral character doesn’t swing in any way - they don’t strive to commit good or evil nor value order over chaos. They live their own lives often seeing other approaches as dangerous extremes, keeping their interference in things to a minimum and living in isolation. In some characters’ case it might even be commitment to preserving the balance in the world, as they’d be striving to establish the golden mean in all things.
Examples: Lizardmen detached from civilisation, dutiful druid, a devoted scholar of Oghma.
Chaotic Neutral - A chaotic neutral character values freedom above anything else. Fundamentally opposed to anything that could bind or limit them, they realise their own plans and are considered highly unpredictable. It isn’t madness that guides them, but rather extreme egoism. While they are capable of loyalty and fighting for the interests of others, they are usually bought or very primal, and building bonds with them is a recipe for disaster.
Examples: Corsair, egoistic sorcerer, mercenary.
Lawful Evil - A lawful evil character holds a set of strong, cruel beliefs or is a member of a system of oppression, furthering it through their deeds. They don’t care for the freedom or dignity of others; and while they are capable of personal loyalties and respect for tradition, they won’t let it stand in the way of their well-thought methods. Fundamentally, they think of themselves as better than others, deserving power - while others are to serve them.
Examples: Noble abusing their subjects, Baatezu of Nine Hells, leader of a crime syndicate.
Neutral Evil - A neutral evil character is a pragmatist who would do everything they would get away with. No remorse nor mercy can be found in any of their doings, there is no philosophy nor chaos to their actions. While they aren’t usually seeking recognition for their deeds, they live off them - often as thieves, thugs or evil casters. Only some would see evil-doing itself as a goal to strive to, mostly those following malevolent deities of Faerun
Examples: Ruthless thief, devil-pacting warlock, contracted assassin.
Chaotic Evil - A chaotic evil character doesn’t have even a single drop of good in their being. They are selfishness incarnate, seeking to destroy order and replace it with anarchy. Wherever they appear: they bring destruction and chaos. Characters of such alignment do not know order and organisation, only coercion and dictature of the strong. They aren’t capable of merciful deeds, seeing indulgence as ultimate weakness.
Examples: Fiendish despoilers, many extraplanar entities, Derro Underdark dwellers.