
Hello boys and girls. I've been doing some work on a grimdark mod on 5e for a setting i've been working on for a few years. Looking to see who may be interested. 1: Long rests take 7 days in a place of sanctuary 2: Shot rests take 8 hours of rest and ample food and drink 3: You only heal by spending hit dice, which refresh after a long rest. You have to use medical supplies to justify spending hit dice. Hit dice can be spent in short or long rests. (There are ability-based heals for some classes, more on that here ((WIP)) ) 4: Ripped out the races and classes section and am replacing it with my own stuff. Short version is that there's one spellcaster, and to help that along i've made two non-magic support classes (captain, surgeon) Don't worry, im pretty good at this. I've used refernces to make things balanced and role-niche filling. 5: At dawn of every day, if you have wounds unattended, they have a chance to fester, with you contracting "The Rot," a vile plauge that's been reborn recently. 6: Everything sucks. The world is falling apart. See my world map for more info on that. 7: Here's some races (pre-proofread, there's some gnarly typos) Humans Dracmari Ratan Fair Folk 8. Player death is handled way differently. If you take half your current hit poitns in damage, you gain a level of exhaustion. If you drop to 0, you gain two levels of exhaustion. This is far, far more lethal than the "death save" system. 9. because of this, im considering letting people make a handful of characters. 10. Alignment is different. You're expected to be a hero, maybe not a great noble one, but trying to make the world a better place. As you do evil things and encounter despair, you slowly go mad. This can end with your player becoming unplayable. 11. Traveling through the wilderness is handled a bit more complexely, to allow for a hell of a lot more danger and peril in overland travel. 12. Tech level is late 1700s. There's guns, b ut they aren't great.