Rulings for this table that change or add to the 2024 rules. The bigger systems (resting, exhaustion, stress and wounds) have their own page: Rests, Wear & Wounds.

Twilight Sanctuary: reduced temporary hit points

The Twilight Domain cleric’s Channel Divinity, Twilight Sanctuary, grants temporary hit points equal to 1d6 + half your cleric level (rounded down) instead of 1d6 + your full cleric level. Everything else works as written, including the option to end the charmed or frightened condition instead.

Why nerf: as written it hands everyone in the aura about 15 temporary hit points every round for a minute, which is longer than most fights last, and enough that combats can feel risk-free. That would potentially leave this campaign’s wound and injury rules unused. I would rather nerf before we get started than decide to nerf mid-campaign. In fact I personally am unsure I nerfed this enough, but making it Concentration would make it super different from every other Channel Divinity power.

Attunement: more slots, and artificers get more still

Everyone can attune to a number of magic items equal to their proficiency bonus, instead of 3.

Artificers stay ahead of everyone else:

  • Magic Item Adept (Artificer 10): proficiency bonus + 1 items.
  • Magic Item Savant (Artificer 14): proficiency bonus + 2.
  • Magic Item Master (Artificer 18): proficiency bonus + 3.
  • Quick Attunement (Artificer 10, part of Magic Item Adept): take a Magic action to end your attunement to one item and attune to a different item of rare or lower rarity that you’re holding. You can do this a number of times equal to your Intelligence modifier (minimum 1), and you regain all uses when you finish a Long Rest. Very rare, legendary and artifact items still need a Short Rest.

Why: more slots for everyone would otherwise wipe out the artificer’s best feature. And “I’m out of charges on my Wand of Fireballs, good thing I brought a spare” is exactly what an artificer should get to say.

Black powder weapons: They kind of Exist

The source material contradicts itself. Some of it says a divine power actively stops black powder from working, but the arquebus is right there in the original Greyhawk equipment list. Not precisely sword-and-sorcery, but at least adjacent-ish (“this… is my BOOM STICK!”). But the real reason we’re allowing them is that Todd asked.

The easiest canonical hook for a character: tie yourself to Murlynd, who somehow has the power to make black powder weapons work. He may or may not yet be a god in 576 CY. Talk to the GM; your character might tip that scale one way or the other.

Starting gold, gear and magic items

Now on Starting Characters, with the ability score array, feats, magic item values and the GM veto.

Extra source material

  • Kobold Press Deep Magic (volumes 1 and 2): spells, classes and subclasses are fair game, though they MAY require a little editing.
  • Foundry: most of the classes, subclasses, spells and items in the GM’s supplement library are available in the game, even where you haven’t seen a book for them. If you’re looking for something, ask before assuming it isn’t available.