---
world: "Forgotten Realms"
campaign: "Order of the Wandering Mind"
date: [2021-09-18, 2021-08-14, 2021-07-18]
---
## [[Truenaming (feat)]]
## [[Faction inspiration]]
These rules are based on [[13th Age#Icons]].
## Critical hits and fumbles
### Hits
You get a critical hit on an attack roll if:
- You roll a natural 20, or
- Your attack roll is 10 or more above your target's defense.
When you get a critical hit, you take the maximum value of any dice you roll.
### Fumbles
You get a critical fumble on an attack roll if:
- You roll a natural one, or
- Your total attack roll is 10 or more below your target's defense.
When you get a critical fumble, you drop the weapon or implement you used to make the attack.
If there is someone in melee with your target, you then make an additional attack roll to hit them, and resolve your hit and damage accordingly.
To avoid accidentally hitting an ally in melee range, however, you can choose to take a -5 penalty to your attack.
### Avoiding critical hits or failed saves
Instead of taking a crit or failing a saving throw, you can choose an important magical item to take the hit instead.
## Lingering injuries
The first time you are bloodied by a creature in an encounter, you must make an Endurance check with a DC equal to half of the damage you took. On a success, nothing happens. On a fail, you roll on the lingering injuries table to see what type of lasting wound or disability you acquire.
Some examples of this are:
- Internal injury: When attempting to make any action or movement in combat, you roll a d20. On a 10 or higher, you succeed. On a failure, you do not do the action. This is reduced by magical healing.
- Festering wound: Your maximum HP is reduced by 1 every day until this wound is treated. The wound can only be cured by 10 successes of a Heal check, or a higher-level restorative spell. You also gain one point of exhaustion.
- Loss of a limb: Cannot be grown back, except by magical means. There will be penalties to your skills, depending on the affected limb, until a prosthetic is acquired.
## Exhaustion
You can remove exhaustion by spending a healing surge.
## Defenses
There is no AC. Attacks that target AC target Reflex instead.
In addition to the defenses, Damage Reduction is calculated based on the armor worn and character level. DR decreases damage received from melee or physical attacks.
## Lore
- [[ttrpgs/Order of the Wandering Mind/Bahamut]] is chaotic good, not lawful good.
## Crafting magical items
Magical items can be created using components of monsters that are harvested. Components can be used to strengthen or enhance existing items, or 10 components can be crafted into a single magical item.
Magical components that can be harvested from monsters can be:
- base materials
- power source
Each magical item needs several base materials and one power source. Components can also be replaced with [[Residuum]].
To craft a magical item from scratch:
1. Harvest 10 components from monsters, one of which must be a power source. Roll a Dexterity check to see if you can harvest parts. Then, roll a 1d6 and subtract 1 to see how many parts of the monster you can salvage.
## Resurrection
The [[Raise Dead (ritual)]] will trigger a skill challenge. Success is not a given for raising dead.
##