Echoes of Silence
- Lead Designer/Producer. Evelyn
- Contributing Authors. Kevin
- References. Player's Handbook, Dungeon Master's Guide
- Cover Illustator.
- Interior Illustrators.
On the Cover
- 1 Credits
- 2 Setting
- 3 House Rules
- 3.1 Alignment
- 3.2 Challenging the Rules
- 3.3 Custom Content
- 3.4 DM Tokens
- 3.5 Environments: Frostfell
- 3.6 Facing and Positioning
- 3.7 Potent Divinity
- 3.8 Resting, Healing, and Death
- 3.9 Stacking Advantage
- 3.10 Variant: Action Options
- 3.11 Variant: Crafting Magic Items
- 3.12 Variant: Encumbrance
- 3.13 Variant: Equipment Sizes
- 3.14 Variant: Feats
- 3.15 Variant: Hitting Cover
- 3.16 Variant: Skills and Abilities
- 4 Equipment
- 5 Story
- 6 Characters
Throughout this story, there are several recurring themes which drive the plot. These themes form the core of the story, and set the tone for how it will progress from humble beginning to dramatic end.
Dungeons & Dragons® is a game of Story first, Rules later. Although the system is generally considered very crunchy, the story must always be given priority over the rules. Most of the house rules on this page are designed with this goal in mind.
Your alignment should be descriptive of how your character acts. It should not determine how your character acts. Therefore, your alignment may change over time. Don't be alarmed if this happens; there is literally no way for anyone but the DM and the Player to know your alignment.
Furthermore, some characters cannot be categorized simply by the 9 alignments. These characters may be labeled "Unaligned", instead.
So why have alignment at all? Mostly just so that you have an idea of how "the world" views your moral choices, so far.
Challenging the Rules
You should always feel free to challenge the DM's ruling at any time, once. When challenging a ruling, please explain your challenge concisely, and if possible provide page numbers to reference the rules as written. The DM will review and reconsider their decision based on your input and what is present in the books. Once a new decision has been reached on the topic, no further discussion should happen during game. Game time is not the time to argue.
Between sessions, if you still disagree with the ruling, you are free to bring up the issue again. The DM will reconsider and discuss the issue at length, so long as the discussion remains productive and polite. If the discussion ceases to be polite, or if it becomes circular with no further progress, the DM may insist the issue be dropped.
Any custom content you wish to use should be copied onto this wiki for the DM's reference. The DM encourages custom content, and enjoys creating it himself, so if you wish to include something in the game, just ask!
Throughout a typical session, players are expended to gain and spend DM Tokens on a regular basis. These tokens are treated as a part of the game's cinematic economy, and should be used to make the game more fun and less frustrating.
Gaining DM Tokens
You begin every session with at least 1 DM Token. If you do not have any at the start of a session, gain 1.
Whenever your character is placed in a situation where one of the game's themes would be a hindrance, you may be compelled to accept a bad situation. Anyone can suggeste the compel is appropriate, but the DM gets to make the final decision. If you do wind up compelled by a theme, you gain 1 DM token.
Additionally, the DM may offer you a token to accept disadvantage on a roll, or to give their monster advantage on a roll against you. You may choose not to accept this token. Finally, the DM may award tokens for any reason, at any time.
Spending DM Tokens
DM Tokens should be very useful, and you should not feel compelled to hoarde them.
Whenever your character is placed in a situation where one of the game's themes would benefit you, or you feel driven by the theme to an action, you may invoke the theme to gain advantage on a roll by spending 1 DM token.
You can spend 2 DM tokens to reroll any 1 die and take the new result, or to force the DM to reroll any 1 die and take the new result. This is not the same as "advantage"; it is just an extra roll that overrides the previous roll.
For 3 DM tokens, you can retrain any one level of character creation. This includes all class features, spell selections, and rerolling hit points. You cannot retrain your 1st level equipment or race.
The cold is a major factor when traveling the extreme north near the Spine of the World or The North. Characters must contest with harsh temperatures, winter storms, and worse. The following general rules will apply to travel in these environments.
For game purposes, air temperature falls into one of the following four temperature bands. These ranges describe the conditions whether or not creatures are subject to cold dangers.
|Save DC|| Minimum
|40°F to 0°F||10||1||1 hour|
|0°F to -20°F||15||2||1 hour|
|-20°F to -50°F||20||3||1 hour|
|-50°F and below||25||4||10 minutes|
Temperatures in these bands can be hazardous to unprepared adventurers. Characters must make a Constitution save against the listed DC every so often, or gain one level of exhaustion.
A character whose cold protection exceeds the minimum required for protection gains advantage on their Constitution save. A character whose cold protection does not meet the minimum require has disadvantage on their Constitution save.
Protection against the Cold
A character's protection against cold dangers is described by his level of protection, which ranges from 0 to 5 or more. To determine your level of protection, determine your base level of protection, then add any modifiers below.
|0||Character or creature with no cold adaptations|
|1||Non-arctic animal with fur|
|2||Arctic animal with fur|
|3||Endure elements spell, Resistance to Cold|
Cold Protection Modifiers
Characters can protect themselves against the cold by outfitting themselves. Each of the following modifiers provide a +1 to the character's level of cold protection. A character can benefit from more than one of these modifiers, but each modifier can only be applied once.
- Insulated Armor. Armor can be insulated by adding a layer of fur to the armor's insides. This increases the armor's weight by 5 pounds for light and medium armors or 10 pounds for heavy armors, and costs half the original price of the armor.
- Cold Weather Gear. Cold weather gear consists of a heavy coat, gloves, and a warm hat. Cold weather gear is not an outfit, but can be added onto another outfit. It weighs 3 pounds and costs 5 gold pieces.
- Fur Clothing. Fur clothing can be worn in place of a standard outfit. It weighs 4 pounds and costs 10 gold.
- Shelter. Characters in a warm tent or other form of temporary shelter are protected against the cold, as well as the weather.
Frostbitten extremities become numb and pale as the supply of blood decreases due to cold temperatures. A character whose bare skin is exposed to temperatures below 0°F for more than 10 minutes, or who touches bare metal at those temperatures, must make a Constitution saving throw (DC 10) or suffer the effects of Frostbite.
A character suffering from frostbite has disadvantage on Dexterity saving throws, and their strength is halved for the purpose of determining their encumbrance.
Frostbite lasts up to 24 hours. Repeated exposure to frostbite will also cause the character to suffer levels of exhaustion.
Frostbite can be treated with 8 hours of rest and a successful DC 15 Wisdom (Medicine) check.
The sun may not seem so warm, but its brilliant light can burn out the iris even when staring only at the snow. A character who spends at least an hour in a snowfield, ice sheet, glacier, or similar bright terrain on a clear, sunny day without any eye protection (such as a veiol, dark lenses, or similar eye covering) risks suffering snow blindness.
Such characters must succeed on a Constitution saving throw (DC 10) once per hour or become blinded for 1d4 hours, or until 1 hour after they enter a shadowed or enclosed area.
Facing and Positioning
This game relies on facing and positioning to determine whether a character has advantage. This means that flanking does not inherently provide any bonuses. The following rules all pertain to facing and positioning.
Rather than using squares and a grid, you are free to move freely in any direction during your turn. Movement is measured in feet, rather than in squares.
Your reach and facing determine how far away an opponent must be to attack them. Use the inside edge of a token to determine its distance to any other token on the map. Two creatures are in melee with one another if one is able to reach the other with its weapon.
Your token has a distinct "face"; that is to say, it has one side which is considered the "front" arc. This is marked with a squared corner on that part of the token. Your token is then divided into 4 equally sized "arcs": the front, left, right, and rear arc.
If you attack a creature while in its rear arc, you have advantage on the attack roll. You cannot gain advantage from flanking.
Shields apply their AC bonus only to the front arc, and the arc on the same side as the shield. Some creatures, such as oozes or slimes, may not have a face. These creatures treat all arcs as their front arc.
During your turn, you may choose to change your token's facing as a free action with no limitations.
As a reaction, you can change your facing in response to another creature moving, or if your token is moved.
Attacking and Threat
You may make attacks into your front, left, or right arc. You cannot see anything in your rear arc, and you do not threaten anything in that arc. You do not provoke Opportunity Attacks moving into a creature's rear arc.
When you reach 8th level as a Cleric, you may choose between Potent Spellcasting (from the Knowledge and Light domains), or Divine Strike (from the Life, Nature, Tempest, Trickery, War, and Death domains).
Resting, Healing, and Death
This section supersedes the rules on page 186 of the Player's Handbook, as well as several other specific rules.
During a short rest, you may not expend any hit dice to heal unless you also expend a use of a healer's kit at the same time.
A Fighter's Second Wind class feature costs 1 Hit Die to use, but also grants the user's Constitution modifier on top of the healing it normally gives.
Song of Rest
A Bard's Song of Rest class feature does not provide any additional hit points unless the Bard succeeds on a DC 15 Charisma (Performance) check.
At the end of a long rest, you do not regain all spent hit points. Instead, you can spend one or more Hit Dice up to your maximum number of Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You regain hit points equal to the total. Then, you regain all your spent Hit Dice.
Long Term Care
A character who succeeds on a DC 15 Wisdom (Medicine) check may spend 1 hour treating a patient during a long rest. A character who receives treatment in this manner regains an additional 1d6 hit points at the end of their long rest.
When you reach 0 hit points, you gain a level of Exhaustion.
With DM Permission, if your character dies, you may instead choose to have your character live on with an injury (DMG pg. 272).
Advantage and Disadvantage only cancel one instance of the other. For example, if you have Advantage from two different sources, and Disadvantage from one source, you will roll with Advantage, because the Disadvantage cannot cancel both sources.
Variant: Action Options
This section provides new action options for combat.
Climb onto a Bigger Creature
If one creature wants to jump onto another creature, it can do so by grappling. A Small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.
As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space and clings to its body. While in the target's space, the smaller creature moves with the target and has advantage on attack rolls against it.
The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it- by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.
A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.
With this option, a creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.
A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.
Variant: Crafting Magic Items
You may use the rules to craft magic items as presented in the Dungeon Master's Guide on pages 128-129 on a case-by-case basis. Check with the DM before you plan for one of these; additional requirements may be necessary for some items.
The following rules supersede the basic rules for encumbrance in the PHB.
Ignore the Strength column of the Armor table in chapter 5.
If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Some of the weights listed for items are slightly ridiculous. The following updated weights should be used, instead.
|Heavy Crossbow||10 lb.|
Variant: Equipment Sizes
In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armor, and a gnome would be swallowed up in a cloud giant's elegant robe.
The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.
Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 x 10 or determine the increase in cost based on the extent of the alterations required.
You may always choose to take a feat instead of an Ability Score Increase as you level up. Additionally, the Variant Human is available.
Variant: Hitting Cover
When you are firing into melee from a range, other creatures may provide half cover (+2 AC to your target), three-fourths cover (+5 AC to your target), or full cover (you cannot target that opponent).
Additionally, if you roll well enough to hit your target's original AC, but not well enough to hit the new AC, your attack roll will be checked against the covering creature's AC. If it would hit them, then you will deal damage to the covering creature instead.
Variant: Skills and Abilities
Normally, your proficiency in a skill applies only to a specific kind of ability check. Sometimes, with DM approval, however, you may be able to apply skill proficiency to a different ability. For example, your DM might allow you to apply proficiency in Athletics to a Constitution roll made to swim a long distance.
New Armor and Shields
|Buckler||5 gp||+1||—||—||2 lb|
|Tower Shield||30 gp||+3||Str 13||Disadvantage||20 lb|
Buckler. This small shield is fitted around the arm and made of metal, wood, or boiled leather. It takes the same action to don and doff as a normal shield, and a character cannot benefit from a buckler and another type of shield at the same time. Unlike a shield, a character can still use the hand on which the buckler is equipped. If during a character's turn they use an item with this hand, attack with a weapon in this hand, or attack with a two-handed weapon, then the character does not gain the buckler's bonus to AC until the start of their next turn.
Attacking with a one-handed weapon or thrown weapon using the hand on which the buckler is equipped causes the attack roll to suffer disadvantage. When using a ranged two-handed weapon with a buckler, reduce the normal and long ranges by half. The hand wielding the buckler does not count as a free hand for the purposes of spellcasting, grappling, or unarmed attacks.
A character proficient with shields is also considered to be proficient with bucklers. A buckler does not benefit from rules or abilities that specifically refer to shields, such as the Protection fighting style or the Shield Master feat.
Tower Shield. This large wooden shield is nearly as tall as its bearer and is reinforced with metal. Donning and doffing a tower shield takes 1 action. A character cannot benefit from a tower shield and any other type of shield at the same time.
While a tower shield is equipped, its bearer takes a disadvantage on attack rolls unless they are attacking with a light weapon. A character cannot cast any spells with somatic components, even if the wielder is proficient and has their other hand free.
A character proficient with both shields and heavy armor is also considered proficient with the tower shield. All other rules and abilities that affect shields, such as the Protection fighting style or the Shield Master feat may be applied to tower shields.
Several additional weapons have been added to fill in holes in the available weapon options presented in the Player's Handbook. Additionally, the stats for the Scimitar have been revised, and the Kukri has been given the stats of the old Scimitar.
New Weapon Properties
In addition to the weapon properties listed in the Player's Handbook, the following weapon properties also apply.
Ki. This weapon is considered a Monk weapon.
Light Thrown. This weapon is considered both a light weapon, and a thrown weapon; however, you cannot apply special effects (such as the benefits of the sharp-shooter feat) when thrown as an off-hand attack.
|Simple Ranged Weapons|
|Shuriken||1 sp||1d4 piercing||1/4 lb.||Finesse, ki, light thrown (range 20/60)|
|Martial Melee Weapons|
|Estoc||15 gp||1d8 piercing||3 lb.||Versatile (1d10)|
|Kukri||15 gp||1d6 slashing||2 lb||Finesse, light|
|Scimitar||25 gp||1d8 slashing||3 lb.||Finesse|
|Elven Fullblade||30 gp||1d10 slashing||4 lb.||Finesse, two-handed|
The story of this campaign will go on for many years. In this section, players will find session logs, notes on prominent NPCs, and a summary of the events so far.