Setting rules
Radiant Realm D&D makes use of optional and variant rules presented in the Player's Handbook (PHB), Xanathar's Guide to Everything (XGE) and Dungeon Master's Guide (DMG). Common House Rules are also listed below with the acronym (RR), and details about these rules is included on this page. All other optional and variant rules can be found in the sourcebooks (and questions about them will be answered on the discord in the #Questions-and-Answers channel). For a complete list of what each individual GM uses in their settings, please look on the page for that campaign.
A WORD ABOUT LANGUAGES
In Character Languages
Myzelis is an ancient world with civilizations that have been thriving separately for thousands of years; mingling, dividing, warring, joining, and breaking apart throughout history. Additionally, it is far more likely for languages to be based around a shared culture, as opposed to a shared race, due to constant intermingling and trade in many places. As such, the languages of Myzelis are highly varied even when they share a similar race. Before you choose your character's languages, please observe the following additional rules regarding language in Season 2.
Common is a trade language that every character may use and all characters may receive for free at character creation, regardless of race. It can serve as a means for communication beyond bartering, but any attempt to make a charisma check using Common is made with disadvantage due to the limited structure and lack of subtleties. This penalty is waived if the conversation is purely about bartering.
Gylidd Syn Aethri has its own language, called "Gylidder." It is well known to all traveled beings, as travel to and from Gylidd Syn Aethri is relatively unrestricted and it is easy to learn. The Gylidder language includes speaking, writing, tactile writing (Braille is an example of this), signing, and tactile signing modes of communication. This language is available for free at character creation to any character who wishes to learn it, and does not count against the total number of languages a character knows. (For in character reference, Gylidder is tonally reminiscent of Cymraeg, also known as Welsh, although it is nowhere near as complex.)
Each campaign has one or more "regional" languages that may be selected at character creation. Some of them may also be free to learn at GM discretion, please ask your GM for details.
Each campaign's racial languages have a separate dialect from the racial languages of other campaigns, and some campaigns may feature one or more races that substitute a shared regional language instead of a racial language. Racial languages from different campaigns may be similar to each other or very dissimilar, depending on GM discretion. If they are similar, there are no penalties for two speakers communicating in the same racial language but two different dialects. If they are dissimilar, there may be disadvantage for relevant ability checks, or communication may be impossible. Please ask your GM for details on racial languages in their campaign.
The following exotic "extraplanar" languages are exempt from Regional Language rules: Abyssal, Celestial, Deep Speech, Infernal, Primordial, Sylvan. Any two people proficient in the same one of these languages may converse in that language regardless of where in Myzelis they came from. Example: Two people proficient in Celestial - one person from Rilumir, one person from Gylidder - may freely converse in Celestial without needing to learn a local version of that language first.
You can find a spreadsheet of all publicly available languages (as well as details such as what modes of communication each language includes and where they come) from here: Languages of Myzelis.
Out of Character Language
In most cases, we default to Ancestry in place of "Race", which we use primarily for referencing how it is listed on character sheets, etc.
The Radiant Realm Team has settled on some language errata to terms D&D uses:
The Feat "Savage Attacker" has been renamed to Brutal Attacker
The Half-Orc Trait "Savage Attacks" renamed to Brutal Attacks
The Transmutation cantrip "Primal Savagery" renamed to Primal Brutality
The Monster Item/Trait "Phylactery" renamed to Soulstone
While it can cause some confusion to break from established terminology for the game system we're using, it's also important that we strive to do better in spite of any little inconveniences.
There are some other terms the team is discussing if they warrant changing (we recently learned about the origins of "cannibal" and whew), and if you know of other terms that are misappropriated/misused/etc that we should be looking into, please let us know either using the Report form, or sending a message in the 'Language Errata' post in the Community Forum in our Discord server.
Why are these being changed in Radiant Realm?
'Savage' is used as a slur against Indigenous people, both in the past (it's literally in our Declaration of Independence as "merciless Indian Savages") and unfortunately still used in the present. We also encourage everyone to remove this word from their own casual usage. Brutal is our replacement as it most closely means the same thing, but without the racial implications and weaponization. The Feat "Savage Attacker" is listed as "Brutal Attacker" on our reference spreadsheet along with a note.
In general, any instance of "Savage(ry)" we are defaulting using "Brutal(ity)" as the replacement term, including for any other game terms D&D introduces beyond the specific mechanics cited above.
'Phylactery' is more in a position of being awkwardly attributed than outright offensive like a literal slur, but it still has association with a Jewish religious object that is used to empower a usually-evil antagonist, which is meant to be sought out and destroyed with much celebration by the players. It's cringe at best, and allows for dog whistle Antisemitism at worst, and if people are going to be Antisemitic in our community, then Roomba would rather they be forced to do it in full light where they can see it and either give them the opportunity to be corrected so they can learn and grow instead of furthering harm (if they were simply regurgitating things they weren't aware were Antisemitic) or ban them as the situation warrants, rather than permitting them ways to sneakily express or not confront it through D&D-provided "it's just a game" nonsense. We opted to go with "Soulstone" as our general replacement in Radiant Realm so as to spare you another fantasy-jargon term to have to memorize, stylized as one word so it has visual indicator of its specific context.
Some non-exhaustive links for further reading:
WHO HAS TIME FOR DUNAMANCY
Chronurgy & Graviturgy
When these two new schools of magic were published in Explorer's Guide to Wildemount, it was presented with the following sidebar:
DUNAMANCY FOR NON-DUNAMANCERS
Dunamancy spells are readily available to the wizard subclasses in this chapter and should not be simply added to the full spell lists of other spellcasting classes. However, the Dungeon Master can consider allowing other spellcasting classes opportunities throughout the campaign to learn a handful of dunamancy-themed spells as rewards. Perhaps the characters uncover a cache of magical contraband, among which is a couple of spell scrolls, or a traveling acolyte takes some downtime with a friendly cleric character and opens their mind to some of the stranger secrets of the universe, unlocking a spell or two. There are many unique ways to bring these spells into your game without requiring any specific dunamis-wielding subclasses to be present in the adventuring party.
Radiant Realm D&D also uses this ruling. Characters who are not Dunamancers may not start play with Dunamancy spells (from the Chronurgist or Graviturgist traditions), nor select them as free spells for leveling in Wizard, unless given specific permission from their GM to do so due to roleplay. Bards may acquire them as magical secrets, as befits the nature of their class feature, but the spells are otherwise restricted.
OFFICIAL OPTIONAL & VARIANT RULES
Official Rules
All Campaigns use
Adamantine Weapons (XGE). All campaigns in Season 2 use the Adamantine Weapons rule (an adamantine weapon automatically critically hits objects).
Crafting a Magic Item (XGE). All campaigns in Season 2 use the Xanathar’s Guide downtime rules for crafting magic items, with the following caveat: pricing for determining the amount of gold and time necessary to create an item are based on the value of the item, not the flat value listed in the DMG or Xanathar’s.
Customizing Ability Scores (PHB). All campaigns in Season 2 use 27 point buy for character creation.
Feats (PHB). All campaigns in Season 2 use Feats as alternative options for Ability Score Increases. The list of allowed feats is in the Character Creation Guide.
Milestones (DMG). All campaigns in Season 2 use Story Milestones to determine level, as opposed to tabulating experience.
Multiclassing (PHB). All campaigns in Season 2 allow multiclassing.
Individual GMs and Campaigns May Also Use
Action Options (DMG)
Climb onto a bigger creature
Disarm
Mark
Overrun
Shove Aside
Tumble
Alternatives to Epic Boons (DMG)
Diagonals (DMG)
Encumbrance (PHB)
Explosives (DMG)
Falling (XGE)
Familiars (VGM)
(See individual campaign pages for information on which extra Familiars are allowed)
Firearms (DMG)
Hitting Cover (DMG)
Inspiration (DMG)
Only Players Award Inspiration
Multiclassing (PHB)
Planar Effects (DMG)
Playing on a Grid (PHB)
Renown (DMG)
Scroll Mishaps (DMG)
Skills with Different Abilities (PHB)
Sleep (XGE)
Waking someone
Sleeping in armor
Going without a long rest
Spellcasting (XGE)
Perceiving a caster at work
Identifying a spell
Invalid spell targets
Areas of effect on a grid
Movement method
Tool Proficiencies (XGE)
Tying Knots (XGE)
Radiant Realm Variant RULES & ERRATA
All Campaigns use
Generalized Musical Instrument Proficiencies. Musical instrument proficiencies now represent training with a category of instruments rather than single, individual instrument. Categories are determined by the primary manner in which the instrument is played, rather than what material it is made of or what components it involves, and are as follows:
Bowed strings (e.g, violin, chello, hurdy-gurdy, húqin, yàzhēng, haegeum, lyra, igil, nyckelharpa, etc.)
Fingered strings (e.g. lute, yarting harp, lyre, guqin, sitar, mandolin, guitar, etc.)
Percussion (e.g. hand drum, tocken, wargong, tantan, bodhran, tabla, rattles, shakers, tambourine, jaw harp, idiophones in general)
Wind (e.g., birdpipes (shalm), longhorn, shawm, thelarr, glaur, gloon, conch shell, flute, carnyx, didgeridoo, duduk, ney, bagpipes, etc.)
Keyboard (e.g. zulkoon, water organ, accordion, etc.)
Improvised (things not crafted for musical purpose but unconventional music can nonetheless be made with them. e.g., torches, weapons, …)
Grappler’s Privilege. If a grappled creature would be moved out of the reach of a grapple or similar situation by a third party, effect, or event that would force the grappled target to make a contested strength, dexterity, or constitution ability check (or to make a strength, dexterity, or constitution saving throw), the grappling creature may make the ability check (or saving throw) on the grappled creature’s behalf.
Additionally, a grappling creature may substitute their own armor class for any ability or spell that would move a grappled creature out of the reach of the grappling creature on a successful hit. On a successful hit against the grappler’s armor class, the grappled target is struck as normal by the ability or spell, and moved.
Abilities that allow a third party to trade places with a grappled (and/or restrained) target result in the third party becoming immediately grappled (and/or restrained) instead.
A grappling creature may not use their own intelligence, wisdom, or charisma ability check (nor intelligence, wisdom, or charisma saving throw), in this manner. Additionally, magical effects that teleport or transpose their grapple target function as normal.
Example 1: A wizard is being grappled by a vampire, and one of the wizard’s allies (a barbarian) wishes to use their own strength (athletics) check to grapple the wizard and pull them out of the vampire’s grasp. In this situation, the vampire may contest the barbarian’s grapple on the wizard’s behalf. If the vampire succeeds or ties the barbarian, the grapple attempt fails. If the barbarian succeeds, they grapple the wizard and can move them out of the vampire’s reach, breaking the grapple.
Example 2: A barbarian is being grappled by a vampire, and one of the barbarian’s allies (a wizard) wishes to use the Thunderwave spell to shove the barbarian out of the grapple. In this situation, the vampire may use their own constitution saving throw in lieu of the barbarian’s saving throw to resist the spell. If the vampire succeeds on this saving throw, the barbarian is treated by the spell as if they succeeded on the saving throw. If the vampire fails on the saving throw, the barbarian is subjected to the spell as if they failed on the saving throw, and may be moved out of the vampire’s reach, breaking the grapple.
Example 3: A barbarian is being grappled by a vampire, and one of the barbarian’s allies (a wizard) wishes to use the Vortex Warp spell to teleport the barbarian out of the vampire’s reach, breaking the grapple. The spell functions as normal (and the barbarian may choose to make a saving throw or choose to fail as per the spell description).
Magical Psionics. In general, all abilities referred to as ‘psionic’/’psychic’ are also considered ‘magical’ for determining how they interact with other spells and effects. For example, a mind flayer’s Mind Blast ability is referred to in the text as ‘magical’, but this errata would rule it as magical even if the text did not.
Magical Psionic Subclasses. All of the features of the following Psionic subclasses from Tasha’s Cauldron of Everything are now considered magical for the purposes of spells and abilities: Psi Warrior Fighter, Soulknife Rogue, and Aberrant Mind Sorcerer. These features are magical even if the text fails to specify whether they are or not, but they do not count as spells. This means they are subject to Antimagic Field, and a creature with advantage on saves versus magical effects would have advantage on saves against them, but they are not subject to dispel magic.
Magical Psionic Feats. Similarly, the Telepathic and Telekinetic Feats are also magical, and interact with other spells and abilities as appropriate.
Unarmed Strikes. Count as simple melee weapons that have a value of 0 and have no weapon properties.
Variant Rules that some Campaigns MAY use
Choose to Fail Save. Any creature can choose to fail a Save even if the effect does not state that they can. GM discretion still applies.
Double Grapple Restrain. A second successful grapple check performed by a grappler on a creature they already have grappled restrains both the creature and the grappler.
Grappling Weight. The weight of a grappled creature is taken into account when checking the carrying capacity of the creature doing the grappling. This weight is determined by checking the weight of the exact (or a similar) creature in the D20SRD here: https://www.d20srd.org/indexes/monsters.htm, and is subject to GM adjudication. The carrying capacity is only relevant in situations where a creature intends to move their target, and is measured against the different carrying capacity modifiers for lifting versus dragging a target, depending entirely on what the grappling creature wants to do. Depending on the circumstances, a GM may waive some or all of this additional weight to account for conditional modifiers, such as if a creature is buoyant in water, or in a zero-gravity environment.
Help Requirements.
Anyone can help anyone else with any ability check as long as A: both people could have individually passed the check with a high enough roll, and B: the check doesn't require both people to pass it individually to succeed (IE: Sneak, Acrobatics).
(Proficiency) You cannot provide the Help Action to a non-physical skill or tool check unless you have Proficiency in the skill or tool. Alternatively, you may attempt to substitute your own skill or tool check as considered relevant by the GM, if you are successful, you provide the Help Action.
Hold Action Dash. A creature holding an action to Dash may move up to their speed when their held action is triggered, instead of doubling their speed.
Passive Skill Floor. The passive score (10+Skill Modifier) of a Skill in which you are Proficient is the minimum you can roll on an ability check using that skill.
Shared Minion Initiative. All summoned creatures, mounts, and cohorts act on their controller's initiative in combat, either immediately before, or immediately afterward.
Sorcery Point Conversion. Pact Magic spell slots cannot be used to gain Sorcery Points.
Stacking Advantage/Disadvantage. When determining whether a d20 roll has advantage, subtract the number of disadvantage effects on that roll from the number of advantage effects on that roll. If the roll's number of modifiers is still positive, make the roll with advantage rather than a flat roll (which it otherwise would be per rules as written). If the roll's number of modifiers is still negative, make the roll with disadvantage instead. If the roll's number of modifiers is neutral, then (and only then) make a flat roll.
Unintended Surface Reroll. Die results are only valid if the die was rolled on a flat, intended surface, and the die falls flat.
Radiant Realm Magic/Invocation Errata used by all Campaigns
Amulet of the Devout (TCoE). The second sentence of the item description now includes the underlined addition: "While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your cleric and paladin spells." This magic item's bonuses apply to only cleric and paladin spells, just like how the equivalent items for other classes apply to only that class's spells, regardless of abilities to ignore class attunement restrictions.
Devil's Sight (PHB). This invocation also eliminates the need for darkvision to see clearly within its range.
Immovable Object (EGtW). This spell only functions when cast upon an object that is either being carried or worn by a willing creature OR unattended or otherwise not being worn or carried by an unwilling creature.
Silvery Barbs (SaCoC). This spell only applies after all instances of advantage/disadvantage are resolved and there's only one die to reroll.
Continue on to the Character Creation Guide or the Introduction to Myzelis.