House Rules

5th Edition Dungeons & Dragons provides a comprehensive toolset for gamers to build campaign worlds and create epic stories. Each campaign world has its differences - for example, spellcasting in the world of Athas (Dark Sun Campaign Setting) can damage nearby plant life as the arcane energy drains the area. In the world of Eredane (Midnight Campaign Setting), there are powerful archetype paths that transcend class boundaries and grant additional powers to player characters. Each world has its own system and setting changes that make it unique and facilitate a unique model of play and story. Below are the unique conceits for Invictus.

System Changes
Skills - Three skill proficiencies have been removed, one skill proficiency has been added. If you have taken a skill that has been removed, simply replace it with another skill. Athletics for Acrobatics, Survival for Nature, and Investigation for either a knowledge skill or perception makes the most sense, but if that is not applicable (because you already have the skill) or you'd prefer another, simply choose a different skill.
 * Removed Acrobatics (skill is covered by using Athletics with dex).
 * Removed Investigation (skill is covered by using a knowledge skill or perception with int).
 * Removed Survival (skill is covered by Nature).
 * Added Streetwise (When in a settlement—a village, a town, or a city—make a Streetwise check to find out what’s going on, who the movers and shakers are, where to get what you need (and how to get there), and where not to go. It's like a History check for the present.). Streetwise is a class skill for Bards and Rogues. It is also available as a replacement for skills granted by the following backgrounds: Charlatan, Criminal, Entertainer, Folk Hero, Guild Artisan, Noble, Urchin.

Spells - Some spells do not exist in the world of Invictus, others are modified. There will be new spells available as WOTC publish more books.
 * Cantrips - Removed Mending (Transmutation).
 * 1st Level Spells - Removed Comprehend Languages (Divination) and Create/Destroy Water (Transmutation). Altered Goodberry (Conjuration) to allow any number of berries to be consumed as an action.
 * 2nd Level Spells - Removed Rope Trick (Transmutation) and Zone of Truth (Enchantment). Altered Arcana Lock (Transmutation) to add +10 to the DC to pick a lock, but no longer locks or seals entry itself; altered Alter Self (Transmutation) to no longer have the Change Appearance feature; altered Enlarge/Reduce (Transmutation) to increase or decrease target by 50%; altered Knock (Transmutation) to simply suppress Arcane Lock, not open locks/seals itself.
 * 3rd Level Spells - Removed Leomund's Tiny Hut (Evocation) and Tongues (Divination).

Setting Changes
Longevity - Humans reach old age at sixty and become infirm at eighty, as do Halflings, Gnomes, and Tieflings. Dragonborn and Half-Orcs reach old age at fifty five and become infirm at seventy. Dwarves reach old age at sixty five and become infirm at ninety. Elves reach old age at seventy and become infirm at one hundred.