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Gobber's Guide Booklet

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110 views7 pages

Gobber's Guide Booklet

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© © All Rights Reserved
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PREVIEW BOOKLET

Gobbo’s Guide to Hearth and Home • Booklet | 1


Greetings, our intrepid adventurer!
We are Unlimited Realms Ltd, a duo of roleplaying nerds, and we’re excited to
share with you a sneak preview of our upcoming project; “Gobber’s Guide to
Hearth & Home”, coming to Kickstarter in April 2024!
This little pamphlet offers a sneak peek of what we’re working on, and gives you
an idea of the type of wonderful features you can expect from our second book
publication!
Gobber’s Guide to Hearth & Home is an original expansion for fifth edition,
designed to make the base-building experience fun, immersive, rewarding, and
straightforward!
Designed with Game Masters in mind, we’ve packed this module with a smor-
gasbord of base-construction concepts and world-building ideas to make session
planning a breeze. We have also included original content, including new Playable
Races, new Sub-Classes, new Backgrounds, and new Magic Items!
To make this book even more engrossing, we’ve themed the content around a
parody Home & Lifestyle magazine, edited by some of the realm’s most influential
figures, such as the self-professed social guru, Gobber!
We hope this little booklet encourages you to join us on this adventure and be a
part of the ever-growing Unlimited Realms community!
Many thanks, and happy ready!
Mat & Dave
Unlimited Realms Ltd
#gobbersguide

2 | Gobbo’s Guide to Hearth and Home • Booklet


New Race: Alignment
Home Gnomes can be of any alignment, but the ma-
Home Gnome jority tend to be Lawfully aligned due to living around
buildings and developments.
Your secret housemate!
Size
“Throughout your construction project, Home Gnomes are about 3 feet tall and average
always double-check your wall spaces. You about 35 pounds. Your size is Small.
don’t want to get a month into living in your
new home, only to learn you’re sharing it Speed
with a family of Home Gnomes!” Your base walking speed is 25 feet.
- Arcade
They’re In The Walls
You may cast Meld into Stone once per a long rest
Home Gnome Traits without using a spell slot.
Ability Score Increase My Home Is My Castle
Wisdom and Strength both increase by 1. You have advantage on Initiative checks when inside
a building and gain a further +5 ft of movement (for
Age the purposes of this ability, this is anything with four
Home Gnomes age at the same rate as humans, walls and rough, natural structures, such as caves,
however, once they reach maturity of 30, their aging and rooms built within them do not count.)
slows. While Home Gnomes can live up to 300
years, those forced into the wild have a much shorter Languages
life span. You can speak, read, and write Common and
Gnomish

Gobbo’s Guide to Hearth and Home • Booklet | 3


New Race:
Termetians
Incredible insectoids!
“My kind came forth from the dirt, leading
many to perceive us as dank and drab. Yet
in truth, Termetians are drawn to color and
vitality! We cherish the simple joys, finding
richness in what others overlook or deny
unto themselves.”
- Xentha

Termetians Traits
Ability Score Increase
Wisdom and Constitution both increase by 1.
Age
Termetian lifespans vary greatly, but are usually tied
to their burrowed homeland. The oldest can live
into their thirties, yet Termetians who venture above
ground tend to live shorter lives.
Alignment
Termetians thrive when surrounded by others, and as
such often find their morals guided by their compa-
triots. However, without such influence, they trend
towards neutral alignments.
Size
Temetians are typically the same height as an average
human. Your size is Medium.
Speed
Your base walking speed is 30ft.
A Carpenter’s Nightmare
Once per a short rest, when attacking a Construct,
Plant, Structure, or Object made from wood, with an
Attack, you may get advantage on the attack.
They Get Everywhere!
You have a climb speed equal to your movement
speed and can climb difficult surfaces, including
upside down on ceilings, without needing to make an
ability check. You can also fit through gaps that are
only big enough for a small creature.
Languages
You can speak, read, and write Common and Under-
common.

4 | Gobbo’s Guide to Hearth and Home • Booklet


New Subclass: New Subclass:
Battlefield Engineer (Fighter) Feast Domain (Cleric)
Control your surroundings! Cooking is your love language!
“Some fighters try to control their enemy, “Sometimes, a full stomach can mean the
others try to control their allies. The engi- difference between life and death. A hearty
neer, however, focuses on controlling their meal sustains us, it lifts us, it’s like love.”
surroundings. After all, it’s harder for you to - Phyllis, Cleric of the Grand Feast
hit back when you’re ensnared in my trap.”
- Commander Isak of the
Domain Spells
Wardens of Renewal You gain these spells at the Cleric level listed.

Battlefield Fortifications Cleric Level Spells


When you choose this subclass at level 3, you gain
the ability to build Battlefield Constructs. purify food and drink, detect poison
1st and disease
Battlefield Constructs 3rd spike growth, protection from poison
Constructs are small modifications to the battlefield
that support you and your allies in battle. A Chef Needs His Tools.
At 1st level, you gain proficiency with Brewer’s Sup-
You may deploy a construct as a bonus action and plies and Cook’s Utensils. Either can now be used as
may have as many constructs active at a time, equal a Holy Symbol. When making a Medicine check, if
to your Intelligence modifier. Once a Construct has you have either Brewer’s Supplies or Cook’s Utensils,
been created, you cannot create that same Con- you may get advantage on the roll.
struct again until the previous one is destroyed. Con-
structs remain until you decide to end them. Channel Divinity: Feeding the Spirit
From 2nd level, you may use your Channel Divinity
Constructs can be attacked. They have an AC 10 to imbue your food with healing properties.
plus your Intelligence modifier and hit points equal
to 5 times your Fighter level. They use your modifiers You may spend 1 hour creating enchanted meals that
for saving throws. Any saving throws against a Con- can be eaten by your allies. With each use of this
struct have a DC 10 plus your Intelligence Modifier. ability, you create small meals equal to your profi-
ciency modifier. These meals can be eaten or fed to
Deployable Shield Wall. Create a wall, The wall a player as a bonus action. Upon being eaten, the
can be 15 ft long, 5 ft high, and 1 ft thick. At meal is expended and the eater regains 2d4 + 2 hit
least part of the wall must be within 5 ft of points.
you. The wall is solid and cannot be seen
through. As long as a character is within 5 These meals last for 24 hours.
ft of either side of the wall, they get +3 AC More options and class features are
against any attack or spell attack coming from coming soon!
the other side.
Tar Trap. Select a 15 ft by 15 ft square within 5
ft of you. That area becomes difficult terrain
when anyone tries to move across it. Any
creature that starts their turn in this area
must make a dexterity saving throw, if they fail
they are thrown prone.
More options and class features are
coming soon!

Gobbo’s Guide to Hearth and Home • Booklet | 5


Base Building
Designing a base in Gobber’s Guide to Hearth and
Home is much like building a new character, replac- City
ing race and classes with locations and base types! “There is nothing like the big city, exciting,
fast-paced and filled with rich people!”
There are two types of perks that stem from your
— Gobber
choices: Neighbor bonuses impact how inhabitants
of the world interact with the players, whereas Re- Neighbor Bonus. A city base will elevate you above
source bonuses are benefits that support the party in the farmers and peasants of the land. Those of high-
their campaign endeavors. born nature and wealth will start to take note. Your
names begin to appear in the lips of those at court.
The following rules are broken down into three Owning a base in the City gives you a +2 when using
simple steps: selecting the location, selecting the Deception, Intimidation or Persuasion on people of
theme, and expanding the base through modules high society and royalty.
and extensions. Each step provides several options
to build a base befitting the region and the players’ Base Tour. Once a day, you may host a din-
requirements. ner for up to 5 NPCs. After the dinner, those
NPCs are Charmed by the members of your
(While the full module will include a com- party for the next 24 hours.
prehensive progression system to run along-
side player levels, this sneak-preview rules
showcase the foundations of the base build- Forest
ing journey!)
“I am all for returning to nature, enjoying
Locations the smell of pine and grass in the morning.
But I draw the line at wearing plaid.”
It’s an old adage, but where you choose to settle — Xentha
makes all the difference. Where your players decide Neighbour Bonus. Building a home in the woods not
to lay down roots will determine the type of perks only provides protection from wandering eyes and
that both characters and the town receive. Each base nosy neighbors, but helps you get back to nature,
type will benefit from a Neighbor bonus, for example, and nature can often spot its allies. Owning a base in
a base in a city may give you a benefit when trying to a Forest gives you a +5 to Animal Handling checks,
engage with those in high society. when dealing with beasts of CR 2 and below.
Over time, the base will start to impact its location, The birds carry your words. Once a day, while in your
with potential narrative implications during the later Forest base, a member of the party may cast Animal
stages of the campaign. For example, fortifications Messenger. They can use this ability even if they can-
may attract settlers seeking safety, and city hubs are not normally cast spells. Once cast, they may not use
likely to attract the attention of guilds and criminals this ability again until a new dawn.
alike.
More options and abilities will be un-
veiled soon!

47
6 | Gobbo’s Guide to Hearth and Home • Chapter
Booklet 2
Empty the Armory. While at your keep, any
Base Types party member may choose to swap either
their armor or a weapon for any other type
Once a location is chosen, the next step is deter- of non-magical weapon or armor, to the
mining the type of base being constructed. Will your GM’s discretion. Their current armor or
players seek a secluded Sanctum, or relish in a lavish weapon is removed and destroyed. Once
mansion? This is where creativity sparks, allowing used, a player cannot use this ability again
both GMs and players to collaborate and envision for one week.
their ideal home.
Mechanically, this will affect the Resource bonus; a
modifier gained in select saving throws or skill checks
Module Types
If Location is like choosing a Race and Base Type is
reflecting the resource each base type provides. For
like choosing a Class, Modules are like equipment
example, a template may enhance Wisdom saving
you can give to your base for some special bonuses.
throws through divine favor, while a magical Military
With the base founded and established, players can
base could lure a band of militants ready to serve
now enhance their base even further with special
your cause.
add-ons.
Importantly, the base type will determine the NPCs
Through gold, quests, or a combination of both,
populating the premises, and the type of upgrades
players can construct unique facilities that provide
that can be developed.
access to new Neighbor and Resource bonuses, as
well as unique components that are only available to
Mansion certain base types.
“Life is hard, being an adventurer is even
harder! Treat yourself with a nice welcoming Forge
mansion that tells all your neighbors, you
are really stinkin’ rich.” Adding a forge to your base gives you the ability to
— Gobber not only create weapons and equipment, but also
keep your current gear in the best possible con-
Resource Bonus. Your words carry more
dition. As well as the Forge’s Resource Bonus, The
weight when you have such an impressive
forge can be used in place of smithing tools, for the
home to show you mean business. While you
creation of any non-magical item.
own a Mansion, any party member may dou-
ble the Neighbor Bonus this base has. Once Resource Bonus. To represent the better
you have used this bonus on a check, no condition you may keep your gear in, while
party member may use this until a long rest. your base has a forge, a member of the party
may choose to get advantage on an attack
Personal Vaults. While at your mansion, a roll with a weapon they are proficient in.
player may spend gold to buy any costed Once used, no party member may use this
magical components needed for spells. ability again, until after a short rest.

Keep Shrine
“Nothing says, I am big, strong and fear no As well as the below abilities, a shrine can be used
one, than hiding behind an army, housed in
in place of a temple for any abilities or checks and
this walls of stone and steel.”
— Gobber counts as holy ground.

Resource Bonus. Just as your keep is always Resource Bonus. Having such a shrine gives
ready to stand firm against attackers, you the party access to a range of resources to
are always ready to fight. When the party do with their chosen deity. Any member of
must roll initiative, the party may choose one the party, proficient with Religion gets a per-
member to get a +5 on their roll. The party manent +2 to any skill checks for Religion.
must choose before initiative is rolled. A Divine Connection. Once per a Long rest
a cleric who has a shrine in their base may
roll Divine Intervention with advantage.

Gobbo’s
Gobbo’s
Guide
Guide
to Hearth
to Hearth
andand
Home
Home
• Chapter
• Booklet
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