So, when the party travelled to the Shadowlands, they discovered that it has rather grievous effects on non-natives. Being so close to the Realm of the Dead, this creates a drain on those not born to it. The following are the basic rules for how the Shadowlands affects creatures and classes who travel for any length of time there without magical protection.
- Humans: Must make a DC15 Charisma Check Weekly or suffer a level of Exhaustion, on the Fumble they also lose 1 Sanity.
- Khazan: Must make a DC5 Constitution Check monthly or suffer a level of Exhaustion, on the Fumble they also lose 1 Sanity.
- Half-Elves: Half-Elves suffer from much the same penalty as both of their kin, just to a lesser degree. Use of their Faerie Magic requires a DC15 Con check, and they must also make a DC15 Charisma Check weekly or suffer a level of Exhaustion, on the Fumble they also lose 1 Sanity.
- Dwarves: Dwarves are generally unaffected by the Shadowlands, merely needing to make a DC15 Constitution Check Weekly or suffer a level of Exhaustion, on the Fumble they also lose 1 Sanity.
- Gnomes: Closely tied to the Mortal Realms and Faerie, Gnomes lose their Speech with the Wild Things and Mask of the Wild feature. Use of their Faerie Magic requires a DC15 Con check. They suffer greatly from the lack of sun (see their Disadvantages) and they must make a DC15 Charisma check Weekly or suffer a level of Exhaustion, on the Fumble they also lose 1 Sanity.
- Elves: Closely tied to Faerie, Elves are grievously affected when within the Shadowlands. They lose their Faerie Mien unless they make a DC15 Con check to call it forth – and then must maintain Concentration upon it. They must make a DC15 Charisma check Weekly or suffer a level of Exhaustion, on the Fumble they also lose 1 Sanity.
For periods spent Carousing in the Shadowlands the roll to check for Exhaustion may be reduced to a DC5 Check.
Exhaustion levels may be reversed for each week spent Carousing. Sanity loses may be partially reversed in the Mortal Realms for every month spent Carousing, if started weeks equal to the 1 + the Wisdom modifier of the character in question. If Sanity is lost, no more than half can be regained in this way (rounded down).
HEALING AND REST PENALTIES:
- Long Rest only restores 1HD (not half), unless accompanied by the excitation of strong physical and emotional passions (or by some forms of intensely focused meditation).
- Death Saving Throws are at Disadvantage. A Healer’s Kit is and a DC10 Wisdom (Medicine) check is needed to stabilize a creature.
- Bard: Song of Rest will restore +1HD if played during a Short or a Long Rest. Bardic Inspiration may also be used to restore 1HD per use of the Bardic Inspiration. Recovery of Bardic Inspiration requires a DC15 Charisma check. After a Bard has resided in the Shadowlands for 1 month per level they recover Inspiration as normal.
- Cleric: Clerics of the Life, Light, and Nature Domains must make a DC15 Wisdom save to use their Channel Divinity feature. They also only regain one (1) use between rests. Clerics of a Death Domain do not suffer from Racial or Healing & Rest Penalties, and have the same benefit as the Druidic Natural Recovery feature.
- Druid: Due to the alien nature of the Shadowlands, until a Druid has resided there for months equal to their level, they only regain half the number of spells as normal after a Long Rest.
- Monk: Due to their studious discipline, Monks may recover HD as normal. Monks of the Way of the Shadow have Advantage in Combat, and only need spend 1 Ki to use their Shadow Arts.
- Paladin: Paladins of the Oath of the Ancient must make a DC15 Wisdom save to use their Channel Divinity feature. They also only regain one (1) use between rests. Until they have resided in the Shadowlands for months equal to their level, they only regain half the number of spells after a Long Rest.
- Ranger: Rangers have Disadvantage when using their Natural Explorer feature until they have resided in the Shadowlands for one week per level of experience.
- Warlock: The nature of Pact magic means that there is no mechanical issues for Warlocks in play. Those with the Archfey Patron may find that they must make Charisma tests to use Patron-related features, while those with a Patron among the Great Old Ones are likely to become the targets of the Wild Hunt…
- Wizard: Those who study the School of Necromancy do not suffer from Racial or Healing & Rest Penalties, and have the same benefit as the Druidic Natural Recovery feature.
- Cold, Necrotic, Poison, Psychic, and Radiant damage is +1 per die of damage.
EFFECTS ON GEAR:
- Non-magical equipment and gear from the Mortal Realms suffers from -1 Penalty each week of existence in the Shadowlands. After no more than five weeks (and a potential -5 penalty) it finally reaches a functionally useless state.