The following is a list of mechanics that are prevalent within the Purgatorio campaign
Starting Level: Level 3
Permissible Source Books: Core rulebooks, Unearthed Arcana, DMsGuild. Other homebrew is subject to alteration and must be approved by the DM
Class Restrictions: Due to the nature of magic within Purgatorio, arcane magic is limited to the Warlock class, who gain their power from a Primarch. The Bard and Wizard classes are restricted during character creation. Taking levels in Bard or Wizard will be possible during campaign play. Sorcerers are possible but extremely rare, owing to their mysterious synchronization with the magical forces of Purgatorio.
Ability Score roll method: Array of 6 numbers, each number consisting of a roll of 2d6+6
Barbarian > Berserker
You ignore the effects of exhaustion while in a frenzy. Additionally, you lose one level of exhaustion upon a short rest and 2 levels of exhaustion after a long rest.
Fighter > Battle Master
ADD: Superiority Dice
You regain one expended Superiority Dice upon landing a critical hit.
Fighter > Eldritch Knight
CHANGE: Weapon Bond
You can summon both of your bonded weapons in a single bonus action and can use a bonded weapon as an arcane focus for somatic components while holding weapons or a shield in one or both hands.
You regain one expended Ki point upon landing a critical hit.
Sorcerers have the option of using the Spell Point variant rule found within the DMG (page 288).
Sorcerers gain all of their Metamagic options at level 3.
CHANGE: Pact of the Blade
You gain proficiency with medium armor and shields. Manifesting your pact weapon now only requires a bonus action rather than an action. Additionally, at level 6, you can attack twice instead of once when you take the Attack action on your turn. When you hit with an attack made with your pact weapon, you may add your Charisma modifier to its damage roll.
REMOVE: Lifedrinker Invocation
REMOVE: Thirsting Blade Invocation
The lands of Purgatorio and the creatures within are infused with the natural flow of magical energy. By journeying to new demiplanes and combating fearsome beasts, one’s equipment may passively soak up the magical energies that permeate the world around them. When an object becomes replete with energy, it may ascend, taking on a new form and exhibit strange, new powers. When equipment ascends and how often is regulated by the DM. Ascended equipment follows the normal rules for attunement to magical items. Equipment may absorb magical energies through extraordinary feats.
For example, if one were to bravely charge into battle against a dragon and emerge victorious, its essence may seep into one’s equipment, granting it a new form and the power of dragons. The newly ascended equipment becomes magical and sentient to a degree, passing along its emotions and its name to its user. In the example, the warrior’s longsword absorbs the dragon’s soul, changing its form into a wicked dragon’s wing. The blade tells its user it’s new name, Drakewind, and may convey the dragon’s power to its owner.
Ascended equipment may possibly ascend again, but the feat to push it to its next level must be larger and more grandiose than its previous feat. For Drakewind to ascend once more, fighting lesser beasts will not suffice, but combating a fearsome storm giant may. After the grueling encounter, Drakewind ascends once more, becoming Stormwind, a fearsome conduit of draconic and storm-based energies. An Engraved’s heroic feats imprint themselves onto their equipment due to ambient energies focused by the Brand. Because of this, a truly legendary weapon can be forged by forging oneself into a legend.