Instead of a human who shapeshifts into animals, they’re, like, an owlbear that shapeshifts into a human.
They’re mystically attuned to cities, which their powers treat as a sort of exotic but naturally occurring terrain.
Rather than seeking intuitive oneness with untamed nature, they carry out hilariously reductive scholarly analysis of humanoid society, all writing up thesis papers like “On the nesting habits of the Common Halfling”.
(They can still call down a lightning strike on your ass, though, because some things don’t change.)
i have a million ideas for bards because i’m just dying to play one, but now i’m thinking of a children’s librarian bard who casts spells via storytime and children’s programs and events
children’s librarians have the most fun
on my second day of work at the library, there was a science program scheduled to happen, but the scientist doing it was stuck in traffic and was an hour late. so my boss (a children’s librarian) improvised a show for nearly the full hour until he got there
Also, just because it’s a pretty darn critical part of the show that confused me while watching Critical Role the first time around and I’m sure it’s something that might baffle folks jumping in on the second campaign, here’s how injury and death work in this show. Keep in mind that in the heat of the moment sometimes elements of this get forgotten and/or judgment calls are made that shift a bit from the rules here and there!
Instant Death
When a character takes enough damage to go below 0 HP, they are considered unconscious and at 0 HP. The only time negative HP matters is if the damage they take with one strike brings them to the negative of their maximum HP, in which case they are instantly killed—so, as an example, if a character has been previously injured and is at 5 HP out of their maximum 21 HP, an attack that does 26 HP of damage would bring them to -21 HP and that would be a character death.
Some spells and traps can also cause instant death—Power Word Kill, a 9th-level spell, automatically and instantly kills any creature with fewer than 100 HP; Disintegrate, a 6th-level spell, instantly kills (and renders to ash) any creature it brings down to 0 HP; Finger of Death, a 7th-level spell, instantly kills any creature it brings down to 0 HP and brings them back as a zombie in service to their killer; if a creature goes to 0 HP due to damage from being submerged in lava or acid, they may be instantly killed and their body may be unrecoverable, etc.
Death Saving Throws
Assuming instant death isn’t on the table, a character knocked unconscious has 0 HP and death saving throws become a thing. Every time their turn comes around in combat (or a 6-second period passes outside of combat), they have to make a death saving throw, which is just a d20 rolled with no modifiers.
If they roll 1-9, that’s a failure.
If they roll 10-20, that’s a success.
If they roll a natural 20, they regain consciousness with 1 HP.
If they roll a natural 1, they fail two death saving throws instead.
Three failures total (not necessarily in a row) will result in the death of that character. Three successes total (not necessarily in a row) means that character is considered stable—still unconscious for a few hours at 0 HP, but no longer needing to make death saving throws.
If a character is attacked while they are unconscious, all attacks against them will have advantage. Attacks against them from within 5 feet are automatic critical hits. A successful attack against an unconscious creature automatically results in a failed death saving throw. A successful critical hit against an unconscious creature results in two failed death saving throws. This means that a single enemy with two attacks or two enemies with one attack each standing next to an unconscious player character can kill them before they even get a chance to start rolling death saving throws. When a character goes down, they have to get back up again fast.
Once a character is stabilized, their death saving throw counts (successes and failures) reset, even if they get knocked unconscious a second time in the same fight.
So You’re Unconscious; What Now?
While it’s possible for an unconscious character to regain consciousness or get stabilized on their own (for the former, they need to roll a natural 20 on a death saving throw, and for the latter, they need to roll three successful death saves before they get three failures), usually the risk of leaving them and hoping for the best is dangerous enough that they’re going to need a little help.
A healing potion can be administered by another character (in combat, this takes their action), which will return the injured character to consciousness with the number of HP specified by the healing potion (depending on the potion’s rarity, this could be 2d4+2, 4d4+4, 8d4+8, …).
Likewise, a healing spell bumps the injured character to consciousness with the number of HP specified by the spell. The most commonly used and versatile healing spells early in the game are Healing Word, which can be cast at a distance as a bonus action but is less powerful, and the more effective Cure Wounds, which requires physical contact and an action to cast.
Failing both of the above (since potions are expensive and spell slots are limited), something like a medicine kit can be used with a successful Medicine skill check to stabilize a character at 0 HP so they no longer have to make death saving throws.
So You’re Dead; What Now?
If a player is killed, they’re not necessarily out of the game right away.
In the D&D 5e ruleset, there are several spells that automatically bring a player character back from the dead. In Critical Role, those rules have been changed and homebrewed to be a lot more harrowing: with any sort of resurrection magic, there is always a chance of failure. Permanent character death is far, far more likely in CR than in a non-homebrewed D&D game. No pressure or anything.
According to Matt’s rules, attempts to reverse character deaths involve having to roll a d20 and meet a particular Difficulty Class target. That Resurrection DC starts at 10, but if a character was previously resurrected successfully, that DC increases by 1 for each successful resurrection, making it harder and harder to bring a character back to life.
The lowest-level spell to reverse death is Revivify, a 3rd-level spell. The conditions for its casting are access to a diamond worth 300 gp, which the spell consumes, and the caster has to get to the dead character within one minute. Since this spell is generally a stopgap measure in the middle of combat, Matt’s condensed his homebrew resurrection rules to a single dice roll, a d20 plus spell ability modifier, which has to beat the Resurrection DC. If it fails, the players get one more chance if they can gain access to more powerful magic. If it succeeds, the character returns to life and consciousness with 1 HP and their Resurrection DC increases by 1.
If Revivify isn’t an option or fails, usually the next step is finding someone who knows the spells Raise Dead (5th level) or Resurrection (7th level). The former consumes a diamond worth 500 gp and must be cast within 10 days, and the latter consumes a diamond worth 1000 gp and can be cast anytime within a century. Both of these spells, if cast successfully, leave the revived character with penalties for several days as they recover, while a successful Resurrection spell cast more than a year after the character’s death can also rebound a bit on the caster. Reincarnate is a 5th-level spell (1000 gp diamond, must be cast within 10 days) that carries a high chance of the character returning as a different race.
For all of these spells, a Resurrection Ritual is done on Critical Role rather than just having the spell automatically succeed. This ritual requires the character’s body.
For this ritual, three player characters (or NPCs) can come forward to make contributions, each culminating in some sort of skill check (with advantage/disadvantage granted and DC set at the DM’s discretion).
Each successful skill check decreases the final Resurrection DC by 3 (increasing the chance of bringing back the dead character), and each failure increases the Resurrection DC by 1.
In the end, it’s still one single d20 roll that determines whether the character returns, and there is always a chance of failure if the Resurrection DC is not met. CR doesn’t have dice cams, but these die rolls are important enough that they generally get photographed and stuck up on Twitter as proof.
Once one of these spells fails, the character cannot be recovered by normal means, and the player may bring in a new character… or the players may all make some very strange journeys in search of alternatives.
There two 9th-level options, but they are extremely rare magic in the world. The spell True Resurrection is an option that requires 25,000 gp in diamonds, but it will succeed automatically even in Critical Role’s ruleset, barring extreme circumstances. Likewise, a carefully worded Wish spell could be used to bring a character back to life (with the usual caveat that Wishes often don’t go exactly how you’d expect).
Basically, as in all things Critical Role, the story can supersede the rules, and a character’s resurrection can be foiled by outside forces (or by their own unwillingness to return).
This feels like a vaguely cursed post to make, but there’s always a lot of uncertainty flying around when things get especially nasty in combat, so it can be helpful to be on the same page as the players!
Start a business selling faulty rpg items. Such as brass knuckles that do 1d6 lightning damage but due to conduction you also take damage.
A flail made from aloe leaves so it healed as it dealt damage.
A ring of frostbite. Over time your hand slowly gets more and more frostbitten.
An enchanted scythe. Once in battle, it becomes painfully obvious the “enchantment” was Minor Illusion. It’s actually made of cardboard.
An axe that doesn’t do damage but makes enemies smell nice.
A bow that only shoots where you’re aiming if you’re blackout drunk.
A sword that does untyped area of effect damage. With d12s. Many of them.
A sword that is actually just a really big butter knife.
A crossbow that when not in use becomes a large raven to fly around on its own. It has its own, very specific ideas as to when and where it is in use.
A Staff of Goodwill that rather than making peace with others just gives you bargain bin items.
a shuriken that is actually a fidget spinner
A human made sword that is just a small sharp person
A weapon that is actually secretly a doppelganger
A tome you can only read if you drop ink in your eyes
A magic scabbard with a sword, when the sword is drawn, another scabbard is underneath
A potion of Heeling. It only repairs damage done to your heels.
An item that boasts giving you the strength of 10 men, but instead just gives you DID so you have 9 people in your head alongside you. They never stop talking.
An item sold as speaker but is actually a box that screams for no apparent reason.
Vanishing spell ink, you write your spells down and they vanish permanently an hour later
A quill that behaves as if it were the animal it came from.
+1 weapon, it’s a bogo whatever weapon you buy so that if your players buy a +1 rapier in character then they get 2 rapiers for the price of one
A sword that’s half off. You only get the blade.
A potion of darkvision that make everything look dark
A mask of many faces but only lets you look like your own face.
A goblet the entirely drains if you pour too much liquid into it
An orb of future sight but only sees a single nanosecond into the future.