Character creation Everyone gets a free feat at level 1. Everyone gets a free minor magical item at level 1. Leveling up When rolling for hit points, reroll 1s. Instead of a +2 ASI or a feat; you get +1 ASI and a feat. Natural 20's A Crit on Initiative gives you one free action. A Crit on an attack maximizes the weapon dice. This does not count for the additional damage dice. A Crit on a saving throw results in you taking no damage, even if the spell would normally do half damage. A Crit on an ability check allows you to add your proficiency on top of the skill proficiency you already have. Checks & Saves You can only use the help action on skill checks if you are proficient in that skill. Death saves are rolled in secret by the player or DM. Once after Initiative is rolled and before combat is started, you may lower your Initiative to a value of your choosing. When doing an ability check and take 10 minutes to do so, you can't roll lower than 10 + your skill proficiency. You may re-attempt a failed skill check by pushing it. This raises the DC and the consequences if you fail again. If you succeed at an attack roll, saving throw or ability check by 10 or more it's considered an extreme success; if you fail by 10 or more it's considered an extreme failure. An extreme success or failure will carry some minor effect determined in the moment by the DM. Conditions & Injuries Bloodied : Dropping below half your hit points. You get disadvantage on ability checks relying on STR, DEX or CON. You can no longer use the dash action. Beaten : Dropping below a quarter of your hit points. You can no longer use your reaction. Standing up from prone costs all your movement. Dying : Dropping to 0 hit points adds one level of systemic shock upon becoming stable. When you drop to 0 hit points again, each level of shock counts as an automatic death save failure. You lose all levels of shock after a long rest or restoring at least half your maximum hit points. Wounds : When you are critically hit or drop to 0 hit points, you gain a wound. Roll on the Wounds table to see which part of your body was wounded. If you roll a duplicate result, your current injury worsens by one step. d6 Area Minor(DC10) Medium(DC15) Major(DC20) 1 Arms -2 STR -4 STR -6 STR 2 Legs -2 DEX -4 DEX -6 DEX 3 Torso -2 CON -4 CON -6 CON 4 Head -2 INT -4 INT -6 INT 5 Eyes -2 WIS -4 WIS -6 WIS 6 Face -2 CHA -4 CHA -6 CHA At the end of a long rest, you may check to see if each of your wounds will heal by one step with a Constitution check. The difficulty depends on the severity of the wound. Closing a wound with magic requires a spell level befitting the wounds' severity: minor (lvl1), medium (lvl2), major (lvl3). You may also use healing potions: Common, Greater or Superior. You do not regain health this way. Survival Thirst : You need to drink one waterskin worth of liquid a day or become thirsty, lowering your attack rolls, ability checks and saving throws using WIS, INT or CHA by 1. After a second day you are parched, lowering them by 2. After a third day you are dehydrated, lowering them by 3. Hunger : You need to eat a ration worth of food a day or become hungry, lowering your attack rolls, ability checks and saving throws using STR, DEX or CON by 1. After a second day you are ravenous, lowering them by 2. After a third day you are starving, lowering them by 3. Combat Flanking no longer gives advantage, instead you add half your proficiency (rounded up) to the attack roll. Creatures can give partial cover to other creatures. A creature of same size gives half-cover; one size larger gives 3/4 cover; more than one size larger gives full cover. Being hit by a Crit adds a notch to your armor, lowering AC by 1 for each notch. Notches can be repaired by smiths or characters with relevant tool proficiencies. Resting You can't regain health after a rest until someone expends a use of a healer's kit to treat your wounds. When resting in jungle, mountains or other such wilderness, you only get the benefit of a Short Rest unless you spend the entire day resting without travel. Encumberance Items are taking up inventory slots based on their size. Size Slots Description Tiny 0.1 Very small, can carry multiple in a hand. Small 1 Short length, held easily with one hand. Medium 2 Medium length, held with one hand. Large 3 Long length, requires two hands to hold. You can carry a backpack (10 slots + STR Mod) and two pouches (2 slots + STR Mod), as well as a ration box (1 slot, 1 day of food), a waterskin (1 slot, 1 day of water) and a coin purse (1 slot, 100 coins). Your weapons are worn in sheathes or slung over your shoulder; the same counts for shields and quivers carrying up to 20 pieces of ammunition. You may increase your inventory slots through magic help or aquiring pack animals. A portable hole has 15 slots, a bag of holding 20 slots, a handy haversack 25; while a pack horse with saddle bags has 40 slots. Items Bandolier : A mundane item that carries items up to your proficiency bonus, which can be potions, poisons, flasks, scrolls, etc. If these items require an action to be used, they instead require a bonus action. It takes an action to add a new item to the bandolier. Potion of Vigor : Takes an action to use. Roll a number of hit dice up to your CON Mod + 1 to heal yourself. Tides of Luck Good luck : Add a luck token to the game on the players side. At any time in the game a player may give the token to the DM to force a reroll of an attack, saving throw or ability check they made, unless they rolled a 1. Bad luck : At any time in the game the DM may give the token back to the players to force a reroll of an attack, saving throw or ability check, unless they rolled a 20. Spellcasting Counterspells : When a spell is countered, the initial caster rolls on the wild magic surge table. If a counterspell is counterspelled, both casters roll on the wild magic surge table. Resurrection : If a spell is used to restore life, roll a d20 and add your spellcasting ability modifier. The DC is 10 + 1 for each previous successful resurrection the character has undergone. On a failure the spell has no effect and increases any future Resurrection checks' DC by 1. Force of Will Once at any time on your turn, you can give yourself a point of Exhaustion to push yourself beyond your normal limits and gain an additional action. Knowledge Checks You can use your passive ability scores to determine what you know about a general creature when you first encounter it. The DM will give you general information about the creature based on your proficiencies. Proficiency Creature Type Arcana Aberrations, Constructs, Dragons, Oozes History Humanoids, Giants, Monstrosities Nature Beasts, Elementals, Fey, Plants Religion Celestials, Fiends, Undead You can use the same knowledge scores to learn more about NPCs' class abilities and spells at the DMs discretion. Proficiency Class Type Arcana Artificiers, Wizards, Sorcerers History Fighters, Rogues, Bards, Monks Nature Druids, Rangers, Barbarians Religion Paladins, Clerics, Warlocks Combat Actions Take Cover : If you are in cover, you make use your bonus action to increase your cover bonus by one step. Half cover becomes 3/4 cover; 3/4 covers becomes full cover. Charge : When you use the dash action, you may use your bonus action to make a single melee weapon attack. Shield Bash : While wearing a shield you may replace one of your melee weapon attacks with a shield bash. The target must succeed on a Strength saving throw or take 1 + Str Mod bludgeoning damage and the next attack against the target has advantage. Heroic Save : As a Reaction, when an ally within 5 feet of you is hit with an attack or fails a Dexterity saving throw, you may throw yourself in front of them. The attack misses them, automatically hitting you. In addition to the damage you roll once on the Wounds Table. Sunder : You may choose to attack a weapon, shield or armor an opponent is wearing. On a hit, you deal damage to the item; if it drops to 0 hit points it is sundered. A sundered weapon has its damage die reduced one size; a sundered shield or armor has its AC reduced by 2. Most weapons and shields have 3d6 hit points; while metal armor has 1d8 hit points for each AC above 10. Magical items are immune to being sundered. Party Actions Party actions are declared by the entire party and/or DM at the top of a combat round. Both need to agree on the action. Tactical Retreat : The Heroes decide that this fight isn't going their way and set up a staged retreat. Incapacitated characters can be carried by an ally within 5ft of them. The party makes a group skill check using athletics or acrobatics against a DC based on the highest CR of the enemy. On a success they fled unharmed; on a fail they fled while taking damage equal to the combined CR of the remaining creatures. The party can allocate this damage however they like. Overwhelm : The DM can announce that the end of this fight is now a foregone conclusion. The party makes a group skill check using their weapon or spellcasting attack modifiers against a DC based on the highest CR of the enemy. On a success the remaining enemies die. If the group fails the check then the enemy can choose from the following options: (1) Flight. Between one and half of the enemy units escape, the rest dies. (2) Fight. The enemy deals damage per CR equal to the combined CR of the remaining creatures, then dies. The DM can allocate this damage however they like. (3) Freeze. The enemy lays down weapons and surrender. Talent Trees Learn a new talent based on your skill proficincies with every level up. See the attached Talent_Tree.pdf for the selection of talents.