Ability Score Generation
|#1 Elite Array (15, 14, 13, 12, 11, 10)|
|#2 Point Buy: 28 pts PHB system|
|#3 Roll: 7(3d6): Drop Lowest Outcome (Must be done live).|
|HP Increase||#1 Average|
|#2 Roll: No rerolls, not even on a 1|
|Lightfoot Halflings||Underfoot Agility: Can hide behind Medium allies in combat|
|Find Steed||Mount does not share unintuitive spells (e.g. Cone of Cold, Magic Jar)|
|Orc||Endurance: Chill Touch, and similar healing inhibitors, do not override|
|Help Action||Can use the Help action, then move away from the ally assisted|
When ambiguous, assume things scale off of Character Level, not Class Level (e.g. Cantrips, and Invocations)
Any weapon can be made into an Arcane focus with some work and a market price increases of +20 gold.
Any Armor, Shield, or Tattoo can be made into an Divine focus with some work and a market price increases of +10 gold.
|Dueling Combat Style||Can be used with a shield in the other hand, so long as it's not a weapon|
|Movement||Moving through the space of an ally, even a prone ally, counts as difficult terrain.|
|Volley Spells||The volleys in various spells strike simultaneously. This means the strikes count as a single source of damage for things like Resistance, and 3 volleys striking a character at 0 HP does not count as 3 failed death saves. (E.g. Magic Missiles, Eldritch Blast, & Scorching Ray) However, carry over effects such as Knock-Back, and the like are each applied as normal.|
|Spells & Attack Rolls||Spells that include an attack roll can score a critical hit.|
Spells & Nonlethal Damage
Acid, Cold, Fire, Electricity, and Necrotic damage cannot be used to deal Nonlethal Damage. Radiant,Poison, Pyschic can.
|Bludgeoning, Slashing, Piercing, Radiant, Poison, Pyschic can be used to deal Nonlethal Damage.|
|Cleric: Destroy Undead|
The Cleric's Destroy Undead class ability, destroys undead of CR equal to their Character Level -3.
|Cleric Domain: Trickery||Blessing of the Trickster can be used on self.|
Ready Action: Anticipate
|A specific-trigger Ready interrupts the action that triggers it.|
Ready Action: Hold Action
|An unspecified-trigger Ready occurs directly after the action that triggers it.|
10 uses, and provides Advantage on Wisdom (Medicine) checks. (Including Stabalizing the dying)
Area effect: Mana Surge
All spells cast require a Concentration check, DC 10 + Spell Slot Level. Failure results in a wild surge.
|Area effect: Null Mana||Spells simple do not fuction, nor do magic items|
|Healing & Recovery|
Short Rests provide no recovery, Characters may spend Hit Dice during Long Rests, Down Time recovers Hit Dice
|Healing & Recovery||Healing Kits can be used to Maximize Hit Die recovery with a successful Medicine check|
|Potions||A character need not concentrate on a potion that they have imbibed|
Each player may grant one inspiriation point per game session. If the GM aproves heartily, they may allow the giving player to give one more point at another time.
A critical hit is always a hit (I.e. The Champion's class feature to Crit on a 19 infers an automatic hit on a 19.)
Injury Poisons, once applied to a weapon carry the poison for 1 minute, or until the next succesful attack made with said weapon.