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Living Rules Doc
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All published content is allowed, including optional subclasses/features/options from Tasha’s.

Character Mechanics

Character Creation

  • Standard point buy for stats (27 points, min 8, max 15)
  • Any race (besides Variant Human and Custom Lineage) can take a feat at character creation in exchange for their racial ASI(s) becoming a single +1
  • Players can assign racial ASIs to any stat, but cannot put multiple racial ASIs on the same stat (a la Tasha's)

Leveling Up

  • PCs get a free feat at levels 4 and 8 in addition to the ASIs at those levels

Class Changes

Monk

  • Additional ki points equal to proficiency bonus
  • If you are not wearing armor and not wielding a shield, enemy creatures have disadvantage on opportunity attacks against you
  • Can make grapple/shove checks with DEX (Athletics)

Sorcerer

  • Additional metamagic options
    • 4 metamagic options at 3rd level
    • Another two at 10th level (up to 6)
    • Another two at 17th level
  • Additional sorcery points equal to proficiency bonus
  • All subclasses get origin spells (specific spells TBD)

Warlock

  • Warlocks can choose to use INT as their primary stat
    • CHA save proficiency becomes INT save proficiency
    • Spellcasting stat becomes INT
    • All class features that reference CHA will use INT instead

Race Changes

  • Dragonborn breath weapons are a bonus action, not an action

Gameplay

Resting

  • Slow Natural Healing variant rule from DMG
    • Short rests are 1 hour; hit dice can be used to restore HP
    • Long rests are 8 hours; all resources are restored, and hit dice can be used to restore HP.
    • Can only benefit from 1 long rest every 24 hours

Combat

Flanking

  • Prerequisites:
    • Two allied creatures, both directly adjacent to a hostile creature (but on opposite sides).
    • The allied creatures cannot be unconscious or incapacitated.
  • Result: The allied creatures are flanking the hostile creature
    • While flanking, melee attacks get a +2 to hit

Moving through enemy space

  • A creature can do either of the following as an action or bonus action to move through enemy space.
    • Overrun: Make a contested STR (Athletics) check. Larger creatures have advantage.
    • Tumble: Make a contested DEX (Acrobatics) check.

Cleaving and Piercing

  • Cleaving (requires reducing an enemy to 0 HP with a melee weapon attack)
    • Any excess damage can be applied to another creature within reach
  • Piercing (requires reducing an enemy to 0 HP with a ranged weapon attack)
    • Any excess damage can be applied to a creature 5 feet behind target (following straight line of projectile path)
  • AC must be equal to or below the initial attack roll for both cleaving and piercing

Identifying Spells

  • Passive INT (Arcana) check
    • Advantage (passive +5) if spell is on spell list
    • Identify spell level with DC 10 + spell level
    • Identify spell with DC 15 + spell level

Other Changes and Clarifications

  • Potions require a bonus action to drink, not an action
  • You cannot use both your action and your bonus action to cast spells of level 1 or higher in the same turn.

Changelog

  • 2/9/21: Initial version
    • Add rules from /u/Caesarr
      • Rules to take effect immediately:
        • Monk changes (additional ki, conditional disadvantage on opportunity attacks, grapple/shove with DEX)
        • Sorcerer changes (metamagics, additional SP, origin spells)
        • Warlock changes (INTlocks)
        • Cleave rules
    • Rules to take effect at next character creation:
      • Non-human races can give up their +2 ASI for a feat
  • 2/16/21: Add flanking, wording/structure clarifications, move TODOs
    • Exhaustion on hitting 0 HP seems like a bad call

TODOs

  • Consider if sorcerer changes are overtuned given availability of feats (ease of taking Metamagic Adept)
  • Consider boosted healing rules (spells/potions heal max or double dice if healing creature above 0 HP)