New Mechanics

  • Rolling with Emphasis - If you’re in a situation where you will likely either succeed massively or fail miserably, roll two d20s and take the value furthest from 10. This rule also applies if you have both advantage and disadvantage on a roll at the same time

Inventory/Item Rules

  • Encumbrance/weight is ignored for the most part, unless you’re carrying something that would obviously encumber you
  • Spell components are not required
  • Health potions can be used as an action for full healing, or as a bonus action for rolled healing

Throwing Creatures

  • To throw a creature, you must be at least one size larger than it, and succeed a STR check against their STR or DEX save
    • Goliaths may throw creatures of the same size as them with disadvantage
  • You may throw a creature up to 5 feet for every size smaller than you they are + (STR mod * 5 feet)
    • e.g. A large creature with 18 STR may throw a small creature (5 * 2) + (4 * 5) = 30 feet
  • Thrown creature damage is as follows:
    • 1d4 + STR mod; DC 12 DEX save to not go prone
    • If thrown at another creature, that creature takes 1d6 damage

Summons

  • Summoned creatures will share the summoner’s initiative and take their turn immediately after the player’s turn