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