*N.B. These rules will apply to Players, Monsters, and NPCs
Critical Hits
When you roll a natural 20 on an attack roll, the critical hit damage will be calculated as follows: Roll all of your damage dice as per normal, and add that total to the maximum damage that could have been rolled, then add any applicable modifier. As with any critical hit, this will apply to any damage dice rolled as part of the attack action, including sneak attack or a paladin’s smite.
Critical Misses
When you roll a natural 1 on an attack roll, it will be handled on a case by case basis. Don’t be surprised if a critical miss is followed by a dexterity save or sleight of hand check.
Other Nat 1’s and 20’s
For any other d20 test, a natural 20 does not mean an automatic success, nor does a natural 1 mean a guaranteed failure. Please respect the DM’s rulings on a case by case basis for these rolls.
Flanking
A creature is flanked when 2 of its enemies are on opposite sides of it (when in doubt, draw an imaginary line between the enemies, and if they pass through the creature, it is flanked). When attacking a flanked creature, you gain a +2 to attack rolls.
Healing Potions
Players will have 2 options for consuming or administering a healing potion during combat. If using your Action, a healing potion will deliver its maximum healing potential. For example, a standard healing potion will restore 10 HP always, instead of 2d4+2. If using a Bonus Action, a healing potion will use dice rolls as normal.
The Breather (10-Minute Break)
There is no limit to the number of breathers you can take in a day.
- At the end of a breather, you can spend 1 hit die (only one).
- Any amount of combat or strenuous activities interrupt a breather.
- Six breathers in a row amount to a short rest.
- If pressed for time, the adventuring party can gain the benefit of a short rest in 10 minutes provided the PCs can all spend at least 1 Hit Die. Once they use a breather this way, it can’t be done again until the characters complete a long rest.
Short Rests
A standard adventuring day will contain no more than 3 short (1 hour) rests. An interrupted short rest may not be recovered, however, as long as 10 minutes has passed it will be considered a “Breather” (see above).
Long Rests
A standard adventuring day will contain no more than 1 long (8 hour) rest. An interrupted long rest may be successfully completed by adding additional time (length of interruption) to the end of it.
Skill Checks
Simply describe your character’s actions. The DM will ask if a skill check — if any — is required for a given situation. Never roll in anticipation, because it slows the game down, and a skill’s passive score might be enough while a low number on the die will always count as a failure. Some actions might require proficiency in a given skill, tool, or instrument (DM’s call).
Languages
Every character starts with 3 languages – Common, plus 2 standard languages. At your discretion, you may choose to not declare one or both of these other languages until the need to speak another (standard) language comes up in game. Once a language is chosen, there is no going back.
Mulligans
Once per adventuring level, if you have chosen a spell, weapon mastery, class feature, skill bonus, etc… but have not yet used it, you may swap that spell, weapon mastery, class feature, skill bonus, etc… for another viable choice that you could have made at that time. Once used, they are locked in.