Skip to content
yoonmoonsik edited this page Jul 7, 2026 · 9 revisions

Equipment Ability Score Requirements

Heavy Armor and Heavy Weapons impose a penalty unless you meet the required ability score.

Equipment Requirement Penalty
Heavy Armor Strength 13 Speed reduced by 3m
Heavy Melee Weapon Strength 13 Disadvantage on attack rolls
Heavy Ranged Weapon Dexterity 13 Disadvantage on attack rolls

The Armorer subclass's Arcane Armor bypasses the Heavy Armor penalty.

Equipping Weapons

Equipping a weapon costs 1 Action Point, but that cost is restored (once per turn) as long as you haven't yet made an attack, cast a spell, or made an unarmed attack this turn.

Hiding

Hiding while not in clear light grants the Invisible condition (for 1 turn).

Make a Stealth check against DC 20; on success, you gain Invisible for 1 turn. You can only attempt this once per turn, and in clear/bright light, hiding does not grant Invisible regardless of your Stealth roll.

With the Skulker feat, the DC is reduced to 15.

Hit Point Dice

D6 D8 D10 D12

A Short Rest no longer restores half of your maximum Hit Points. Instead, you can spend Hit Point Dice outside of combat to recover Hit Points. You gain Hit Point Dice equal to your character level — with a die size determined by your class.

Inspiration from Background

After each Long Rest, you have a 50% chance to gain 1 Inspiration Point from your Background — this applies only to the new backgrounds added by this mod, not to existing backgrounds.

One Spell with a Spell Slot per Turn

You can only expend one spell slot per turn — for example, you can't cast a spell with a spell slot using the Magic action and another with a spell slot using a Bonus Action on the same turn. With the Swift Witchcraft feat, you are not subject to this restriction.

Prone

Falling Prone does not break Concentration. Attack rolls against a Prone creature have Disadvantage if the attacker is more than 10 feet away.

Shove

Shoving to knock a creature Prone (Topple) is resolved as a saving throw instead of a contested skill check. The target makes a Strength or Dexterity saving throw, whichever is better, against a DC of 8 + the shover's Proficiency Bonus + their Strength modifier (or Dexterity modifier instead, if the shover has Martial Arts and their Dexterity is at least as high as their Strength).

Spell Scrolls

See Spell Scrolls for the full restriction rules and list of restricted spells.

Clone this wiki locally