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Rules
These rule changes affect every character in the game — regardless of class, race, or build.
Creatures whose Hit Points drop below 50% of their maximum gain the Blooded condition.
"This creature's Hit Points have dropped below 50%."
Many abilities, spells, and class features throughout the mod interact with this condition.
You can draw or stow a weapon as part of your Attack action, at no additional cost.
"You can equip weapons when you make an attack as part of attack action. Equipping a weapon includes drawing it from a sheath or picking it up."
Mechanic: Equipping a weapon during an Attack action restores 1 Action Point (once per turn). This refund is blocked once you have made your first attack, spell, or unarmed attack that turn.
Wearing Heavy Armor now imposes a movement penalty unless you meet the Strength requirement.
"If a creature wearing this Heavy Armor has a Strength score lower than 13, its Speed is reduced by 3m."
Mechanic: Speed is reduced by 3m on equip if Strength < 13. The Armorer subclass's Arcane Armor bypasses this penalty.
Heavy weapons now require minimum ability scores to wield effectively.
| Weapon Type | Requirement | Penalty |
|---|---|---|
| Heavy Melee Weapon | Strength 13 | Disadvantage on attack rolls |
| Heavy Ranged Weapon | Dexterity 13 | Disadvantage on attack rolls |
Melee: "If a creature wielding this Heavy weapon has a Strength score lower than 13, it has Disadvantage on attack rolls made with this weapon." Ranged: "If a creature wielding this Heavy weapon has a Dexterity score lower than 13, it has Disadvantage on attack rolls made with this weapon."
Hiding now follows Player's Handbook (5.5e) rules: successfully hiding while not in clear light grants the Invisible condition (for 1 turn).
Mechanic:
- If you are not in clear/bright light: make a Stealth check vs. DC 20 — on success, you gain Invisible for 1 turn
- With the Skulker feat: DC reduced to 15
- A Sneak Cooldown is applied after each attempt, preventing immediate re-use within the same turn
- In clear/bright light, hiding does not grant Invisible regardless of your Stealth roll
You gain Hit Point Dice (Hit Dice) equal to your character level, which can be spent during a Short Rest to recover Hit Points.
"Your class's description tells you the die type of your character's Hit Point Dice (or Hit Dice for short). At level 1, your character has 1 Hit Die. You can spend Hit Dice to recover Hit Points."
Mechanic: Each character gains one HitPointDice08 (d8) per class level. These are replenished on a Long Rest. A base of 1 Hit Point is also recovered automatically when you take a Short Rest.
After each Long Rest, you have a 50% chance to gain 1 Inspiration Point from your Background.
"When you finish a Long Rest, you have a 50% chance to gain 1 Inspiration Point."
You can only expend one spell slot per turn. Applies to regular Spell Slots, Warlock Spell Slots, and Shadow Spell Slots.
"On a turn, you can expend only one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot using the Magic action and another one using a Bonus Action on the same turn."
Sorcery Point conversions are excluded from this restriction.
Falling Prone does not break Concentration. Attack rolls against a Prone creature have Disadvantage if the attacker is more than 3m away.
"Attacks Affected: An attack roll against you has Advantage if the attacker is within 3m of you. Otherwise, that attack roll has Disadvantage."
Spell scrolls can only be used if the spell appears on your class or subclass spell list, and your highest spell slot must be at least one level lower than the scroll's spell level.
"A spell scroll can be used only if the spell on the scroll appears on the spell list of one of your classes or subclasses.
In addition, your highest spell slot level must be at least one level lower than the level of the spell on the scroll. When determining spell slot levels for a multiclass character, only levels in classes and subclasses that have the spell on their spell list are counted."
"For example, a Scroll of Wall of Fire (4th-level spell) requires access to 3rd-level spell slots. A character could meet this requirement with 5 levels in Wizard, or with a combination such as 4 levels in Wizard and 3 levels in Arcane Trickster. However, a character with 4 levels in Cleric and 3 levels in Arcane Trickster would not qualify, since Wall of Fire does not appear on the Cleric spell list."
These core changes affect the entire game — every class, every build, every encounter.