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Rules
These rule changes affect every character in the game — regardless of class, race, or build.
In-game status name: Blooded
Creatures whose Hit Points drop below 50% of their maximum gain the Blooded condition. This condition is removed when the creature is healed back above 50% HP (RemoveEvents: OnHeal).
Many abilities, spells, and class features throughout the mod interact with this condition.
In-game passive: HeavyArmor — "Requires Strength 13 to move effectively in Heavy Armor."
Wearing Heavy Armor now imposes a movement penalty unless you meet the Strength requirement.
- Requirement: Strength score of 13 or higher
- Penalty: Speed reduced by 3m (applies on equip/create)
- Exception: The Armorer subclass's Arcane Armor feature bypasses this penalty
"If a creature wearing this Heavy Armor has a Strength score lower than 13, its Speed is reduced by 3m."
In-game passive/status: OneSpellWithASpellSlotPerTurn — "Rule: One Spell with a Spell Slot per Turn"
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.
In-game passive: EquippingWeapons — "Rule: Equipping Weapons"
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.
In-game status: PRONE
Standing up from Prone now costs movement equal to half your Speed instead of a full action. If your Speed is 0, you cannot stand up.
"While you have the Prone condition, you experience the following effects: Restricted Movement: You must spend an amount of movement equal to half your Speed to stand up and end the condition. If your Speed is 0, you can't stand up. Attacks Affected: An attack roll against you has Advantage if the attacker is within 3m of you. Otherwise, that attack roll has Disadvantage."
Additional penalties on the prone creature:
- Disadvantage on Strength saving throws
- Disadvantage on Dexterity saving throws
In-game status: SNEAKING
Hiding now follows 2024 PHB rules: successfully hiding while not in clear light grants the Invisible condition (for 1 turn).
Mechanic when you attempt to Hide:
- 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
In-game passives: WarMagic, ExtraAttack_Warmagic_2
Certain classes with the War Magic feature can replace one attack in their Extra Attack sequence with a cantrip (action cast time).
"You can cast one of your cantrips that has a casting time of an action in place of one of those attacks."
Mechanic: After casting a cantrip using War Magic, the WAR_MAGIC_BLOCK status is applied — this prevents the same cantrip replacement from being used again until the block clears. Casting a leveled spell does not trigger the War Magic benefit for that same turn (enforced by ONE_SPELL_WITH_A_SPELL_SLOT_PER_TURN).
In-game passives: HeavyWeapon_Melee, HeavyWeapon_Ranged
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."
These core changes affect the entire game — every class, every build, every encounter.