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yoonmoonsik edited this page Jun 29, 2026 · 8 revisions

These rule changes affect every character in the game — regardless of class, race, or build.

Bloodied

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.

Heavy Armor Strength Requirement

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."

One Spell Slot per Turn

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.

Equipping Weapons

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.

Prone Rework

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

Hiding Rework

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

Extra Attack + War Magic

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).

Heavy Weapon Ability Requirement

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.

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