Point Buy System All Stats Start at 8 Pool of 27 attribute points to spend Cost two points to take an ability score higher than 13 cap usually being 15
The RNG way of stats is roll 4 d6 Take away the lowest roll of that pile Take that number and jot it down Do this 5 more times
Now with all 6 of these numbers place them wherever you want and you got ability scores This can lead to inflated or weak stats and less balance but a little more randomness and fun in a way.
Positive modifier works every two numbers past 10 So for example 16 Is a modifier of +3
From videos and people it seems the highest a score can be is anywhere from 20 for a plus 5 modifier Or 30 for a plus 10
8-9 is -1 6-7 is -2 4-5 is -3 2-3 is -4 1 is -5
Prof bonus LV: 1 is +2 LV5 is +3 LV9 is +4 LV 13 is +5 LV 17 is +6
Prof bonuses affect Class Background (To an extent) And on rare occasion race
For example fighter has them in con and str
Also fighter could pick two random traits that is allowed in the class Like Athletics and perception So you can get prof bonuses in those things.
Armor class is 10 by default plus dex modifier Armor and shields can help armor classes.
Intiative is rolled and added with dex modifier. (I actually knew this haha)
One square is 5ft of movement A round of combat is 6 real life seconds.
Movement speed looks to be tied with race.
Health Is hit die based off class plus con modifier First level you gain the highest possible roll for hit points. Or take the "Average way out"
12d making 7 6d making 4
8d making 5 10d making 6
Temp HP doesn't stop you from being KO'd if already KO'd
Cant stack tem HP points
HIT Dice is how much you heal when performing a short rest? You get 1 hit die per you're level and the size is based off class.
Also long rest restores hit die? I believe that is the case.
Death and life saves
Three live saves (One roll per turn) You calive to 1HP Three fails and pull a goku and bye bye
Roll a nat 20 come straight up like a shonen protag Roll a nat 1 and be an isekai virgin and take two losses via death save.
10 or higher is success 9 or lower and fuck
Attack is accuracy
STR Modifier helps most melee weapons Attack Finesse weapons can use dex and use that modifier instead
Bows and such use dex modifier.
If prof with the weapon add the prof bonus to the attack You roll a d20 and add that
If it's a spell add that instead
Like Artificer uses int modifier
Bard uses charm modifier
Some spells/skill don't attack AC but instead attack a saving throw This is refered to as DC. Forcing them to save throw a certain stat.
Like DC DEX10 They'd have to roll 10 or higher in Dex to not be affected by that move.
Damage This is tied to the weapon plus you're modifier. So like D6 for a sword
Hit for 5 damage say you've got 14 str That's extra 2 damage You just hit for 7dmg! Good boy!
But you don't add prof bonus to DMG UNLESS an ability says otherwise.
Most spells as they hit hard don't usually add a modifier to damage (So more so attack/accuracy and other effects I guess) Unless spells says so of course
TYPE of damage matters two depending if they got resistance or weakness to said type.
Okay so DC Diffiiculty Casting (For Saves) Is added as such.
Makes sense why Prof/Mod don't add to damage kinda fair actually.
So say... +2 mod and prof
It'd be 8 +2 +2
Say its a dex save
They'd have to beat a 14 with a D 20
Course if they have a prof bonus in Dex and a modifier that can help beat it!
Spell Attack Bonus (Which is accuracy) Is prof bonus + Modifier
So... +2 Prof and +3 modifier? You're spell attack (accuracy) is 5!
Cantrips are level 0 and can be cast as many times as you want but they be weaker.
Now general rule here and does not apply to ALL magical classes. But spell slots but It's easier to think of them as Mage Bullets cause they are limited.
How many mage bullets you have per each level (Can vary for each level of magic) and how to recover said mage bullets depends on the class
Same goes for having magic "equipped" or "prepared"
So this also makes magic powerful but limited sounds fun over MP honestly.
As for what weapons you are prof with that is up to you're class I believe.
Features and traits are up to class as well
Starting equipment can vary but can be up to class I think [h3 Leveling Up]
So here we learn leveling up
Level 1-3 you choose a sub class depending on the class For example Paladin learns a sub class at LV 3
At certain levels you gain an ASI A chance to increase ability score You get two points to spend
Every class gains ASI at a different point. If you multiclass you only gain ASI depending if you hit that ASI with that class level Not you're total level
So when you level up you gain One Hit Die (Used for resting)
And gain one hit die worth of HP (Based off class of course) You can roll Or take the average (Half) And it rounds up 1 So refer to earlier sheet but for example 12 = 7 You add you're con modifier to this as well for more HP
Nat 20 is a Crit Hits NO MATTER WHAT. You roll the same damage dice twice and add those numbers
Than you add you're modifier don't add modifier twice.
As for nat 1's you miss regardless of AC or you're attack.
[center [h3 Feats,Traits,Features]]
Traits are part of you're racial bonuses
Features are what come with you're class/sub class at that level
Feat You can choose this OVER gaining ability points and anyone can choose any feat AS LONG AS They meet the requirements of said feat.
Half Feats are the middle ground weaker abilities but you get to keep 1 ability point to spend instead of losing both ability points.
Some DM's do not allow feats and it is optional.
Racial Feats Some Feats just straight up require being a certain race. Some DM's ignore this but for my first game I may stick to the rules.
[h3 DEX/Armor Class]
Can only add Dex to armor class if the armor you're wearing allows it. If you're Medium size that stays same.
[h3 Carry Limit]
It is you're STR multiplied by 15 in pounds. So 10 STR? Can carry 150 pounds. If small/tiny half size.
And if large double that weight.
[h3 Encumbered Rules]
The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.
If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
You can push drag and lift up to 30 times you STR score in pounds.
It seems for this...
Like pushing a boulder can be done by well this weight system.
But if you wanted to roll a check for athletics.
To go plus ultra and pass the check? (Add STR mod of course) Push the boulder.
Fail? Exert and hurt yourself.
[h3 Casting Modifiers]
Wizards and Artificers use INT
Clarics,DruidsRangers use Wisdome for spells
Bards,PaladinsSorcerers/Warlocks use Charisma as their spell casting magic.
Gotta Eat/Drink every 3 days +con modifier.
Half pound food restores half day Pound restores full day.
[center [h3 Condition Effects]]
You have 15 condition effects in DnD
Blinded- Attacks against Blinded have advantage, attacking with blind has disadvantage. Fails any check that requires eyes.
Deafened- Just fails ability checks that require hearing
Charmed- Cannot attack you're charmer, some monsters can do more with you once charmed. (Succubi etc)
Poisoned- Disadvantage all checks and attack rolls.
Invisible- When attacking an invisible monster you have disadvantage they have advantage unless you pass a perception check.
Frightened- Disadvantage on ability checks and attack rolls. As long as you can see the creature or thing that is causing it. Can't move closer to the object of fear.
Paralyzed- Incapacitated and fail STR and DEX saves. Attacks against you have advantage but if it's a melee fighter? Auto crit (Ouch)
Stunned- Can speak but rattled, can't move or take actions. Attacks against you have advantage.
Incapacitated- Can't take actions or reactions.
Unconscious- 0HP or spell, you drop what you're holding. Can't move/speak and fail STR/DEX saves. Ranged attacks have advantage. While Melee hits are auto crit.
Prone- Knocked on ass, can stand up but lose half you're movement speed. If they attack you with melee you they get advantage. You get disadvantage while prone. However ranged attacks against you have disadvantage
Grappled- Gotta pass a STR check to do so. The grappled one cannot move but can still attack or break free with a STR check. (Takes action to do check)
Petrified- Bad cause it takes a fancier potion or higher magic to get rid of. All non magical items turn to stone as well as the afflicted. Weight factor goes to x10. Can't move speak fail dex and str saves. Attacks have advantage against you. Now immune to poison and disease. Resistance to damage (Stone has an AC of 17)
Retrained- Worse than Grappled, can't move but everything against you has advantage and you have disadvantage against them. Disadvantage on Dex saving throws too
Exhausted- This has six levels (OH boy)
Level One: Disadvantage on all Ability checks
Level Two: Movement is halved
Level Three: Disadvantage on attacks and saving throws
Level Four: Max HP halved
Level Five: Speed is reduced to 0
Level Six: You just die
They stack so if you have Level 3 anything 1-3 you got. These can stack from different sources unlike the other stuff
Takes long rest or greater restoration but only gets rid of ONE level at a time unless it's specified. Even being brought back by raise dead spell gets rid of exhaustion by LV 1
Effects of the same condition don't stack instead each one runs by it's own time.
Can be applied to Saving Throw Attack roll Ability Check Advantage you roll 2 D20's and you take the HIGHER result.
Disadvantage: Roll 2 D20's and take the LOWER result.
These things do NOT stack
If you somehow get both? They cancel each other out.
They cancel each other out even if they have different number of them on each side (Weird)
Luck Feat which works similar to Advantage and Disadvantage can stack and does not get canceled out.
[h3 Combat Actions]
[h3 Action] Attack Action: Just a normal attack/spell
Dash- Double movement speed
Disengage- Stops attacks of opportunity
Dodge Stance- An enemy that makes an attack against you is made with disadvantage. Advantage on Dex saving throws
Hide- Make a stealth check to hide. They gotta make a perception check.
Ready- Ready up a spell/action for something specific. If you don't use it by the time it's you're turn again? Spell fades and takes a spell slot/mage bullet.
Help Action: Give ally advantage on attack or task
Search Action: Looking for something perception/investigation check
Use Object: Using an object
[h3 Bonus Action]
Some attacks/spells/methods can grant a bonus action if said so in said skill/spells description
An offhand weapon attack.
[h3 Move Action]
Move Cost: 5ft per 5ft
Climb Cost: 10ft per 5ft
Swim Cost: 10ft per 5ft
Drop prone Cost: 0ft
Crawl Cost: 10ft per 5ft
Stand up Cost: half movement speed
High jump Cost: 5ft per 5ft
Long jump Cost: 5ft per 5ft
Difficult terrain Cost modifier: +5ft per 5ft
Grapple move Modifier: speed halved
[h3 Environment Effects]
Effects that obscure vision can prove a significant hindrance to most adventuring tasks. Lightly obscured Disadvantage on Perception Heavily obscured Effectively blind The presence or absence of light in an environment creates three categories of illumination. Bright light Normal vision Dim light Lightly obscured Darkness Heavily obscured Some creatures have extraordinary senses that allow them to perceive their environment. Blindsight Perceive without sight Darkvision Limited vision in darkness Truesight See in darkness
Obstacles can provide cover during combat, making a target more difficult to harm.
Half cover Low wall, furniture
Three-quarters cover Portcullis, arrow slit
Full cover Completely concealed
[h3 Reaction] Only get one per round
Activating a readied action
An attack of opportunity if something hadn't disengaged and passes by you. You can melee attack them.
Other feats/spells/skills can be reactions to but remember you only get one per round.
[h3 Spell Casting]
Having a spell "prepared" is like loading a spell bullet into a spell gun
Cleric and Druid have more spells prepared usually
Wizard goes by their book but can grow options
Bard and sorcerer draw power from within have narrower spell pools but more of them usually prepared.
Magic is set at levels 1-9
Can use certain spells at higher level versions.
You have so many prepared 1st level 2nd level 3rd level and so on
You can use a level 2 version of a level 1 spell. But you can't "Downgrade" spells or go down.
Of course cantrips (LV0) are unlimited. Long rest restores spell slots
Also you're level decides you're spell slots for that class
[h3 Spell Components]
So spells take components to cast
V is for Verbal The words the spell caster has to say to cast (Unless silenced of course)
S is for Somatic
Hand Gestures and requires having a free hand (So no shield or sword in it)
M is For material these will be under a spells description
So for M or Material It takes having a certain material and it will tell you if said item is destroyed or not after being used.
Component Pouches can help for casting Or a Spell Casting Focus These can help with certain material cost
If the Material notes how much money a material cost? A focus won't fix that.
[h3 Multi Class]
Put levels in multiple classes all those levels together make you're current level.
Also must have 13 ability score that matches that classes stat. Like 13 INT for Wizard for example.
Still gotta have 13 ability score like dex/wisdom for ranger for the OLD class.
You keep everything from the old class And get most class features from the next one (Matching you're level in both of course)
Now the Hit Die and Hit Points you get (Hit Die are for short rest gaining 1 every level)
Also you gain SOME Prof's from the class gotta look at the class/handbook to see what.
Class Features that mention Saving throw bonuses you get other wise don't gain saving throw bonuses.
Extra channeling or extra attacks do not stack Unarmored defense does not stack
Now spell casting rules for Multi Classing oh boy
If you're a martial class grabbing magic just follow that casters rules easy.
Spells you know and can prepare you follow rule of each class.
Add two caster spell classes level together and check the chart.
Ranger/Paladin is HALF the level rounded down.
This chart here with this link works
[h3 Hit Die/Rest Recap]
So to recap a long rest recovers half of you're hit die (Some people do all)
Every level up gives one hit die of that class type. (So multi class you get another hit die of another type) Think of these as.. Rest tokens You can get up to 20 (LV 20)
You roll you're classes hit die Say you're a barbarian. Roll it Roll a 12 (Lucky) And add you're Con modifier. That's how much HP you get back! This is also how HP is raised (Course you can do the average +1 one route too)
[center [h3 Resistance]]
Half damage unless stated otherwise.
[h3 Feats Explained] Feats I struggled reading a bit but learned more on
Tough Gives whatever you're level is +2HP (Gaining HP on the spot) And plus 2 HP every level.
You also get ONE feat at LV 1 if you meet said requirements of the feat.
Fortune favors you when someone tries to strike you. You gain the following benefits:
Second Chance Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest
So once per encounter basically.
Light Armor Helps dex for ac
Medium Armor only allows dex to help AC up to 2 points.
Heavy Armor NO AC from Dex
And shields apparently raise AC by 2 no matter what?
[h3 Weapons] Improvised weapons
Simple weapons such as hand axe and spear
[h3 Melee Weapons]
Versatile Weapons can be attacked one or two handed (Damage changes)
Light weapons can be attacked with or thrown with off hand as a bonus action.
Heavy weapons: Tiny creatures get disadvantage using these weapons. Can be fitted for them but damage takes a hit.
Some melee weapons have REACH And can go 10ft instead of 5
[h3 Ranged Physical Weapons]
Thrown properties and ammo are different (Of course)
Loading has it's own rules and many ranged weapons struggle at 5ft away unless a skill says otherwise.
Two ranged numbers on each weapon. First range/smaller number is an easy shot normal rolls.
The second/larger number Is a shot fired with disadvantage a difficult shot.
Gotta attune to it. Takes a short rest of "Training" can't heal during said rest. Someone else can't attune to it or you lose attunement.
Some Attunements have more requirements.
Doesn't seem to have currency cost on most magic items so gotta earn it in questing and such
And unless you're an Artificer with certain abilities you can only attune to 3 magic items.
[h3 Monster Rules]
Monster Size Hit Die Avg HP per Die Tiny d4 2 1/2 Small d6 3 1/2 Medium d8 4 1/2 Large d10 5 1/2 Huge d12 6 1/2 Gargantuan d20 10 1/2 This is PER level like the player the first level is maximum HP (Like player)
If a saving throw attribute isn't mentioned in a monsters sheet? It does not have a saving throw against that.
Also if it's weapons says +8 to hit it adds it's attack role against AC.
It has a normal HIT next to it's damage calculation for example the Hill Giant. Hit 18 (3d8 +5) That threw me off at first but... His damage is truly 3 D8's together plus 5 (Probably due to his STR modifier)
The HIT 18 is a strange option where a DM can take the average damage. Which doesn't seem fair cause players can't take average damage. Some DM's don't use that and I probably won't either.
Also the +8 to hit.. Do NOT add their modifier or prof bonus. That +8 to hit is counting the giants prof and str.
His CR (Challenge Rating) gave him +3 Prof and his STR gave him +5. +8 If you added his stuff it'd be 16 and you're not supposed to its calculated for you.
So a hill giant is of the size of the.. Giant class (Duh)
It's d12HP and they have a Con of +4. They are LV 5.
So first level max HP.
And say you rolled 6's on the next four levels.
That's 40 more HP.
If it was 5 D12's.
80HP at max but unlikely.
[h3 Investigation VS Perception]
Perception is wisdom How well you notice details through sight sound smell etc
Passive perception helps prevent giving away a dangerous moment as DM.
Investigation is an INT skill Helpful for finding clues and well investigating
Example Perception Helps you find footprints.
But Investigation is knowing the size of the boot how heavy the footprint etc
[h3 Level Lore] What Certain levels can mean lore/story wise could be important as a DM.
Small time adventurers and heroes. Helping people and taking work or small time crooks. At best you could save a village and be a local hero.
LV 5-10 Characters come into their own Casters really beginning to bloom as martial fighters become truly dangerous.
These characters can go anywhere from a small town to aiding an entire Kingdom. (Maybe even becoming it's savior if played just right)
Truly could be call heroes either strong adventurers or truly champions of men. With the potential to save an entire continent or save an entire religion.
The fate of the world or even multiple worlds could end up resting on their shoulders. Or they could be what the world fears needing new heroes. That is how powerful they have become.
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