Rules

  • New critical hit

    When you get a 20 on an attack roll, the damage dice are doubled ( as normal), as well when you score a hit and the total is double the creature's AC ( or higher ) it also counts as a critical hit. If you get both a 20 and double the AC the damage dice are tripled.

  • Cool points

    You earn a cool point if you do something cool or exciting, the point works like inspiration but instead of re-rolling any die, This will instead allow you to get a guaranteed 15 on a roll and if the roll is over a 15 you get the additional amount up to 5 from the die roll. This can be decided to be used before or after the die is rolled.

  • Help action

    Outside of combat, the help action can only be used if player A is doing an action and player B is either proficient in the skill or a +3 in that skill. However in combat, if you are within 5ft of an enemy you can distract the enemy and the next attack is made with advantage or the next saving Dex-based saving throw is at disadvantage

  • Insight

    You may always call an insight check on other players or NPC’s

  • Potion drinking

    Drinking a potion is a bonus action in combat. other items are still an action.

  • Multi classing

    Must show character reason and ability to get another class. If equipment is needed you need that as well. As will run it by the DM so I can work it into the game, you can only multiclass if approved by the DM.

  • Talking in combat

    When you talk in combat you can speak 25 words, as a bonus action you can speak an additional 25 words and for a full action you may speak up to 100 words.

  • Varient rules

    Played may take feats, most are fine but do run them by me first, I use the variant potion mixing and scroll mishaps rules found in the DMG

  • Gold costs

    For most items the price is cut anywhere from 0-90% of its original price, for most spells, if the spells needs components the prince is cut by about 90% as well, this is balanced by the fact that I cut loot amounts down so you don’t get as much money, this also makes it so experienced players will still be able to discover something new.

  • Permanency

    Permanency isn't a spell but is an additional component that can be used to alter a spell. the cost of this is found here note that that spreadsheet is priced for C2, and prices and spells available are subject to change.

  • Item values

    For the purposes of casting spells, the items such as gems always have the value that I give you/what you pay for them, stealing the materials does count for this however selling items to a friend is only worth that much if a common shop person would buy it for the same price.

  • Crazy combo's

    Played may do any “stupid overpowered combo” or something that technically works RAW (rules as written ) but clearly violated the RAI ( rules as intended ), they can do this once or twice, as if I let ever game breaking combo work then the game gets boring. When a combo like this is performed it will work how it would RAW at least once but then every time after that its a 75% chance that the combo will change to RAI style, this could lesson the combo or make it not work at all. The in game explanation for this is that the god or normality Joe changed the laws of physics a little bit.

  • Banned content

    the following things are banned from my game, lucky feat, it’s too strong. wild magic sorcerer, its PHB version is banned due to the randomness, if a new system for wild magic is worked out it could be played. all U.A, unearthed arcana content is banned. Setting specific content books such as Ravnica, Theros, Strikhaven etc. these need to be approved by me first.

  • Fall damage

    For tiny creatures you use 1d4 for every 10ft, for small and medium use 1d6, for large use 1d8, for huge use 1d10 and for gargantuan use 1d12. As well, fall damage does not have an upper limit for players, however it can exist for some monsters and in such cases 20 of the damage die is the maximum amount.

  • Non lethal damage

    When you make a weapon attack you may choose for it to do non lethal damage, however the attack must be declared as non lethal before, and you may only take up to ½ of the weapons damage off of the attack, you may however attack with a weapon and poorly, ie use a longsword attack as an unarmed attack ( bashing the person with the hilt and not the balde ). You may not choose non lethal damage for any spells

  • Additional spells

    Players are free to take most spells in official material, however, do ask if its in a setting-specific book, in addition to this some spells may be “discovered” either during downtime or through the world, for inspiration on what these may be look Here and Here

  • Suggestions

    if you have any loot, magic items, or NPC’s to add to my game, do send them my way and we can see about adding them.