Rules 2.0

Inspiration Points

Each player starts the campaign with 1 inspiration point. You gain inspiration for a few different things:

  • brings their PCs traits, ideal, bond, and flaw into gameplay.

  • A remarkable act

  • have a ‘play of the game’ after a social, exploration or combat encounter where the DM or players reward a player for good roleplay, smart thinking or pulling off an awesome move.

  • Leveling up

You may never have more than 5 inspiration points at one time and they are lost if you die.

Mechanical Changes

Stand Up

Standing up from a prone position requires a move action.

Take 5-Foot Step

You can move 5 feet in any round when you don’t perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can’t take more than one 5-foot step in a round, and you can’t take a 5-foot step in the same round when you move any distance.

You can take a 5-foot step before, during, or after your other actions in the round.

You can only take a 5-foot step if your movement isn’t hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can’t take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.

You may not take a 5-foot step using a form of movement for which you do not have a listed speed.

Potions 

Bonus Action

Resurrection Rules 

Image
Image

Flanking

Flanking no longer gives advantage. Instead you get a bonus to the attack depending on the amount of friendly creatures (including yourself) in melee with the creature. For example see the following image: 

The red tiefling, yellow haired gnome and the man with antlers would all gain a +3 top all attacks against the blue knight.

Healing

Coming back from the dead is taxing. Additionally when being picked back up, your exhaustion level is increased by 1 

Combat Additions

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Weapons

Simple Weapons

Cost

Dmg (S)

Dmg (M)

Critical

Range Increment

Weight1

Type2

Unarmed Attacks

Gauntlet

2 gp

1d2

1d3

×2

1 lb.

Bludgeoning

Unarmed strike

1d23

1d33

×2

Bludgeoning

Light Melee Weapons

Dagger

2 gp

1d3

1d4

19-20/×2

20/60

1 lb.

Piercing or slashing

Dagger, punching

2 gp

1d3

1d4

×3

1 lb.

Piercing

Gauntlet, spiked

5 gp

1d3

1d4

×2

1 lb.

Piercing

Mace, light

5 gp

1d4

1d6

×2

4 lb.

Bludgeoning

Sickle

6 gp

1d4

1d6

×2

2 lb.

Slashing

One-Handed Melee Weapons

Club

1d4

1d6

×2

3 lb.

Bludgeoning

Mace, heavy

12 gp

1d6

1d8

×2

8 lb.

Bludgeoning

Morningstar

8 gp

1d6

1d8

×2

6 lb.

Bludgeoning and piercing

Shortspear

1 gp

1d4

1d6

×2

30/60

3 lb.

Piercing

Two-Handed Melee Weapons

Longspear4

5 gp

1d6

1d8

×3

9 lb.

Piercing

Quarterstaff5

1d4/1d4

1d6/1d6

×2

4 lb.

Bludgeoning

Spear

2 gp

1d6

1d8

×3

30/60

6 lb.

Piercing

Ranged Weapons

Crossbow, heavy

50 gp

1d8

1d10

19-20/×2

120/240

8 lb.

Piercing

Bolts, crossbow (10)

1 gp

1 lb.

Crossbow, light

35 gp

1d6

1d8

19-20/×2

80/160

4 lb.

Piercing

Bolts, crossbow (10)

1 gp

1 lb.

Dart

5 sp

1d3

1d4

×2

20 

? lb.

Piercing

Javelin

1 gp

1d4

1d6

×2

30 

2 lb.

Piercing

Sling

1d3

1d4

×2

60/120

0 lb.

Bludgeoning

Bullets, sling (10)

1 sp

5 lb.

Martial Weapons

Cost

Dmg (S)

Dmg (M)

Critical

Range Increment

Weight1

Type2

Light Melee Weapons

Axe, throwing

8 gp

1d4

1d6

×2

10 ft.

2 lb.

Slashing

Hammer, light

1 gp

1d3

1d4

×2

2 lb.

Bludgeoning

Handaxe

6 gp

1d4

1d6

×3

3 lb.

Slashing

Kukri

8 gp

1d3

1d4

18-20/×2

2 lb.

Slashing

Pick, light

4 gp

1d3

1d4

×4

3 lb.

Piercing

Sap

1 gp

1d43

1d63

×2

2 lb.

Bludgeoning

Shield, light

special

1d2

1d3

×2

special

Bludgeoning

Spiked armor

special

1d4

1d6

×2

special

Piercing

Spiked shield, light

special

1d3

1d4

×2

special

Piercing

Sword, short

10 gp

1d4

1d6

19-20/×2

2 lb.

Piercing

One-Handed Melee Weapons

Battleaxe

10 gp

1d6

1d8

×3

6 lb.

Slashing

Flail

8 gp

1d6

1d8

×2

5 lb.

Bludgeoning

Longsword

15 gp

1d6

1d8

19-20/×2

4 lb.

Slashing

Pick, heavy

8 gp

1d4

1d6

×4

6 lb.

Piercing

Rapier

20 gp

1d4

1d6

18-20/×2

2 lb.

Piercing

Scimitar

15 gp

1d4

1d6

18-20/×2

4 lb.

Slashing

Shield, heavy

special

1d3

1d4

×2

special

Bludgeoning

Spiked shield, heavy

special

1d4

1d6

×2

special

Piercing

Trident

15 gp

1d6

1d8

×2

10 ft.

4 lb.

Piercing

Warhammer

12 gp

1d6

1d8

×3

5 lb.

Bludgeoning

Two-Handed Melee Weapons

Falchion

75 gp

1d6

2d4

18-20/×2

8 lb.

Slashing

Glaive4

8 gp

1d8

1d10

×3

10 lb.

Slashing

Greataxe

20 gp

1d10

1d12

×3

12 lb.

Slashing

Greatclub

5 gp

1d8

1d10

×2

8 lb.

Bludgeoning

Flail, heavy

15 gp

1d8

1d10

19-20/×2

10 lb.

Bludgeoning

Greatsword

50 gp

1d10

2d6

19-20/×2

8 lb.

Slashing

Guisarme4

9 gp

1d6

2d4

×3

12 lb.

Slashing

Halberd

10 gp

1d8

1d10

×3

12 lb.

Piercing or slashing

Lance4

10 gp

1d6

1d8

×3

10 lb.

Piercing

Ranseur4

10 gp

1d6

2d4

×3

12 lb.

Piercing

Scythe

18 gp

1d6

2d4

×4

10 lb.

Piercing or slashing

Ranged Weapons

Longbow

75 gp

1d6

1d8

×3

100/600

3 lb.

Piercing

Arrows (20)

1 gp

3 lb.

Shortbow

30 gp

1d4

1d6

×3

60 ft.

2 lb.

Piercing

Arrows (20)

1 gp

3 lb.

Exotic Weapons

Cost

Dmg (S)

Dmg (M)

Critical

Range Increment

Weight1

Type2

Light Melee Weapons

Kama

2 gp

1d4

1d6

×2

2 lb.

Slashing

Nunchaku

2 gp

1d4

1d6

×2

2 lb.

Bludgeoning

Sai

1 gp

1d3

1d4

×2

10 ft.

1 lb.

Bludgeoning

Siangham

3 gp

1d4

1d6

×2

1 lb.

Piercing

One-Handed Melee Weapons

Sword, bastard

35 gp

1d8

1d10

19-20/×2

6 lb.

Slashing

Waraxe, dwarven

30 gp

1d8

1d10

×3

8 lb.

Slashing

Whip4

1 gp

1d23

1d33

×2

2 lb.

Slashing

Two-Handed Melee Weapons

Axe, orc double5

60 gp

1d6/1d6

1d8/1d8

×3

15 lb.

Slashing

Chain, spiked4

25 gp

1d6

2d4

×2

10 lb.

Piercing

Flail, dire5

90 gp

1d6/1d6

1d8/1d8

×2

10 lb.

Bludgeoning

Hammer, gnome hooked5

20 gp

1d6/1d4

1d8/1d6

×3/×4

6 lb.

Bludgeoning/Piercing

Sword, two-bladed5

100 gp

1d6/1d6

1d8/1d8

19-20/×2

10 lb.

Slashing

Urgrosh, dwarven5

50 gp

1d6/1d4

1d8/1d6

×3

12 lb.

Slashing or piercing

Ranged Weapons

Bolas

5 gp

1d33

1d43

×2

10 ft.

2 lb.

Bludgeoning

Crossbow, hand

100 gp

1d3

1d4

19-20/×2

30/90

2 lb.

Piercing

Bolts (10)

1 gp

1 lb.

Crossbow, repeating heavy

400 gp

1d8

1d10

19-20/×2

120/360

12 lb.

Piercing

Bolts (5)

1 gp

1 lb.

Crossbow, repeating light

250 gp

1d6

1d8

19-20/×2

80/120

6 lb.

Piercing

Bolts (5)

1 gp

1 lb.

Net

20 gp

10 ft.

6 lb.

Shuriken (5)

1 gp

1

1d2

×2

10 ft.

? lb.

Piercing

Shield, tower

30 gp

+43

  1. A tower shield can instead grant you cover. See the description.

This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC. However, using your action you can use it as total cover, though you must give up your attacks to do so. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.

When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield’s encumbrance.

 

 

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