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# System Changes ## [Passive Checks](https://5e.tools/book.html#PHB,7,passive%20checks,0) You can use a passive check instead of rolling if you are attempting a task repeatedly (10 times longer than normal) or if you are attempting a task without risks or pressure. Your passive will be used by the DM for secret checks, such as tipping you off to something. These might call for a roll. You always roll if you have advantage/disadvantage, are engaging in a competition, or are making a group check. ## Advantage/Disadvantage Whenever you have advantage or disadvantage on a passive check, you only roll one die. Your passive score + 5 is the other die roll. ## Helping You must be proficient to Help on Ability checks. All helping players do a roll, using the highest modifier among them. ## Saving Throws Saving Throws always succeed and fail on a natural 20 and 1, respectively. ## Inspiration Players can use the inspiration die to replace any roll made at the table that isn't a natural 20 or 1. Each use grants the DM a use of the dice. You cannot use the inspiration die to replace a roll made by the inspiration die. ## Leveling Up Characters level up when they have: 1. Participated in a minimum of 3 sessions. 2. Achieved a significant goal. 3. Completed a long rest. If your health roll is lower than the average, then you take the average instead of the roll. Multi-classing should make sense. ## Critical Hits When you score a critical hit, any damage dice that roll lower than their average use the average instead. Critical hits that bring a creature to 0HP incur a minor injury. ## Death Saving Throws If you suffer two death saving throw failures, you suffer a major injury. A stabilized character can try to roll a natural 20 to gain 1 HP on their turn. \columnbreak ## Stealth If your Stealth check is at or below an enemy's passive perception, you must do a Dexterity (Stealth) check against their Wisdom (Perception) check. On a failure, you are no longer hidden from them. On a success, they do not find you. Enemies who do not find you might believe they are just seeing things or they might believe there's someone hiding from them. ## Surprise Characters that begin a combat surprised use their initiative scores as their initiative instead of rolling for initiative. Creatures that begin combat as Unseen Attackers have advantage on initiative. ## Hitting Cover If an attack roll falls within a range low enough to miss the target but high enough to strike the target without the bonus provided by cover, the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is hit. ## Healing Potions If you use an action to administer a healing potion, you can roll a Wisdom (**Medicine**) check. At **DC 20**, you **add your Medicine** modifier to the amount healed. At **DC 10**, you only **add half** your Medicine modifier. ## Cleaving Through Creatures When a melee attack reduces an **undamaged creature** to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points. ## Ammunition You can spend 1 minute after combat to recover every spear, javelin, dagger, or other melee weapon with the Thrown property that you used for ranged attacks in the area. Similarly, you can recover every arrow, bolt, dart, or stone used in a ranged attack that missed. Ammunition used for attacks that hit are irrecoverable. \pagebreak # Combat Actions ## Engage When a creature makes a melee attack, it can use it's **bonus action** to Engage its target. Until the end of the attacker's next turn, any opportunity attack it makes against the engaged target has **advantage**. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything is preventing it from taking **reactions**. The attacker is limited to **one** opportunity attack per turn. ### Flanking When a creature is **Engaged** on opposite sides, they are flanked. The engaging creatures have advantage on melee attack rolls against the flanked creature. Some creatures are resistant or immune to flanking. ## Disarm When a creature makes a weapon attack on its turn, it can use its **bonus sction** to knock a weapon or another item from a target's grasp. The attacker makes an **attack roll** contested by the target's Strength (**Athletics**) check or Dexterity (**Acrobatics**) check. If the attacker wins the contest, the defender drops the item. A Disarm never causes damage or other ill effects. The attacker has **disadvantage** on its attack roll if the target is holding the item with two or more hands. The target has **advantage** on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller. ## Overrun When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn. ## Tumble A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. The creature attempting the tumble has advantage on this check if it is smaller than the hostile creature, or disadvantage if it is larger. If the tumbler wins the contest, it can move through the hostile creature's space once this turn. \columnbreak ## Identify a Spell A character can use their **reaction** to identify a spell as it's being cast, or they can use an **action** on their turn to identify a spell by its effect after it is cast. If the character perceived the casting, the spell's effect, or both, the character can make an Intelligence (**Arcana**) check with the reaction or action. The DC equals **15 + the spell's level**. If the spell is cast as a class spell and the character is a member of that class, the check is made with **advantage**. ## Shove Aside With this option, a creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach. ## Climb onto a Creature If one creature wants to jump onto another creature one size larger or less, it can do so by **grappling**. An opponent at least two sizes larger can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. The smaller creature uses its action to make a Strength (**Athletics**) or Dexterity (**Acrobatics**) check contested by the target's Dexterity (**Acrobatics**) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has **advantage** on attack rolls against it. The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to the DM's discretion. The larger creature can dislodge the smaller creature as an **action**—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength (**Athletics**) check contested by the smaller creature's Strength (**Athletics**) or Dexterity (**Acrobatics**) check. The smaller creature chooses which ability to use. \pagebreak # In-Game ## Renown In real life, fame can be measured in likes, shares, views, etc. Your Renown is a numerical representation of your social status. It isn't a measure of how good or evil you are, but of political capital. You might have the magic sword of kingship, but if no one respects you it'll be hard to become king. 5 Renown is roughly worth something like, 50,000 gold pieces, a very rare magic item, or the loyalty of a company of soldiers or a chapter of knights. The easiest way to earn Renown is through publicized deeds. You might lead a winning a battle, develop some new magic, do good works, or make a lot of money. Party members who make their alliance publicly known can combine their Renown. | Renown | Socio-Political Capital | |:---:|:---:| | 1 | You are an individual of note, but nothing more. People might have heard of you.| | 3 | You can start your own faction or guild and others would be willing to join. | | 10 | You can establish your own House. Your very name has weight behind it. | | 25 | You have power and influence matched only by the Great Houses. In a sense, your word is law. | | 50 | At this level, others might declare you king or queen, if you don't do it yourself. | ## Character Knowledge Character knowledge can only be shared by the character, not the player. When actively communicating with NPCs, player interactions are in-character interactions unless you say otherwise. ## NPC Followers You can recruit NPC followers in your travels. NPCs that contribute in battle generally expect a share of the loot or a reward of some kind. NPCs are best used to run errands. You can't be everywhere at once, but your lackeys can. \columnbreak