Rules Update 21.04.03

Nonweapon Proficiencies

  • New Racial Proficiencies are in green. Please read the full description below the slot grid section for full details on how they work.
  • Survival now also includes Rope Use as part of its skill set.
  • Rope Use remains its own proficiency for those that want it without the other Survival skills.


  • Check out the Brief Chronology that contains minor information on previous campaigns and will be added to as the Mystra Campaign unfolds and lore is learned…

New Stuff!

New stuff coming!

Rules Update 19.10.2

All of the following can be found by clicking on their links on the Rules tab.

Ability Scores:

  • Modified the way Luck Points (prev. Hero Points) work.
  • Added the Human ability score modifiers and associated special abilities to the 3rd page. (The Luck special ability seems really fun!)
  • If you choose any of the main six ability scores, that bonus is added in to determine your Luck score. If you choose Luck, you determine your Luck score based on your unmodified main six and then add the bonus.


  • Backgrounds (prev. Early Training) now includes a free Kit you select at creation. You may buy additional kits at the listed prices.


  • Modified Warlock to gain the fun stuff a little earlier and have less spells known in order to balance the class. Also modified the Lesser Boons to be a little better and make the differences a little more pronounced.

Nonweapon Proficiencies

  • Added History to the list of proficiencies you can use untrained. Slotting it now adds a +3 to the roll just as the other untrained proficiencies.
  • Added Stealth as a proficiency and made it one you can use untrained. Slotting it adds a +3 to the roll. Wearing certain armors gives you Disadvantage to the roll, trained or untrained. Creatures may roll opposed Perception checks to counter the Stealth roll. Move Silently and Hide in Shadows are far superior to Stealth and require a much more difficult Perception check to notice (At least Perception -10). A Thief or Ranger may roll their MS/HiS checks and a Stealth check on the same d20 roll. They can then theoretically fail their Hide check, but make their Stealth check, making the Perception check against them easier.

Helpful Video – Being a Better Roleplayer

This video is about becoming better at Roleplaying a three dimensional character. As discussed in the video, it is important to understand that this is different than being a good player. If you are happy with your style of Roleplay, so am I.

Produced by Matthew Colville and MCDM Productions.

Helpful Video – Being a Destructive Player

Produced by Matthew Colville and MCDM Productions.


Helpful Video – Being A Good Player

Produced by Matthew Colville and MCDM Productions.

Helpful Video – Pitching Your Character

Produced by Matthew Colville and MCDM Productions.

Rules Update 16.10.21

New Metamartials:

  • Uncanny Evasion: After a failed saving throw, use this to take only half damage from a spell or breath weapon.
  • Rapid Reload: [Crossbow/Sling Only & Mastery] On your next round of attacks, take a Minor action to reload more quickly, gaining an extra attack that round.
  • Divine Inspiration: [Paladin/Priest Only] As a Minor action, give an ally who can hear or see you a single use of one of your Metaproficiencies, by spending a use of this AND the chosen Metaproficiency. It must be used immediately or by the end of a current encounter.

Modified Metamartials:

  • Double Shot: [Bow/Thrown Only & Mastery] On your next single attack fire two projectiles at once rolling only 1 attack die. You may hit the same target with both or two adjacent targets with one. This is considered a single attack so Called Shot and massive damage (50hp) rules apply.
  • Twin Strike: [Two Weapon Fighting & Mastery in Both Weapons] Attack with your On-Hand an Off-Hand weapons at the same time, using one attack roll. If you would hit with both weapons, the On-Hand weapon does double damage. This is considered a single attack, so Called Shot and massive damage (50hp) rules apply.


  • This post reflects new and modified rules from what was posted on 9/15/16. To avoid confusion, I edited this post instead of adding a new update.

Content Update 16.8.26

Added to Encyclopedia Tab:

  • Chronology v3.1 (Minor updates will not be posted here.)
    • All new and most updated entries are highlighted in Yellow.

Rules Update 16.8.18

New Rules:

  • Cantrips: These are minor spells studied by spellcasters during their apprenticeship and do not take spell slots to know or cast. However, all Cantrips can only be cast once per day per Caster Level. [See Cantrips on the Rules tab.]