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.

Encyclopedia

  • 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…

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.

Background

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

Warlock

  • 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.

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.

Note

  • 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.

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.]

Rules Update 16.2.26

Modified Nonweapon Proficiency:

  • Concentration: Allows a Save vs Death to avoid losing a spell when damaged in combat. Normally if a caster is hit they automatically lose the spell. See Interrupting Attack MMar and Counterspell MMag for more.

New/Modified Metamartials:

  • Destabilizing Attack: [Melee Only] On a successful hit with your next single attack, the target is momentarily set off balance, allowing a flanking ally of your choice to make a bonus simple attack on the target.
  • Interrupting Attack: If you have not acted in a round, interrupt a magic spell being cast or a Called Shot with your own turn, beginning with an Interrupting Attack. Begin your turn with an attack (you may not move from your position to make this attack). If successful, the attempted spell or Called Shot fails unless they have Concentration, which allows a Save vs. Death to carry on. This turn is resolved as if it had been a Readied Action. See Concentration and Called Shot Noneweapon Proficiencies for more.
  • Taunt: [Must be within 60’] Taunt a single enemy of equal or lower level with your wit. Make a Charisma check during your action. If you succeed, the enemy is Taunted until the end of your next turn. The enemy is disadvantaged on any attack that doesn’t include you as a target. A new Taunt supersedes any previous Taunt. If the target has Taunt or Leadership Nonweapon Proficiency, the Charisma check becomes an opposed roll.

New Metamagics:

  • Counterspell: [Caster Check: -1/Spell Level of spell being nullified or None.] If you have not acted in a round, interrupt a magic spell being cast by another with your own turn, beginning with a Counterspell. To Counterspell, spend a spell slot to use raw magical power to nullify the spell being cast. If the spell slot used is equal to the spell being cast, it is nullified with a successful check. If the spell slot used is higher than the spell being cast, it is nullified automatically. The Caster may make an Arcana check to determine the level of the spell being cast. Priests may use 7th level spell slots to Counterspell 8th and 9th level spells. This turn is resolved as if it had been a Readied Action.
  • Weave Spell: [Casting Check: -1/Spell Level.] Attempt to use the raw magic of the Weave to power a spell you know instead of using your or your deity’s power. If the check is successful, you do not lose the spell slot. If the attempt fails, the spell fails, but you do not lose the spell slot.

Ritual Magic

  • All Ritual Scrolls and Recipe Scrolls now have levels assigned. Individual recipe scrolls may have their own level separate from the Ritual Scroll itself. For spell dependent items like wands and potions, the recipe level is equal to the level of the spell used. For Plus dependent items like Arms and Armor, the scroll levels are as follows: +1 (3rd), +2 (4th), +3 (5th), +4 (6th), +5 (7th). These scrolls can only be used when the character would be able to cast a spell of the same level.

Rules Update 15.4.11

Consolidated and clarified proficiencies that deal with identifying creatures. The descriptions below only include what creatures they can be used to identify. Obviously some of them do more than just that.

  • Arcana [Int 0]: Magical creatures (Creatures with special powers or that could not exist in the real world). Does not include extraplanar creatures.
  • Demonology [Int 0]: Specific in-depth knowledge of creatures of the lower planes (i.e. Demons).
  • Nature [Int 0]: Natural creatures (Real world creatures or those based on real world creatures [i.e. Griffons]).
  • Religion [Wis 0]: Extraplanar creatures including those from the lower planes (i.e. Demons), the upper planes (i.e. Angels), and the elemental and astral planes.

Rules Update 15.2.27

Added/Changed Nonweapon Proficiencies:

  • Acrobatics [Dex 0]: Perform acrobatic stunts, use balance, escape from restraints, and reduce damage from falls (by your Dex score). Replaces Tightrope Walking NWP.
  • Arcana [Int 0]: Combines Arcanology and Spellcraft into one proficiency. (Why do we need two?)
  • Diplomacy [Cha 0]: Change opinions, influence people, know proper etiquette. Replaces Etiquette NWP.
  • Insight [Wis 0]: Discern intent, truthfulness, moods. Counters Bluff (as Bluff now counters Insight).

Added Metamartital:

  • Toss Me!: On your turn, you may have a larger player toss you into battle. See Metamartials for exact details.

Rules Update 15.2.12

Added:

  • Armor Powers: Flaming Burst [+1], Flash [+1], and Frost [+1]. They are mainly defensive measures used in case you are in some trouble, with a slightly different effect for each. Please check them out in the Armor Powers document on the Rules page.

Rules Update 15.1.22

Changed:

  • Combat Styles: Changed the bonuses for Single Weapon Style and Two Handed Style to make all styles more even. See Combat Styles on the Rules page.

Added:

  • Paladin Sacred Oaths: Three different Paladin “Oaths” that codify the code they must adhere to and modify the standard Aura of Protection ability to be unique to each oath. See Rules Compendium on the Rules page.

Rules Update 15.1.16

Changed:

  • Metamartial
    • Running Throw: Is now written more like we have been playing it. “[Fighter or Rogue Only] If you would lose an attack for the movement, you may throw a weapon at a target while moving to another, then attack normally when in melee (Use melee weapon’s number of attacks for both). Target of thrown and melee attacks may be the same, but must be within 45º of each other. (Throwing M or L sized weapons uses a swift action.) (Style: Attack roll of 10+: The weapon is driven into the target.)

Added:

  • Metamartial
    • Taunt: [Must be within 60’] Taunt a single enemy of lower or up to 2 levels/HD higher with your wit. Make a Charisma check during your action. If you succeed, the enemy is taunted until the end of your next turn (so up to two turns). The enemy takes a -4 to any attack that doesn’t include you as a target. A new Taunt supersedes any previous Taunt. Also, when in melee range, if the enemy makes any attack that doesn’t include you as a target, you may make an Attack of Opportunity. If the target has Taunt or Leadership NWP, the check becomes an opposed roll.