Errata for Menagerie


 
NEED TO FINISH & CLEAN UP!!
Need to add helpful links too!!
 
07/18/2023
  As we play this will be a depository to state what our last finding was on certain rule issues or house rules. As the DM I am the arbitrator of the rules, and I try really hard to make this is fair as possible for all players. However, in any D&D game the DM is allowed to change rules at any time for any purpose, but I try really hard to make it as transparent as possible. I hope this helps.  

The Golden Rule

  Always remember everyone is here to have fun, and that your actions will impact the entire group. Be considerate and courteous.   For example, if another player is talking to an NPC and you’re growing bored, don’t just kill that NPC, have your character say that all this talk is getting nowhere and suggest an alternative (that alternative might be suggesting killing the NPC to intimidate them – but don’t just go ahead and do it right away.)  

The GM’s Role

  I think sometimes players can feel like the GM is their enemy and is only there to put obstacles in their path and try and kill them.   This couldn’t be further from the truth!   I want you to succeed. And more importantly, I want you to have fun.   At the end of the day, if you’re all having fun, I’m having fun!   But, that being said, that doesn’t mean things will always be easy. Your enemies will behave like intelligent creatures and act appropriately (unless they have no intelligence). So wounded enemies will attempt to flee or raise alarms, sometimes enemies will try and take you alive if there is some benefit to them doing so, and sometimes they will fight to the death, tooth and nail.   Setting   Your adventures will take place in a wider world where events are always moving and the clock is always ticking.   If you find 3 plot hooks, the plots that you don’t follow will progress over time, and the evil doers could achieve their plans because you haven’t stopped them. This will, of course, Lead to new possible adventures, but don’t always assume an adventure you skipped will still be there waiting for you when you decide to pursue it.  

Encounter Types

  There are lots of ways to play D&D, and not all of them are going to appeal to everyone, so I wanted to kind of give you an idea of the sort of games I would like to run and get your feedback.   For me, the biggest draw to roleplaying games is the roleplay itself. If you just want to slash monsters there are numerous games to do it in, both board and video games, but I think the coolest thing about roleplaying games is becoming another character.   So my games are going to be fairly heavy on the RP side of things. There’s still going to be plenty of fighting and loot-grabbing, but there will also be a lot of encounters where you do battle with your words and your wits and not your swords.   Ideally, I’d like a nice 50/50 split of combat encounters and non-combat elements such as puzzles, riddles, speaking to NPCs etc.   If you don’t really want to do that, you need to let me know as soon as possible – because there’s no point in me adding in layers of non-combat elements if you all just want to chop heads off!  

Combat

  As mentioned above, the goal of the enemy NPCs is not to be fodder for you. They are going to behave as realistically as possible and they will have goals and desires.   Because of this, they will do things like summon reinforcements, or attempt to flank you and pick off your lightly armoured party members, or even use the world around them to give themselves an advantage.   Enemy NPCs want to win. Always keep that in mind.  

Creative Solutions

  Never assume that there’s only one way to approach a problem. Even if I’ve only written a single way for you to approach a Task, I want you to talk and come up with inventive ways to get around the problems I put in front of you.   I might set up an encounter where it just looks like you need to assault a tower and fight your way up. But if you want to retreat and contact the local engineer to build a trebuchet you can wheel up and use to bring the tower down – go for it!   I might be caught off guard and need a couple of minutes to Work it out, and we may need to play just using a battle grid without a map for that encounter, but I will try to say “yes” to as much as possible.   This also applies for some encounters that cannot be won through strength of arms. Just because there’s a demon guarding the door, that doesn’t mean you should or even could fight it. It could be you have to bargain with it or lure it away to proceed.   Be aware of the types of creatures you can comfortably handle in combat, and be wary of rushing in against something that’s obviously more powerful than yourselves.   And this applies generally too, feel free to think outside the box and suggest radical things. It might mean that all the material I’ve prepared for the night is useless, but we’ll figure it out and roll with it.  

Roleplay

Similar to thinking outside of the box, I encourage you all to get into character and roleplay as much as possible.   It can be awkward at first and you may just want to speak in 3rd person   “Grogg attacks the Kobold.”   But over time – when you are comfortable doing it – I’d love for you to embrace and become your characters. Act how they would act and make decisions they would make, even if they aren’t decisions you would make.   Once we’ve played some games and settled in, I will be rewarding players who try to RP (try being the key word. You don’t have to be amazing at it, it’s the willingness to try I’m looking for).   Character Death   Sooner or later, one or more of your characters is probably going to die. Remember that enemy NPCs want to win, which means in most situations they are trying to kill you. If you go into an encounter unprepared or end up separated and surrounded, you could die.   Character deaths aren’t the end though, and a character dying certainly doesn’t mean the campaign is over. If you have sufficient contacts or resources and a character dies, the party could decide to take the body and seek out a local sorcerer to bring you back. Or they may decide to journey into hell itself to bring you back. A God might even intervene and grant you your life in exchange for your service.   Or you could just be Dead.   Don’t assume that your character will be brought back to life by some mystical means if you charge alone into a room without doing any recon and get stabbed to death by Goblin children.   What happens to that character after their death is going to be a combination of your party’s ingenuity, and how the story of your death played out.   If you died valiantly holding a corridor against a swarm of undead so your Friends could escape, there’s a greater chance a God might pay attention to that action.   90% of the time though, a character death is going to mean that character is Dead and gone, and the player will need to roll a new character. This character can be connected to your previous one somehow (an avenging family member) or could be totally unrelated, it’s up to you.   Once you’ve made your new character they will be introduced to the party in the most natural way possible, and everything will continue as normal.   But remember that death is always a possibility, but it doesn’t have to be the end of the game.   Character Creation & Leveling: If it is in the core Books, then it is allowable and if it is in any other book it requires DM permission. When creating a new character it is allowed to roll 4d6 7 times. In each batch of 4 you keep the top 3 scores and then drop the lowest of the 7 to create your 6 Ability scores.   Then for Hp -- at level one you choose if you want to roll for your HP or just take the average as provided by the book. If you roll, you can reroll the 1 or 2 at Creation, and then only reroll the 1 at each level. Starting now we will roll the HP together when leveling up.   Drink A Potion: Drinking a Potion counts as a Full Action, RAW -- but players are allowed to use their Bonus Action to "Dodge" and be prepared for an attack.   Monk Quarterstaff, 2-Handed: As of right now, the staff can be used 2-handed for the attack and Extra Attack, but the bonus attack has to use a different weapon (such as a foot or head).  

Encumbrance:

Currently we are using "simple rules", but we will be using Variant rules with one addition. 100lbs is allowable for all characters to not suffer encumbrance, just be reasonable about how you are carrying your gear. We will go to the variant rules with my 100 lb allowance after the current dungeon crawl.   People In The Path Of Ranged: They are still "cover", except if w/in 5 feet of the shooter.   Multiple Attacks, Bonus Action As A Second Attack (When Wielding Two Light Weapons): Unless otherwise stated -- such as it is a dual attack and can't be split -- you can attack then move and then attack, or attack two different targets. There was some Confusion on this in the past and I'm pretty sure this is how it is supposed to be (unless something comes up to contradict this).   Reminder On Movement/Attacks & Occupied Spaces: Moving through the space of another creature, hostile or not, counts as difficult terrain. . Whether a creature is a friend or an enemy, you can’t willingly end your move in its space. -- even to make an attack.     Moving forward -- A Dead body (depending on size) is acceptable for a stopping point, within reason, but will still be difficult terrain.   Interesting section from Tasha's Cauldron:  

TEN RULES TO REMEMBER

 

1. THE DM A DJUDICATES THE RULES

The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can't cover everything. When you encounter something that the rules don't cover or if you're unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole group.  

2. EXCEPTIONS SUPERSEDE GENERAL RULES

General rules govern each part of the game. For ex- ample, the combat rules tell you that melee weapon attacks use Strength and ranged weapon attacks use Dexterity. That's a general rule, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise.   The game also includes elements- class features, spells, magic items, monster abilities, and the like- that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee weapon attacks using your Charisma, you can do so, even though that statement disagrees with the general rule.  

3.ADVANTAGE AND DISADVANTAGE

Even if more than one factor gives you advantage or disadvantage on a roll, you have it only once, and if you have advantage and disadvantage on the same roll, they cancel each other.  

4.REACTION TIMING

Certain game features let you take a special action, called a reaction, in response to an event. Making opportunity attacks and casting the Shield spell are two typical uses of reactions. If you're unsure when a reaction occurs in relation to its trigger, here's the rule: the reaction happens after its trigger, un- less the description of the reaction explicitly says otherwise. Once you take a reaction, you can't take another one until the start of your next turn.  

5. PROFICIENCY BONUS

If your proficiency bonus applies to a roll, you can add the bonus only once to the roll, even if multiple things in the game say your bonus applies. More- over, if more than one thing tells you to double or halve your bonus, you double it only once or halve it only once before applying it. Whether multiplied, divided, or left at its normal value, the bonus can be used only once per roll.  

6.BONUS ACTION SPELLS

If you want to cast a spell that has a casting time of 1 bonus action, remember that you can't cast any other spells before or after it on the same turn, except for cantrips with a casting time of 1 action.  

7. CONCENTRATION

As soon as you start casting a spell or using a special ability that requires concentration, your concentration on another effect ends instantly.  

8.TEMPORARY HIT POINTS

Temporary hit points aren't cumulative. If you have temporary hit points and receive more of them, you don't add them together, unless a game feature says you can. Instead, you decide which temporary hit points to keep.  

9.ROUND DOWN

Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.  

10. HAVE FUN

You don't need to know every rule to enjoy D&D, and each group has its own style different ways it likes to tell stories and to use the rules. Embrace what your group enjoys most. In short, follow your bliss!  
 

Called Rules from Play & Errata

 

Enlarge and "summoned" weapons

  • sure they seem to Work.
  •   Spell "attack" is NOT an "attack" it is part of the "cast a spell" action. Just because it has an attack roll doesn't always make it an 'attack'. https://dnd.wizards.com/articles/sage-advice/rules-spellcasting
     
    Also, we have been doing the Level Spells wrong:  

    Casting Time

    p202 Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.  

    Bonus Action

    p202 A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
     

    Grappling

    PHB p195 When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.   Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is Incapacitated. If you succeed, you subject the target to the Grappled condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).  

    Escaping a Grapple

    PHB p195 A Grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.  

    Moving a Grappled Target

    PHB p195 When you move, you can drag or carry the Grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.  

    Shoving a Creature

    PHB p195 Using the Attack action, you can make a special melee attack to shove a creature, either to Knock it Prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.   The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is Incapacitated. If you succeed, you either Knock the target Prone or push it 5 feet away from you.
     

    Familiars, Companions, etc... and Attunements

      Yes, familiars, companions, etc.. can use magic items and attunements if they are at least intelligent enough. Familiars are able to be used to cast spells, so sure why not let them use an item that might need to be "cast" but it depends on items. If the item requires a word or something like then it might not have the capability to do so... But so far I know the current Wish is for a certain Wizard to have his "find familiar" Familiar to have the Ring of Spell Storing attuned to it, wear it, then use the spells and possibly have a concentration in effect.   So, that kind of Familiar can wear items that seem possible or appropriate. Because they are not actual adventurers I am going to cap it at two, which should be more than enough for them.
     

    Swarmkeeper Rules

      Technically they don't crit as it is damage done after you damage. However they don't affect your ability to use Gathered Swarm. Also, looking it up -- it does not appear that the swarm is technically "magic", so moving forward that is the case unless we see a more reliable call.   Gathered Swarm
    Gathered Swarm TCE p59   3rd-level Swarmkeeper feature   A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.   Swarm Appearance
    d4 Appearance
    1 Swarming insects
    2 Miniature twig blights
    3 Fluttering birds
    4 Playful pixies
      Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:   The attack's target takes 1d6 piercing damage from the swarm. The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. You are moved by the swarm 5 feet horizontally in a direction of your choice. It's Your Swarm  
    A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the Ranger's magic in play. For example, when your Ranger casts Gaseous Form, they might appear to melt into the swarm, instead of a cloud of mist, or the Arcane Eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more Guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.   Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the Ranger's mood or with the seasons. You decide!
     
     
      Writhing Tide
    At 7th level, you gain a feature granted to you by your Ranger Archetype.   Writhing Tide TCE p59   7th-level Swarmkeeper feature   You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are Incapacitated.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
     
     
     

    Haste & Freedom of Movement & Slow

     
    "Freedom of movement is an example of a feature (an exception) that lets you circumvent a general rule; it lets you spend 5 feet of movement to escape a grapple, even though your speed is 0. Magic! #DnD"
     
    "The Freedom of Movement spell protects you against the Paralyzed and Restrained conditions, in addition to its other benefits. It doesn't stop the Petrified condition. #DnD"
     
    "While under the effect of the Freedom of Movement spell, your speed can't be reduced. The spell doesn't, however, protect you from losing the ability to move entirely. #DnD"
     
    "If two different spells are successfully cast on you, you are now under the effect of those spells. #DnD"
    Additionally, I believe a slowed character with Haste would have:  
    Haste:
    • speed doubled
    • AC +2
    • adv. on DEX saves
    • limited extra action
     
    Slow:
    • speed halved
    • AC -2
    • -2 to DEX saves
    • cannot take both an action and a bonus action in the same turn
    • no reactions
     
    Haste + Slow:
    • normal speed
    • normal AC
    • adv. on DEX saves, but with a -2 penalty
    • cannot take both an action and a bonus action; Haste's extra action is not explicitly voided so that should be ok
    • no reactions
      I'm thinking if you have Freedom of Movement and Slow on you then you suffer the attributes of Slow, but the speed decrease.   Freedom of Movement

    PHB

    Freedom of Movement

    4-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: a leather strap, bound around the arm or a similar appendage
    Duration: 1 hour
    You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
      The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
     
     
      Haste

    PHB

    Haste

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S, M
    Materials: a shaving of licorice root
    Duration: Concentration, 1 minute
    Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
      When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
     
     
      Slow

    PHB

    Slow

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S, M
    Materials: a drop of molasses
    Duration: Concentration, 1 minute
    You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
      An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
      If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
      A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
     
     
      Cowl of Warding
    Cowl of Warding   "Freedom of Movement: For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be Paralyzed or Restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it Grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks."  
     
     
     

    Restrained & "Help" Action

      A character can "help" giving the Restrained character a bonus to breaking it on their next turn). Maybe ask players for future sake, if they think a player should be able to do a strength check to undo it -- granted this would apply to both sides.
     

    Fire Spells & Flamability

      So, RAW there are a handful of spells that call out they can ignite things.   Create Bonfire Fire Bolt Burning Hands Searing Smite Flaming Sphere Fireball Lightning Bolt Delayed Blast Fireball Fire Storm Meteor Swarm   However, Scorching Ray does not have this feature, yet it does say it summons fires and says targets not creatures -- and at least with the Web spell there is a note about fire.   So, moving forward I will say that Scorching Ray can only ignite very flammable things -- so Web or oil, but not creatures or even a book...
      or not. I'm still not sure....    

    Light Conditions

      Dim lighting doesn't affect attacks, but Darkness would – since an attack on someone you can't see is at a disadvantage. Additionally, I have to remember that dim Light (or Darkvision in darkness) means a -5 to all perception checks (including passive).
     
    DCs and repeat attempts   DCs RAW says its always possible, but takes longer. Homerule: it depends. Sometimes the DC will get harder. Sometimes things are so nearly impossible for at level.
            ---   Drinking potions is now a bonus action...     Climb onto a Bigger Creature
    If one creature wants to Jump onto another creature, it can do so by grappling. A small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.   As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, 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 your 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.   This action is an optional addition to the game, from the optional/variant rule Action Options.   Source: DMG, page 271  
     
      Action Options DMG p271 This section provides new action options for combat. They can be added as a group or individually to your game.   Climb onto a Bigger Creature If one creature wants to Jump onto another creature, it can do so by grappling. A small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.   As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, 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 your 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.   Disarm A creature can use a weapon attack 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 attack causes no damage or other ill effect, but the defender drops the item.   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.   Mark This option makes it easier for melee combatants to harry each other with opportunity attacks.   When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the Incapacitated condition or the Shocking Grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.   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.   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.   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. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.   Source: DMG, page 271      
    We have also implemented Bard Inspiration from D&D One.   Reaction When a creature within 20 feet fails a D20 test, you can use your reaction to give that creature a bardic inspiration die. Healing You can use your reaction to roll a bardic inspiration die if a creature you see or hear within 60 feet takes damage.
       
    Discussions were had on entering the area.   Entering in Spirit Guardians area of effect   Sage Advice  
    Entering in Spirit Guardians area of effect
      Moonbeam isn't intended to deal damage when it first appears.   The intent is that creating an area of effect on a creature's space isn't the same as the creature entering it.   spells don't always offer damage/Heal at the casting, Session 62: The Dead Beholder Report
     
    Falling Rules  
    • Falling deals the same damage as always – 1d6 per 10 feet, to a maximum of 20d6.
    •   and if the damage hits 20d6:
    • If damage taken from a fall exceeds your Constitution score, you are reduced to 0 hit points, and become Unconscious and dying.
    • If damage taken from a fall exceeds twice your Constitution score, you die instantly.
     
    5.5 has some cantrip changes and we are bringing them into our game, but with some modifications.   Going through the Bastion & Cantrip changes proposed in the playtesting, as I try to finish reworking the rules for strongholds -- I want to give you guys full options for building if you want to build more back at the keep…   And that said, I am looking at the changes proposed for the spell updates and want to present the ones I think I would like to introduce at the table…   You choose which version you want, old rule or new rule -- but both are available in game and you can't just change them. Once you lock in, you lock in (but you can change spells based on the rules for your class and therefore you can change to the other version at that point if it is allowed)  
    • Acid Splash now creates a 5-foot-radius sphere that can affect any creature caught in it, and it is an Evocation instead of a Conjuration spell. The school change unites this spell with the Sorcerer and Wizard’s other direct-damage Acid spells. (the old version is still Conjuration, so there is a "Conjure acid splash" and an "Evoke acid splash")
    •  
    • Blade Ward is now a Reaction that imposes Disadvantage on a creature’s melee attack roll. (this is called "Reactionary Blade Ward"), The original still exists as "Blade Ward"
    •  
    • Chill Touch is now a touch spell that deals 1d10 damage rather than 1d8, and it no longer has the rarely used Undead-specific effect. (I'm going to actually have this consolidated, so you get both options -- based on range or touch) "Ranged Chill Touch" vs. "Chill Touch"
    •  
    • Friends now forces the target to make a save against being Charmed briefly. (this is the new option, and only option). Just Friends, no old version.
    •  
    • Poison Spray now has a range of 30 feet rather than 10 feet, and it uses an attack roll rather than a saving throw. Also, it is now a Necromancy rather than a Conjuration spell. (This is now two spells, the old one being "Conjure Poison Spray", and the new one being "Necromantic Poison Spray")
    •  
    • Produce Flame is now a Bonus Action, but the attack portion is still an action. The range of the Light has increased to 20 feet, and the range of the attack has increased to 60 feet. Also, the attack can now target creatures or objects. (this is the new option, and only option. Just Produce Flame, no old version).
    •  
    • Shillelagh now improves at higher levels, and it gives you the option of dealing Force damage or the weapon’s normal type. (this is the new option, and only option. Just Shillelagh, no old version).
    •  
    • Shocking Grasp now shuts down Opportunity Attacks rather than all Reactions. Shutting down all Reactions is too powerful for a cantrip. This cantrip has always been meant to provide a partial Disengage, which it still does in this version. Like other Lightning spells, the spell also no longer makes distinctions about whether the target is wearing Metal. (this is the new option, and only option. Just Shocking Grasp, no old version).
    •  
    • Spare the Dying is now a ranged rather than a touch spell, and the range increases as you level up. The spell is now also on the Druid list. (this is the new option, and only option. Just Spare the Dying, no old version).
    •  
    • True Strike is now an attack with a weapon that uses your spellcasting ability rather than Strength or Dexterity. (there is a Lucky True Strike (old spell) and Weapon's True Strike for the new option.)
    •  
     
       
    Ready an Action and Multi-Attacks  

    Ready Action

    Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.   First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."   When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.   When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration (explained in chapter 10). If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.   You have until the start of your next turn to use a readied action.   Source: PHB, page 193. Available in the SRD and the Basic Rules.  
      and most, if not all the extra attacks state:

    "you can attack twice, instead of once, whenever you take the Attack action on your turn."   note: Sage Advice on multiple attacks, no readying multi-attacks Because it is on your turn  
     

    NON-LETHAL DAMAGE

    Non lethal damage in Advanced Dungeons & Dragons 5th edition refers to any damage that doesn't directly kill a creature by bringing it to, but not below, 0 HP.   Generally speaking, once a player does an attack that does melee damage and it brings the opposing victim below 0 HP, the player has a choice to declare it as a non-lethal attack. This renders the creature knocked unconscious but not killed outright.   The key thing to note is that the damage type must be melee damage. The actual damage done can be technically greater than the remaining hit points of the target as long as the player specifies their intent.   NOTE: NOTES on Nonlethal Damage I was going to let him try to do an Arcana Check to see if he could control it, and I will allow that moving forward if it comes up. Just as I will allow a DC check for ranged attacks.  
       

    Ranged Attacks

    When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.  
    Range
    You can make ranged attacks only against targets within a specified range.   If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.   Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.  
    Ranged Attacks in Close Combat
    Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.   PHB p195  
       

    Spells with: "...moves into the spirit's space for the first time on a turn or starts its turn there..." or similar

     
    Does moonbeam deal damage when you cast it? What about when its effect moves onto a creature?
      The answer to both questions is no. Here’s some elaboration on that answer.   Some spells and other game features create an area of effect that does something when a creature enters that area for the first time on a turn or when a creature starts its turn in that area. On the turn when you cast such a spell, you’re primarily setting up hurt for your foes on later turns.   Moonbeam, for example, creates a beam of light that can damage a creature who enters the beam or who starts its turn in the beam.   Here are some spells with the same timing as moonbeam for their areas of effect:
    • Blade barrier
    • cloudkill
    • cloud of daggers
    • Evard’s black tentacles
    • forbiddance
    • moonbeam
    • sleet storm
    • spirit guardians
    Reading the description of any of those spells, you might wonder whether a creature is considered to be entering the spell’s area of effect if the area is created on the creature’s space. And if the area of effect can be moved—as the beam of moonbeam can—does moving it into a creature’s space count as the creature entering the area? Our design intent for such spells is this: a creature enters the area of effect when the creature passes into it. Creating the area of effect on the creature or moving it onto the creature doesn’t count. If the creature is still in the area at the start of its turn, it is subjected to the area’s effect.   Entering such an area of effect needn’t be voluntary, unless a spell says otherwise. You can, therefore, hurl a creature into the area with a spell like thunderwave. We consider that clever play, not an imbalance, so hurl away! Keep in mind, however, that a creature is subjected to such an area of effect only the first time it enters the area on a turn. You can’t move a creature in and out of it to damage it over and over again on the same turn.   In summary, a spell like moonbeam affects a creature when the creature passes into the spell’s area of effect and when the creature starts its turn there. You’re essentially creating a hazard on the battlefield.   Sage Advice
       

    Halo of Spore while in wildshape

     
    Wild Shape
    Wild Shape PHB p64 Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.   Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.   Beast Shapes
    Level Max. CR Limitations Example
    2nd 1/4 No flying or swimming speed Wolf
    4th 1/2 No flying speed Crocodile
    8th 1 Giant eagle
    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.   While you are transformed, the following rules apply:
    • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
    • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
     
    Halo of Spores
    TCE p36 Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.   It's hard to say RAW... Some say that since the animals can't naturally direct such spores then the Druid can't... right now I'm saying yes though as it is a class thing.  
     

    Multiple spells in a Turn

     
    2024 Rule: One Spell with a Spell Slot per Turn
    On a turn, you can expend only one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot using the Magic action and another using a Bonus Action on the same turn.  
    Bonus Action
    A Bonus Action is a special action that you can take on the same turn that you take an action. You can’t take more than one Bonus Action on a turn, and you have a Bonus Action to take only if a rule explicitly says so. See also chapter 1 (“Actions”).  
     
    Changes to Exhaustion Rules.  

    Exhaustion (Condition)

    While you have the Exhaustion condition, you experience the following effects.   Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.   D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level.   Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.   Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.  
     
     

    Have not discussed yet:

     

    2024 Rules being adopted... so far

     
    Saving Throw
    A saving throw—also called a save—represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also chapter 1 (“D20 Tests”).  
    Surprise
    If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have Disadvantage on its Initiative roll. See also https://dungeonsanddragonsfan.com/dnd-5e-surprise-rule/  
    Heroic Inspiration
    If you (a player character) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.   If you gain Heroic Inspiration but already have it, it’s lost unless you give it to a player character who lacks it.  
    Hide (Action)
    With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you’re Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy’s line of sight; if you can see a creature, you can discern whether it can see you.   On a successful check, you have the Invisible condition. Make note of your check’s total, which is the DC for a creature to find you with a Wisdom (Perception) check.   The condition ends on you immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.  
    Invisible (Condition)
    While you have the Invisible condition, you experience the following effects.   Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll.   Concealed. You aren’t affected by any effect that requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are wearing or carrying is also concealed.   Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don’t gain this benefit against that creature.        

    NEED TO REVIEW

    :
    I think this might become an option soon with a narrative reason ;)  
    Weapon Mastery...
      What is Weapon Mastery? Weapon Mastery is a new rules feature found in the updated DnD 5e Core Rules that allows martial classes to specialize in a specific type of weapon in order to deliver unique combat effects known as mastery properties. Each weapon in the new 2024 Player’s Handbook lists a mastery property next to it. For example, a battleaxe has the “Cleave” property, which allows you to target another nearby creature after you make a successful attack. Properties can apply to both melee and ranged weapons. A crossbow, for example, has the “Slow” property, which allows you to reduce a target’s movement speed.   Notably, different mastery properties have different triggers. For example, the “Graze” property triggers when you miss a creature with an attack roll, while the “Topple” property only triggers when you hit a creature.   Unlike some abilities, there’s no limit to how many times mastery properties can be used per Short or Long Rest. So in theory, you could use the same mastery property every single time you attack without any limitations.   Learning a mastery property also isn’t permanent. During a Long Rest, you can swap out one of your mastery properties, provided your class is able to use it.   Which classes can access Weapon Mastery? Weapon Mastery is not available to all DnD 5e classes. Instead it can only be accessed by the martial classes of Barbarian, Fighter, Paladin, Ranger and Rogue. Each class, however, is limited in the number of mastery properties they start with and are able to learn as they progress in level (all of which is described in the Features section for each class in the new 2024 Player’s Handbook).   Rogues, Rangers and Paladins for example, can only access two mastery properties at a time. Barbarians and Fighters start with two and three properties, respectively, but eventually gain access to more mastery properties as they level up.   At level 1, all martial classes get access to the mastery properties for certain types of weapons, as listed below:
    • Barbarian: Simple and Martial Melee weapons
    • Fighter: Simple and Martial weapons
    • Paladin: Based on weapon proficiencies (Simple and Martial weapons)
    • Ranger: Based on weapon proficiencies (Simple and Martial weapons)
    • Rogue: Based on weapon proficiencies (Simple and Martial weapons with the Finesse or Light property)
      Some subclasses allow you to access more mastery properties. For example, the Soulknife Rogue can use the Vex mastery property with their Psychic Blades and it doesn’t count toward their learned Weapon Mastery limit.   If you choose to multiclass, you can access Weapons Mastery, as long as one of the classes are a martial one.   What are the Weapon Mastery Properties? In the new 2024 DnD 5e rules there are currently 8 weapon mastery properties, as follows:   Cleave: If you hit a creature with a melee weapon attack, you can make a second attack against a creature within 5 feet that is also within your reach. When you hit with the second attack, you can roll your weapon’s damage, but you don’t add your ability modifier unless it’s negative.   Graze: If you miss a creature with your weapon, you deal damage equal to the ability modifier you used to make the roll.   Nick: You can make an additional attack against a target creature if your first attack was made while wielding two Light weapons.   Push: You can launch a creature you hit (up to a Large size) 10 feet away from you.   Sap: An enemy you hit has Disadvantage on their next attack roll before the start of your next turn.   Slow: When you hit a creature and deal damage, you can reduce its Speed by 10 feet until the start of your next turn.   Topple: When you hit a creature, you can force it to make a Constitution saving throw or fall Prone. The DC for this save is 8 plus the ability modifier used to make the attack plus your Proficiency Bonus.   Vex: When you hit a creature and deal damage, you gain Advantage on your next attack roll before the end of your next turn.     DND Beyond Equipment, Mastery Properties   DND Beyond Guide   Forum Discussion  
    Name Damage Properties Mastery Weight Cost
    Simple Melee Weapons
    Club 1d4 Bludgeoning Light Slow 2 lb. 1 SP
    Dagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60) Nick 1 lb. 2 GP
    Greatclub 1d8 Bludgeoning Two-Handed Push 10 lb. 2 SP
    Handaxe 1d6 Slashing Light, Thrown (Range 20/60) Vex 2 lb. 5 GP
    Javelin 1d6 Piercing Thrown (Range 30/120) Slow 2 lb. 5 SP
    Light Hammer 1d4 Bludgeoning Light, Thrown (Range 20/60) Nick 2 lb. 2 GP
    Mace 1d6 Bludgeoning Sap 4 lb. 5 GP
    Quarterstaff 1d6 Bludgeoning Versatile (1d8) Topple 4 lb. 2 SP
    Sickle 1d4 Slashing Light Nick 2 lb. 1 GP
    Spear 1d6 Piercing Thrown (Range 20/60), Versatile (1d8) Sap 3 lb. 1 GP
    Simple Ranged Weapons
    Dart 1d4 Piercing Finesse, Thrown (Range 20/60) Vex 1/4 lb. 5 CP
    Light Crossbow 1d8 Piercing Ammunition (Range 80/320; Bolt), Loading, Two-Handed Slow 5 lb. 25 GP
    Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP
    Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow 1 SP
    Martial Melee Weapons
    Battleaxe 1d8 Slashing Versatile (1d10) Topple 4 lb. 10 GP
    Flail 1d8 Bludgeoning Sap 2 lb. 10 GP
    Glaive 1d10 Slashing Heavy, Reach, Two-Handed Graze 6 lb. 20 GP
    Greataxe 1d12 Slashing Heavy, Two-Handed Cleave 7 lb. 30 GP
    Greatsword 2d6 Slashing Heavy, Two-Handed Graze 6 lb. 50 GP
    Halberd 1d10 Slashing Heavy, Reach, Two-Handed Cleave 6 lb. 20 GP
    Lance 1d10 Piercing Heavy, Reach, Two-Handed (unless mounted) Topple 6 lb. 10 GP
    Longsword 1d8 Slashing Versatile (1d10) Sap 3 lb. 15 GP
    Maul 2d6 Bludgeoning Heavy, Two-Handed Topple 10 lb. 10 GP
    Morningstar 1d8 Piercing Sap 4 lb. 15 GP
    Pike 1d10 Piercing Heavy, Reach, Two-Handed Push 18 lb. 5 GP
    Rapier 1d8 Piercing Finesse Vex 2 lb. 25 GP
    Scimitar 1d6 Slashing Finesse, Light Nick 3 lb. 25 GP
    Shortsword 1d6 Piercing Finesse, Light Vex 2 lb. 10 GP
    Trident 1d8 Piercing Thrown (Range 20/60), Versatile (1d10) Topple 4 lb. 5 GP
    Warhammer 1d8 Bludgeoning Versatile (1d10) Push 5 lb. 15 GP
    War Pick 1d8 Piercing Versatile (1d10) Sap 2 lb. 5 GP
    Whip 1d4 Slashing Finesse, Reach Slow 3 lb. 2 GP
    Martial Ranged Weapons
    Blowgun 1 Piercing Ammunition (Range 25/100; Needle), Loading Vex 1 lb. 10 GP
    Hand Crossbow 1d6 Piercing Ammunition (Range 30/120; Bolt), Light, Loading Vex 3 lb. 75 GP
    Heavy Crossbow 1d10 Piercing Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed Push 18 lb. 50 GP
    Longbow 1d8 Piercing Ammunition (Range 150/600; Arrow), Heavy, Two-Handed Slow 2 lb. 50 GP
    Musket 1d12 Piercing Ammunition (Range 40/120; Bullet), Loading, Two-Handed Slow 10 lb. 500 GP
    Pistol 1d10 Piercing Ammunition (Range 30/90; Bullet), Loading Vex 3 lb. 250 GP
       
      and need to review: I think this might become an option soon with a narrative reason ;)  
    Origin Feats
      There are different types of feats in the 2024 Player's Handbook: Origin, General, Fighting Style, and Epic Boons. General feats become available at level 4, and may carry other prerequisites, such as certain ability scores. Fighting Style feats are bestowed by features in your class, and Epic Boons are available to be chosen by characters at level 19.   Origin feats are similar to the features each background got in the 2014 Player’s Handbook but with mechanics that give them more utility in your adventurer’s day-to-day life. They represent the talents your character’s background will likely have led them to develop, but don’t offer boosts to ability scores like some General feats do. These are designed to be abilities that brand-new adventurers might possess versus skills that more veteran heroes might have gained on the road..  
    Origin Feat Benefit
    Alert Add your Proficiency Bonus when you roll Initiative. Can also swap your Initiative with a willing ally in the same combat.
    Crafter Gain proficiency with three different sets of Artisan’s Tools. Gain a 20 percent discount on nonmagical items. Can craft an item from a Fast Crafting table, which lasts until you finish another Long Rest.
    Healer When you Utilize a Healer’s Kit as an action, a creature can expend one of its Hit Point Dice to heal. Your Proficiency Bonus is added to the roll. When you roll to determine Hit Points when healing with this feature or a spell, you can reroll the dice if it rolls a 1. You must use the new roll.
    Lucky After finishing a Long Rest, you have a number of Luck Points equal to your Proficiency Bonus. You can expend one when you make a D20 Test to give yourself Advantage. You can also expend one to impose Disadvantage when a creature rolls a d20 to make an attack roll against you.
    Magic Initiate You gain two cantrips and one level 1 spell from the Cleric, Druid, or Wizard spell list, and can replace them with another spell of the same level from the same list when you gain a level. You choose Wisdom, Intelligence, or Charisma as your spellcasting modifier for these spells when you take this feat. You can cast these spells once per Long Rest without expending a spell slot, and can cast them again using spell slots. This feat can be taken more than once, but you must choose a different spell list each time.
    Musician You gain proficiency with three musical instruments of your choice. At the end of a Short or Long Rest, you may play the instrument and grant Heroic Inspiration to a number of allies equal to your Proficiency Bonus.
    Savage Attacker Once per turn, when you hit a target with a weapon attack, you can roll the weapon damage dice twice and use either roll against the target.
    Skilled You gain proficiency in any combination of three skills or tools of your choice. You can take this feat more than once.
    Tavern Brawler When you hit with an Unarmed Strike and deal damage, you can deal 1d4 + your Strength modifier. If the damage dice for your Unarmed Strikes roll is a 1, you can reroll it and must use the new roll. You have proficiency with improvised weapons. Once per turn, when you hit a creature with an Unarmed Strike as part of the Attack action, in addition to dealing damage, you can push the target 5 feet away from you.
    Tough When you first gain this Origin feat, your Hit Point maximum increases by twice your character level. Thereafter, your Hit Point maximum increases by 2 each time you level up.
     
     
    some interesting "clarifications" from 2024 rules:
      Search (Action) When you take the Search action, you make a Wisdom check to discern something that isn’t obvious. The Search table suggests which skills are applicable when you take this action, depending on what you’re trying to detect.  
    Skill Thing to Detect
    Insight Creature’s state of mind
    Medicine Creature’s ailment or cause of death
    Perception Concealed creature or object
    Survival Tracks or food
     
      Influence (Action) With the Influence action, you urge a monster to do something. Describe or roleplay how you’re communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The DM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.   Willing. If your urging aligns with the monster’s desires, no ability check is necessary; the monster fulfills your request in a way it prefers.   Unwilling. If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn’t comply.   Hesitant. If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster’s attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you’re interacting with the monster. The DM chooses the check, which has a default DC equal to 15 or the monster’s Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the DM) before urging it in the same way again.   Influence Checks
    Ability Check Interaction
    Charisma (Deception) Deceiving a monster that understands you
    Charisma (Intimidation) Intimidating a monster
    Charisma (Performance) Amusing a monster
    Charisma (Persuasion) Persuading a monster that understands you
    Wisdom (Animal Handling) Gently coaxing a Beast or Monstrosity
     
     
       

    Book Rewards & Tattoo Skill Checks

      Books often can reward a variety of benefits after reading them. The subject matter can grant a bonus to relevant knowledge for some limited time.   To fully see what one can garner from a session the player needs to decide how long they plan to study the book. Each hour is a skill check (int). The successes vs. failures determines what benefits they derive from the session and the highest check applies to possible bonuses of the book.   They can decide to continue in reading, but no actual bonus is allowed until after a long rest. There can be an advantage to the first roll if the book was last read within the past week, up to dm discretion.  
      Similarly, the success of a tattoo being copied or applied will also be done with a similar skill check. If it fails the design disappears.

    Table of Contents

     


    DM Links
      Worldanvil:   Magic Item Recipes Discovered by the Menagerie   Homebrew: Magic Item Chances   Errata for Menagerie  
     
    Wild Cards
    Organization | Aug 22, 2024

    The Heroes of Outding Refuge and Kampos

     
    Timeline of The Wild Cards
    Generic article | Jul 11, 2024

    A simplified view of key events for the campaign of The Mighty Menagerie