Ability Scores
Your ability scores indicate what you're capable of:
Skills
Skill rolls represent your attempt to perform miscellaneous actions with uncertain consequences, broken down into the following
skills:
When making a
skill roll, you roll a
d20 and add the appropriate
ability modifier, then add your
proficiency bonus if you are
proficient with that
skill.
Skill Contests
You may have to compete in
skill contests against other
creatures as part of certain abilities. If you have to roll a
skill against the
skill of another
creature, you both roll your respective
skills, and you
win the roll if your
result is higher than the other creature's
result.
Movement Speed
Your
movement speed determines how fast you can
move in a
combat turn. Most
creatures have a
walking speed listed as their default
movement speed, but some
creatures have alternative
movement speeds:
Size
Your size determines how many
5' x
5' squares you occupy on a typical
battle map:
Size
Size | Spaces Occupied |
---|
Tiny | 1/4 |
Small | 1/2 |
Medium | 1 |
Large | 4 |
Huge | 9 |
Gargantuan | 16+ |
Senses
All
creatures are assumed to be capable of effectively
hearing,
seeing, and
smelling unless otherwise noted. Additionally, some
creatures have special senses:
Initiative
Whenever multiple
creatures attempt to take
actions at the same time, such as at the beginning of
combat, all
creatures involved must roll
initiative to determine the order they go in.
Initiative order lasts until each of those
creatures agrees for it to end or is
incapacitated.
Combat Basics
Combat is held in a series of
rounds, and each
round is divided into each combatants'
combat turn. There are countless different options in combat, but some of the most common can be found here:
-
Attack
- Action - Choose a creature, object, or location within your attack range and make an attack against your target.
-
Dash
- Action - Until the end of your turn, you gain additional movement speed equal to your total speed.
-
Disengage
- Action - Until the end of your turn, your movement doesn't provoke opportunity attacks.
-
Dodge
- Action - Attacks against you have disadvantage and you have advantage on Dexterity saving throws until your next turn. You lose these benefits if you are incapacitated or your speed is reduced to 0.
-
Grapple
- Action - Choose a creature within melee range of you and roll Athletics against their Acrobatics or Athletics (their choice). If you win, they are grappled by you until you release them or they escape.
-
Grapple Escape
- Action - Roll Acrobatics or Athletics (your choice) against your grappler's Athletics. If you win, you are no longer grappled and you regain your movement speed. You must be grappled to use this ability.
-
Opportunity Attack
- Reaction - Whenever an enemy moves to exit your reach, you may use your reaction to first make an attack against them.
Attacks
- When you make an attack against a target, you first make an attack roll by rolling a d20 and adding the appropriate ability modifier, then adding your proficiency bonus if you are proficient with your attack.
- If your result is equal to or greater than the Armor Class (AC) of your target, you hit with your attack.
- When you hit with your attack , you may roll the damage dice specified on the weapon or ability you are attacking with and add the appropriate ability modifier to the result, then deal your target that much damage.
Saving Throws
Saving throws represent your attempt to defend yourself against certain effects. When you roll a
saving throw, you roll a
d20, add the appropriate
ability modifier, then add your
proficiency bonus if you are
proficient in that
saving throw. If your
result is
equal to or
greater than the
DC of the
saving throw, you
succeed on the
saving throw. Otherwise, you
fail and must suffer the consequences.
Critical Hits
- Whenever you roll a natural 20 on an attack roll, the attack is a critical hit and you may roll twice as many dice for damage.
- Whenever you roll a natural 1 on an attack roll, the attack is a critical miss and cannot hit.
- Whenever you roll a d20, rolling a natural 20 counts as rolling 30 and rolling a natural 1 counts as rolling -10.
Vulnerabilities, Resistances, and Immunities
- When you receive damage that you are vulnerable to, you take twice as much damage as normal.
- When you receive damage that you are resistant to, you take half as much damage as normal.
- Whenever you would receive damage but you are immune to it, you take no damage instead.
Hit Points
Whenever you receive
damage without
AP to protect you, you lose
hit points. Your
hit points measure how much
damage you can sustain before your
roots of Yggdrasil die, causing you to become
unconscious and roll a
death saving throw on each of your turns. Whenever your
roots of Yggdrasil die, you must roll a
d20. On a
natural 1, you must gain a
flaw.
Whenever you
regain hit points while your
roots of Yggdrasil are
dead, your spirit begins to grow new
roots of Yggdrasil, causing you to regain
consciousness and reset your
death saving throw count.
Death Saving Throws
Death saving throws are special saving throws you make while dying. When you roll a
death saving throw, you roll a
d20 without any modifiers.
- If your result is 10 or greater you succeed, and if your result is 9 or less you fail.
- When you fail your 3rd death saving throw, you die.
- When you succeed on your 3rd death saving throw, your death saving throw count resets and you regain 1 hit point.
- If you roll a natural 20 on a death saving throw, it counts as 2 successes.
- If you roll a natural 1 on a death saving throw, it counts as 2 failures.
Dying
When you
die, you begin the journey to your
afterlife.
Causes of
death:
Creating a Character
Every campaign is unique and character creation rules may vary accordingly, but this is the eightfold path:
- Choose your character's species.
- Choose your character's class.
- Choose your character's ability scores.
- Choose your character's background.
- Choose your character's starting equipment.
- Choose your character's spells (if any).
- Choose your character's alignment.
- Choose your character's name.
"Now these are some rules!"
- Zeevul