Core Rules

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


SizeSpaces Occupied
Tiny1/4
Small1/2
Medium1
Large4
Huge9
Gargantuan16+
   

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:
  1. Choose your character's species.
  2. Choose your character's class.
  3. Choose your character's ability scores.
  4. Choose your character's background.
  5. Choose your character's starting equipment.
  6. Choose your character's spells (if any).
  7. Choose your character's alignment.
  8. Choose your character's name.

"Now these are some rules!"   - Zeevul

Articles under Core Rules