
This is a living document. Changes might occur. I recommend that you check this document regularly.

Rolls
DM Combat Rolls are public
DM RP Rolls are private
Death Saving Throw rolls are private
Your character must have a flaw, quirk, and a random trinket.
You can take any origin feat, regardless of background
Potions
Drinking a potion is a bonus action.
Drinking a potion as an action confers the full properties of that potion.
Giving a potion to someone else is an action
You can have two potions on your “belt” at a time. Any others require an action to get from your inventory and drink
Examine a Creature (Free Action)
At the start of combat, one player from the party with the correct proficiency or strong background ties to the creature can attempt to identify the creature. If the party encounters the same type of creature again, a new roll is not permitted.
Aberration – Arcana/Nature
Beast – Nature
Celestial – Religion
Construct – Arcana
Dragon – History/Nature
Elemental – Arcana
Fey – History/Nature
Fiend - Religion
Giant – History/Nature
Humanoid - History/Nature
Monstrosity – Nature
Ooze – Nature
Plant – Nature
Undead - Religion/Arcana
<10 = You know nothing…
10+ = A bit of background info, general strength vs party.
15+ = Unique attacks and traits
20+ = Any resistances and weaknesses
Casting Spells
Material components rule will be enforced (PH#203). A spellcasting focus can take the place of material components EXCEPT for those that have a monetary value, such as a 50gp diamond for Chromatic Orb or a 500gp diamond for Raise Dead. Such materials will need to be purchased, logged, and deducted in the spellcaster’s inventory. Note that some components are NOT consumed upon casting.
The spellcaster must have a hand free to access a spell’s material components - or to hold a spellcasting focus - but it can be the same hand that they use to perform somatic components.
Casting a spell with a verbal component must be delivered in a normal tone of voice (at minimum) and can be heard from a distance of 30ft.
Non-Combat Actions
When performing a skill check, the Help action can only be taken if the assisting character has proficiency in the same skill.
Bind Wounds: Once per combat encounter, players may bind their wounds, as long as they have a healing kit, for 1d4 HP restored.