Critical Successes and Failures: Skill Checks

In addition to the rules for critical hits and misses detailed in the Player’s Handbook, rolling a 1 or a 20 has the following added effects on skill checks:

If the d20 roll for a skill check is a 20, the check succeeds regardless of any modifiers or the check’s difficulty. This cannot make the impossible possible–for example, a natural 20 on a Persuasion check cannot make a persuaded creature act entirely against its own interests–but will convey related benefits decided by the DM.

If the d20 roll for a skill check is a 1, the check may still succeed, but there will be complications determined by the DM. For example, you might be able to pick an easy lock on a 1 roll, but your lockpick may become jammed in the lock or you may make enough noise in doing so to alert nearby guards.

Critical Successes and Failures: Saving Throws

In addition to the rules for critical hits and misses detailed in the Player’s Handbook, rolling a 1 or a 20 has the following added effects when making a saving throw:

If the d20 roll for a saving throw is a 20, the saving throw succeeds regardless of any modifiers or the difficulty class. If the saving throw is against an effect that would deal half damage on  a successful save, you instead take no damage.

If the d20 roll for a saving throw is a 1, the saving throw fails, regardless of any added modifiers or the difficulty class.

Death Saving Throws

In addition to the rules for death saving throws detailed in the Player’s Handbook, death saving throws must be kept secret from other players at the table.

Determining Ability Scores

Ability scores are are determined using the Variant: Customizing Ability Scores rules detailed in the Player’s Handbook.

In addition, all characters receive one additional feat at level 4.

Healing Potions

Healing potions cannot recover fewer hit points than the average of the dice used in determining the amount of hit points recovered. The minimum hit points recovered for each potion type are as follows:

Common: 6
Greater: 12
Superior: 24
Supreme: 40

Healing Spirit

The spell Healing Spirit ends once the spirit has restored hit points a number of times equal to twice your spellcasting ability modifier (minimum of once).

Minions

In general, the hostile creatures that prove challenging to an adventuring party are paragons of their species, and have capabilities that put them on a rough par with adventurers. Rank-and-file creatures are often beneath the notice of adventurers, except when they gather in numbers sufficient to overwhelm a party.

Minions are weak creatures that embody quantity over quality. They can be found in the employ of most dastardly overlords. Minions have the same stat blocks as more challenging members of their species, with the following exceptions:

Minions have 1 hit point.

They take no damage when they succeed on saving throws or when an attack misses them, even if that would normally result in damage.

Their initiative bonus is +0.

They do not have multiattack.

Overcoming Resistances

In contrast to the rules in the Monster Manual that allow innately magical weapons to overcome fey, fiends, lycanthropes, and some aberrations’ immunity to bludgeoning, piercing, and slashing damage,  the following weapon types overcome that immunity, if it is specified in an affected monster’s stat block:

Silvered Weapons: overcome resistances for lycanthropes and some forms of undead.

Cold Iron Weapons: overcome resistances for fey and fiends.

Meteoric Iron: overcome resistances for aberrations from the Far Realm.

Damage from one of the above weapon types also prevents an affected creature from regaining hit points for one round.

Spells or abilities that temporarily make a nonmagical weapon into a magical weapon overcome bludgeoning, piercing, and slashing damage immunities from nomagical weapons for all of the above creature types, but do not prevent an affected creature from regaining hit points.

Roleplaying Awards

In addition to the rules on gaining inspiration in the Player’s Handbook, we observe the following:

When you observe another player at the table playing their character in a way that’s true to their personality traits, ideals, bonds, or flaws, or otherwise elevating the playing experience through compelling roleplay, you may nominate that player for a roleplaying award.

Roleplaying awards follow the rules of inspiration. You may have one roleplaying award and one inspiration at a given time, but they cannot be further stockpiled.

Wounds

If a character’s hit points are reduced by more than half of their maximum hit points by a single source of damage, the character suffers a wound. Wounds include missing limbs, eyes, digits, or other physical injuries that cannot be healed without the aid of the Regenerate spell or other similar magics.

Wounds may confer disadvantage or penalties on associated checks. For example, a character with a missing hand will find it difficult to use Athletics to climb, and a blinded character will suffer on Perception checks.