Rules

Rule modifications
Concentration Focus

Your spell casting focus can hold 1 concentration spell for you. However if you have two concentration spells it can only hold the lower levelled spell.

Begining Magic Item

To begin the game each character will start with 1 uncommon magic item, this will match your character some way. Either through your race, class or backstory.

Stealth in a Group

When making a stealth roll in a group, if your roll is lower than another persons passive perception you can reroll until it is higher. Unless you are trying to hide from enemy sight at the time of the roll.

Critical Damage

Critical damage is rolled by doubling the amount of dice to be rolled, with one set you roll the damage, the second gains maximum damage.

Custom Backgrounds

You can make you're own background to suit your character and backstory.


 * Choose two skill proficiencies that match the background.
 * Choose 2 of:
 * Language
 * Tool Proficiency

Health Potions

Health potions can be ad mistered in anyway, it doesn't have to be the mouth, it can be on the skin or anything like that. Therefore you can use your bonus action to take a health potion but you must roll for the healing. If you use your action you gain max health because you drink it

"That's what my character would do"

If at any point you need to use this phrase to justify your actions, such that other players don't think you should do something your action is VETOED. However if you have to say it but you have a justified reason in your backstory and it is okayed by the DM you can do it.

Valliant Actions
Mustering the depths of your power, inspired by the need to succeed, you cause yourself to complete great feats of power. Though you do so at the cost of your own risk.

You have the ability to use this ability once every long rest and can use it to varying degrees. You gain an additional usage every 4 levels (2 at lvl 4, 3 at lvl 8, 4 at lvl 12, 5 at lvl 16 and 6 at lvl 20). You

You can use this ability to:


 * Increase your roll to be a success (you don't get to know the AC or DC)
 * If this is 10 or less away from the target (AC or DC) it will cost 1 point of exhaustion
 * If this is 20 or less away from the target (AC or DC) it will cost 2 points of exhaustion


 * Cause your roll to automatically Crit
 * for a basic crit (max damage on dice + damage dice) this costs 2 exhaustion points
 * for max damage crit (Max damage on all dice) this costs 3 exhaustion points


 * Become massively nibble and dodge attacks for a number of turns, increasing your AC by 3 x Dex Modifier. Each dodge causes you to move 5 ft in a chosen direction.
 * You can do this for 1 exhaustion point per turn.