At Level 1, you take max HP like always. But each time you gain a level after that, you roll for your hit points first. If your roll isn't as good as the average, take the average. If your roll is better than the average, go with your roll.
As soon as you reach the next level, that is exactly when it happens, and all of its benefits are available to you immediately. Your health is also completely refilled and all spell slots are restored. No form of rest is needed.
Standing from prone does not cost half of your movement. It costs 5 feet for small creatures and 10 feet for medium and larger.
Yes, on Attack Rolls, a Natural 20 is always a hit. And a critical hit, too. We know this. However, I use an extra rule for Ability Checks and Saving Throws. You roll as normal, adding your roll result and your bonus. However, if your roll was a Natural 20, you can roll the d20 again and add that result to your total, giving you the slight chance to exceed very high DCs even at low levels.
If you choose to use a ranged weapon that requires ammunition, you have a special option when purchasing common, non-magical ammunition for that weapon, or for any ranged weapon. You can choose to just spend 200 gp to purchase an infinite amount of that ammunition so that, for the rest of the game, you no longer need to keep track of it.
I don't bother with item weight or the encumbrance game mechanic. I feel that those things add no real enjoyment to the game and only serve to hold you back, so just ignore the weights of things and use your common sense instead. No, you can't carry that marble column around, it's obviously too big and heavy. Yes, you can carry as many weapons and items as you want in your bag. Yes, even a musket. No, not a cannon. Like I said, common sense, and when in doubt, just ask.
Changing your weapon situation in any way on your turn is a Free Action. It does not consume your Action for the round.
Go ahead and sleep in your armor, I don't care. No penalty whatsoever. I mean, unless it's extremely apparent that your character is literally doing this for the very first time in his or her life, I'm going to assume it's something they've already been doing for a while and have learned how to do without suffering any ill effects.
Anybody, that's who. Anybody can use scrolls. You see, normally, the general rule for scrolls ("any creature that can understand a written language can read the script on a scroll and can attempt to activate it") is overridden by the specific rule for Spell Scrolls ("if the spell is on your class's list you can use an action to read it...otherwise the scroll is illegible"). However, I feel like scrolls should be a way that characters can get to cast spells they wouldn't otherwise be able to cast - a chance for a caster to feel what it's like to let off some magic far above his current abilities, or an opportunity for a martial character to feel what it's like to briefly wield the power of magic. So in my games, the specific rule for Spell Scrolls does not exist. There is only the general rule for scrolls. Unless specifically stated otherwise, all scrolls are assumed to be written in Common, and if your character is literate they can read the scroll and cause the spell to occur.
Almost like a mini-ritual, magic scrolls contain long, complicated chants written in Ancient Imaskari but using the Common alphabet. They are written on special parchment paper using special spell scroll ink, so they are not easy to create if you are not an employee of a magic shop. Forged scrolls are not a problem because forged scrolls don't work, and too many people were ripped off in the past by shady scroll dealers to the point that it is now commonly felt that the only scrolls that can be trusted are the ones sold at legitimate magic shops, so the counterfeit scroll industry has all but completely disappeared. Reading a scroll aloud uses an Action. It sounds like a bunch of gibberish since it's a long-dead language, but finishing the chant causes the effects of the spell to instantaneously occur. The effects are invoked into being by the ritual power of the chant, so even spells that would normally require concentration on the part of the caster will not require concentration when cast via scroll. Finishing the chant causes the ink on the scroll to disappear forever and the parchment turns into normal papyrus. Anyone who manages to somehow obtain a blank scroll and a supply of spell ink and attempts to make copies of a scroll in their possession will be disappointed to find that, as they write the letters on the new scroll, they disappear from the old scroll.
You do not lose attunement to a magic item if it's been 100ft or more away from you for 24 hours or longer. Also, a creature cannot attune to an item while you are currently already attuned to it. Once you have attuned to something, the attunement can only be broken if you willingly choose to end it, you attune yourself to something else, or you die.
Inspiration Points do stack. You can stockpile multiple "inspirations" for later use, so make sure to pick a spot on your sheet to keep track of them. You can save up as many as you want and they can also be shared with your fellow players if you're feeling generous. They can be spent at any time and in any amount. I reward them for when you make me laugh, if you do something I find particularly badass, if you do something I find smart or clever enough that I'm legitimately impressed, or if you deliver a hell of a good one-liner after killing an enemy. I am human, though, and sometimes I forget, so if you ever feel like you did something that deserved a point and nothing happened, let me know via PM and I might give you the point I should have given you. Inspiration Points are also for sale at Durnan's Deals.
1 point: Gain Advantage on (or remove Disadvantage from) your next attack roll, saving throw, or ability check.
2 points: Find 200 gold pieces, or place Advantage/Disadvantage on another character's next attack roll, saving throw, or ability check.
4 points: Throw out your last roll and get a do-over.
8 points: Find 1,000 gold pieces, or force another character to throw out their last roll and do it again.
10 points: Find a Midnight Berry.
2 points: Find 200 gold pieces, or place Advantage/Disadvantage on another character's next attack roll, saving throw, or ability check.
4 points: Throw out your last roll and get a do-over.
8 points: Find 1,000 gold pieces, or force another character to throw out their last roll and do it again.
10 points: Find a Midnight Berry.
Prerequisite: The ability to cast at least one spell.
You have learned improved spellcasting techniques that allow you to ignore major material components. If a material component has a value of 1,000 gp or less, you can cast the spell without that component.
You can select this feat multiple times. The second time you select this feat, you can ignore any material component, even special scenario components.
You have learned improved spellcasting techniques that allow you to ignore major material components. If a material component has a value of 1,000 gp or less, you can cast the spell without that component.
You can select this feat multiple times. The second time you select this feat, you can ignore any material component, even special scenario components.
I do use the optional Called Shots rules, and I have one additional target that you can choose when picking your called shot location.
Brain (+12 AC)
The brain is an incredible risk vs. reward target. Injuries to the brain almost always cause a creature's immediate death, but the target is notoriously difficult to damage, usually encased in a thick, protective layer of bone, or sometimes found in an atypical area or being of a tiny size, and in rare cases a combination of these or all of the above. Some creatures are kept alive by forces beyond normal biological means, and attacks to the brain may not kill them, or may not keep them dead for long. Some creatures do not have a brain at all and generally cannot be attacked in this location.
Save: None. This is the only called shot location without a save, because no damage roll is required. A successful attack roll is all that is needed.
Effect: The target immediately suffers the Critical Effect.
Critical Effect: The target dies.
Brain (+12 AC)
The brain is an incredible risk vs. reward target. Injuries to the brain almost always cause a creature's immediate death, but the target is notoriously difficult to damage, usually encased in a thick, protective layer of bone, or sometimes found in an atypical area or being of a tiny size, and in rare cases a combination of these or all of the above. Some creatures are kept alive by forces beyond normal biological means, and attacks to the brain may not kill them, or may not keep them dead for long. Some creatures do not have a brain at all and generally cannot be attacked in this location.
Save: None. This is the only called shot location without a save, because no damage roll is required. A successful attack roll is all that is needed.
Effect: The target immediately suffers the Critical Effect.
Critical Effect: The target dies.
Some towns have a magic shop. Special stores like these are the only place where magic stuff can be bought and sold. They deal exclusively in magic. Need a potion? A scroll? An enchantment placed upon a weapon or armor? Find a magic shop. Here are their prices.
You can use Pact of the Blade to form a pact bond with non-magical weapons and infinite-version ammunition as well as the normal rule of being able to do this with magic weapons. Once bonded and dismissed, the item can be summoned back as either any weapon or an infinite amount of ammo for any ranged weapon that uses ammo. It retains any qualities that the original bonded item had, so if it was originally a silvered longsword, then when it comes back as infinite arrows, the arrows will be silver-tipped.