This page will be updated regularly to include a list of all the non-standard rules that will be a part of the game.

Everyone starts each session with a point of Inspiration. Inspiration can be spent by a player acting on his or her character’s personality traits, ideal, bond, or flaw to gain advantage on an attack roll, ability check, or saving throw, OR force an opponent to take disadvantage. Inspiration is gained when a character is compelled (due to the same traits) to take disadvantage on an attack roll, ability check, or saving throw (or granting an opponent advantage on its roll)

Monster Variants
Variant monsters that don’t follow standard rules but are mechanically sound will be included. For additional information, ask the DM.

Damage on a Miss
When you take the attack action on your turn and miss (but not critically), you deal damage equal to your STR mod to the target (Finesse or Ranged Weapons can use DEX).

Rolling Critical Damage
When a creature hits with a Critical Hit, it can roll 2x dice as normal or it can take the average damage of a normal attack and roll one set in addition. For example: 2d6+3, on a critical can be 4d6+3 (normal) or 2d6+10. This causes less risk of a low crit, but takes away reward of a huge one while keeping the average damage the same.


The Art of Swordplay JEWYANT