New Rules

The following rules are unique to D&D Next as compared to previous editions.

• Advantage: Roll 2d20 and keep the highest result.

• Disadvantage: Roll 2d20 and keep the lowest result.

• Advantage/Disadvantage Stacking: Advantage and Disadvantage cancel each other out, resulting in a normal 1d20 roll. A roll can only benefit from 1 additional die roll; multiple cases of Advantage and Disadvantage do not stack. (Example: 3 Advantage and 1 Disadvantge = a normal 1d20 roll)

• Arcane Recovery Mages can recover some expended spells during a short rest.

• Breaking up a Move: You can move both before and after your action as long as you have Speed remaining.

• Casting in Armor: Can cast if proficient with the armor worn.

• Critical Hits: A natural 20 deals max damage plus one additional die of weapon damage. Example: a great sword deals 12+1d6.

• Initiative Ties: DM decides tiebreakers.

• Magical Bonuses: Magical bonuses gained from spells all stack unless it is the same spell. (i.e. Mage armor)

• Negative Hit Points: There aren’t any.

• Perception: Wis is for noticing, (Sherlock Holmes) Int is for searching (Tarzan).

• Provoking opportunity attacks: Movement within reach does not provoke, only leaving reach.

• Resistance: Takes half damage.

• Ritual Spells: Rituals add 10 minutes to cast time and do not consume a spell slot.

• Spell Preparation: Full casters can defer preparing some spell slots until later.

• Two-Weapon Fighting: When you make an attack action with two light melee weapons at the same time, you can attack with each weapon. The second attack doesn’t get an ability modifier to damage.

• Vulnerability: Takes double damage.

Main Page I Actions I Moves I Reactions I Conditions I Death, Dying and Recovering I New Rules I Useful Equipment

New Rules

The Forgotten Realms Mephicero