dungeon master's guide
chapter 7
identifying a magic item
a detect magic spell must be used to detect a magic item
potions still just require a sip but some poison potions appear as another potion until fully consumed and are only detected with an identify spell
variant: more difficult identification
the identify spell must be used to learn a magic item's properties
you cannot attune to an item unless it has been identified
potions
potions can be consumed as a bonus action if already in hand but they cannot be administered to another creature as a bonus action and require two hands to be administered
potion miscibility is used
rods
unless a wand's description says otherwise, a wand can be used as a club
chapter 8
starting attitude
charmed is a starting attitude usually reserved for allies and close friends
violent is a starting attitude, anything that normally would attack on sight starts at violent, it might not attack you because of circumstances but it certainly wants to
tactical maps
our tactical maps are 1/4 inch squares that represent 1-1/4 feet
creature size and space
tiny creatures are 1-1/4 x 1-1/4 feet wide with a reach of 1-1/4 feet
small creatures are 2-1/2 x 2-1/2 feet wide with a reach of 2-1/2 feet
optional rule: flanking is used
optional rule: facing is used
one handed weapons can attack to the front and the weapon side
two handed weapons can attack to the front and both sides
siege equipment
ballista, cannon, mangonel, trebuchet are all weapons that a character can be trained in
most use the weapon master feat to learn all four at once
poisons
cost 1/20 of the price listed
chapter 9
adventuring options
fear has been combined with morale
horror has been combined with morale
healing surges
as an action a creature can spend one hit die to heal itself, roll the die, add your constitution modifier, and regain a number of hit points equal to the total
slow natural healing is used
renaissance firearms and explosives are readily available in civilized settlements
renaissance firearm ammunition when successfully recovered requires .05 of a pound of gunpowder
combat action options
climb on to a bigger creature
the smaller creature uses its actin to make a strength (athletics) or dexterity (acrobatics) check against the target's passive dexterity (acrobatics)
to dislodge a smaller creature the larger creature must pass a strength (athletics) check against the smaller creature's passive strength (athletics) or dexterity (acrobatics) with the smaller creature deciding which is used
disarm
requires an attacker pass a attack roll against the target's choice of either its passive strength (athletics) or dexterity (acrobatics)
mark
is used
overrun is used
the mover must pass a strength (athletics) check against the hostile creature's passive strength (athletics)
shove aside
the shoving creature's strength (athletics) check must equal or exceed the grappler's choice of passive strength (athletics) or passive dexterity (acrobatics)
if successful the attacker moves the target up to the attacker's reach to a different space
tumble
requires a successful dexterity (acrobatics) check against the hostile creature's passive dexterity (acrobatics)
hitting cover
is used
cleaving through creatures
is used except the creature does not have to be undamaged but must be killed
injuries
are used
note that this means every time a creature at 0 or less hit points is hit it takes a injury
massive damage system shock
is used
morale
is used
fear is when a creature is frightened for 1 minute if it fails a dc10 wisdom check for any of the following reasons
the creature is suprised
the creature is reduced to half or fewer hit points
the creature has no way to harm the opposing side
horror is when creatures in a group are frightened for 1 minute if their leader fails a dc10 charisma check for any of the following reasons
all of the creatures in a group are surprised
the group's leader is frightened, incapacitated, or otherwise removed from battle
the group is reduced to half or less its original size
the creatures all pick up a madness, short term madness unless the roll was failed by five or more then it is a long term madness unless the roll was failed by 10 or more then it is an indefinite madness