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