Core Mechanics

Ability Checks

To resolve actions, roll a d20 and add the appropriate ability modifier. The result must equal or exceed the Difficulty Class (DC) set by the GM.

  • Standard DCs:
    • Easy: 10
    • Moderate: 15
    • Hard: 20

Advantage and Disadvantage
Roll 2d20 instead of 1.

  • With advantage, take the higher roll.
  • With disadvantage, take the lower roll.

Combat Basics

Combat is resolved in turns, with actions such as attacking, moving, or using items. Initiative determines the order of play (roll a d20 + Dexterity modifier).

  • Attack Rolls: Roll a d20 + proficiency bonus + attribute modifier.
    • If the result meets or exceeds the target's AC, the attack hits.
  • Damage Rolls: Roll the weapon’s damage die, adding the relevant modifier.

Critical Hits and Fumbles:

  • A natural 20 doubles the damage dice.
  • A natural 1 may cause unintended consequences, as determined by the GM.