Heroic moments
A player making a good RP or combat choice based on several criteria they can bend or be allowed to take multiple actions that would other wise require several rounds to do.
Good rule of thumb: If you have to ask -- it is not heroic.
Nat 20's !
Rules as written/rules as intended states that natural 20's or 1's only impact combat rolls. UPDATED: as of 2022-10-13 rules as written have changed and 20's now do impact all d20 rolls not just attack rolls.
Exhaustion
CURRENTLY PLAY TESTING THIS CHANGE. PLEASE LET ME KNOW YOUR THOUGHTS.
New method to manage exhaustion.
Each level gives a -1 to any roll d20 roll.
Level 5 and level 10 reduce the mana restored on a long rest by 50/100% respectively.
Death occurs at the application of the 11th level of exhaustion.
Healing and Use From Potions
Any healing done by options is always considered to be max possible healing.
Potions require a bonus action to self administer but require a full action to administer to some one else.
Trading a potion in combat is considered a bonus action.
Critical strike damage
Damage from a crtical strike is determined as followed:
((max damage from weapon/spell dice) + (max damage from special abilities)) +(( rolled weapon/spell damage) + (rolled damage from special abilities)) + all other modifiers
Example:
Lumpus maxiumus critically hits with his dagger(1d6). He has a +3 to damage. The target is also engaged with an ally so he gets sneak attack damage(3d6). He rolls a 3 for weapon damage and a 8 for sneak attack. The calculation would be as follows:
(6+ 18) + (3+8) + 3 = 38 damage!
keep in mind that damage profiles matter and will be important to keep an eye out on what damage is increased or decreased by resistance/vulnerability