Character Creation

In general, the rules from the 2024 Player’s Handbook are used, with several notable changes.

a) Do not select a background.
b) Select a species from Playable Species of Taelgar
c) Build your stats using the rules below
d) Use Competencies to select your starting languages, tools, and other flavor. See Languages for information on starting languages. You may select any language although a good in-game explanation may be required for exotic or extra-planar languages, as well as halfling, which is not as a rule taught to outsiders.
e) Choose an Origin Feat as your starting feat. See Feats for more rules about feats.

Stats

Stats are bought using the Point Buy mechanism.

After completing point buy for stats, you may do the following:

In addition to Ability Score Increase/Feats that you get from your class or classes, you gain a +1 bonus to your primary stat at 4th (character) level, and another +1 bonus to your primary stat at 8th (character) level. If your class has more than one primary stat, you may choose which stat to increase and may choose a different stat at 4th and 8th level.

Primary stats are:

Class Stat(s) Default Spellcasting Stat Default Fighting Stat
Artificer Intelligence N/A N/A
Barbarian Strength N/A N/A
Bard Spellcasting Stat Charisma N/A
Cleric Spellcasting Stat Wisdom N/A
Druid Spellcasting Stat Wisdom N/A
Fighter Fighting Stat N/A Strength
Monk Dexterity, Wisdom N/A N/A
Paladin Fighting Stat, Charisma N/A Strength
Ranger Fighting Stat, Wisdom N/A Dexterity
Rogue Dexterity N/A N/A
Sorcerer Spellcasting Stat Charisma N/A
Warlock Spellcasting Stat Charisma N/A
Wizard Spellcasting Stat Intelligence N/A
If you have a feature that changes the stat you use for spell casting, or if you usually fight with weapons that derive bonuses from a different stat than the default, you can use these stats as your primary stat instead.

Feats

In general, the feats from the 2024 rules should be used instead of the older features, with homebrew and tweaks as appropriate. The following rules apply to all feats:

Wealth and Gold

Tracking small purchases and gold available at the individual gold piece level is not interesting. Instead, all player characters are assumed to have a small pool of accessible wealth that fluctuates over time. This is assumed to cover daily expenses, food, inns, and so on as well as small income, i.e. from performing or similar activities. In true need, a player can liquidate this wealth to gain 50 gold, but if that gold is spent wealth needs to be tracked on a daily level until that 50 gold is ‘paid back’

Additionally, for flavor, numerous monetary systems exist (for example Coinage of Sembara, Coins of Dunmar, or Dwarven Coins). However, tracking the conversion of many different types in a realistic way is a lot of needless math, and it prevents making “interesting” monetary systems that are not easily decimalized, but which were common historically. Therefore to simplify tracking of wealth, although a treasure horde might be described as “a large pile of Sembaran royals from the reign of Bertram I”, I will also give you a value in “gold pieces” for tracking, and prices will be stated in “gold pieces”. The term “gold pieces” shouldn’t be thought of as a specific number of actual coins, but a notation of wealth. After all we are playing Dungeons and Dragons not Treasure Hordes and Accountants.

Rounds and Turns

As a reminder, because the terminology gets confusing:

For example, you get one reaction per round, but you can cast a leveled spell, or sneak attack, once per turn.

Spells

In general the 2024 rules apply to spell casting. A few notable changes or clarifications from the 2014 rules:

Ritual Casting

All spellcasters can now cast ritual spells - it is no longer a feature of specific classes. To remind everyone, the basic rule for Ritual spell is: The Ritual version of a spell takes 10 minutes longer to cast than normal, but it doesn’t expend a spell slot. To cast a spell as a Ritual, a spellcaster must have it prepared.

One Spell Slot Per Turn

The 2024 rules clarify that you can only expend a single leveled spell slot per turn. That means that if you cast a spell using a spell slot with your Action or Bonus Action, you cannot also cast a spell that requires a spell slot with your Reaction. In particular:

Lost Spells

In general, if a game effect prevents you from casting a spell (i.e. Counterspell, losing Concentration on a multi-turn spell) the spell slot is not expended.

Additionally, the following house rules apply:

Verbal, Somatic, and Material Components

The rules for components are changed and simplified as follows:

Then, the following additional rules apply based on spellcaster class:

The implications here are:

Expensive Components

Unless noted, expensive components are consumed

Specific Spells

The following spells have specific house rules:

Mounted Combat

Mounted combat in D&D is a little bit unsatisfying but also designed for both simplicity and to ensure that a mounted combatant isn’t enormously more powerful than a non-mounted combatant. Here is a slight tweak to the mounted combat rules to try to keep most of the balance but make it a little bit more satisfying. 

When a mount is being ridden, the following rules apply:

When an enemy makes an opportunity attack against a mounted rider, they may choose whether to attack the mount or the rider. However, opportunity attacks do not apply to creatures that are moved by another creature or moved unwillingly. So this means that:

Mounted Combatant Feat

The mounted combatant feat is changed as follows:

Ranged Combat

As a reminder, several official rules we have not been consistent about that I will be trying to remember:

Death and Dying

When a PC drops to 0 or fewer HP, you gain the dying condition. While you have the dying condition, the following rules apply:

Once you are unconscious, you make a death saving throw each turn. On three successes, you stabilize. For each failure, you gain a wound. Once you reach 6 wounds, from a rules perspective what happens here is undefined, but in general:

Recovery from Dying

When a character regains hit points after being in the dying state, you also gain two levels of the wounded condition. Each long rest or magical healing for >50% of your hit points reduces your level of wounded by one. 

The effect of wounded is as follows:

NPCs and Monsters

For the vast majority of monsters and monstrous humanoids 0 HP means dead. If the plot dictates it is sensible for someone to survive, perhaps they will still be alive, but in general the default assumption is the creature dies at 0 HP. For most non-monstrous humanoids (i.e. humans, elves, dwarves, halflings, lizardfolk and other sentient creatures) I’ll generally run 0 HP as badly wounded enough to be no longer useful on the battlefield, and let the plot and party actions dictate what exactly happens – but usually emergency healing (magical or Medicine checks) would work to keep them alive.

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