Standard Rules

A list of rules with particular interest toward variant rules.

  • All the standard rules from the Player's Hand Book are in use
  • All player material from officially published books can be used as standard.
  • Most Unearthed Arcana material can be used, however they cannot be multiclassed into. Ideally not multiclassed out of either, but that is negotiable. 

    • Planeswalker content is not allowed.
  • Unearthed Arcana feats and  Dragonmarks can be used. The Dragonmarks racial restrictions apply unless negotiated.
  • Everything in your class can be reflavoured, as long as the mechanics stay identical.
  • All spells can be reflavoured, as long as the mechanics stay identical and the original name of the spell is noted in the description in case it's needed.
  • Firearms and weapons with the two handed property have exploding dice on damage. 
  • Typically you will only be able to use skills your are proficient in.
Exceptions will apply situationally. The obvious being athletics, acrobatics and perception. Expect disadvantage on skill checks you are not proficient in.


Health, hit points and 'stamina/chakra/energy'

Every character has one hit point. Your 'health' in the game mechanic is your stamina, chakra, energy, how greased your gears are (Dan), honestly you can flavour it how you wish.

Mechanically it functions as hit points. The key changes are in the descriptions, dodging, weaving, parrying, evading, your cogs not turning properly. Once this resource is expended, you take the one damage and fall unconscious. This applies equally to players and enemies. No longer will a goblin take 3 arrows to the chest because those arrows rolled minimum damage.

Feel free to go a bit anime on the descriptions of how your character evades blows, or doesn't for that matter.

The key aspect to this, which works equally for and against you, is if your are unable to evade within reason you have no stamina. E.g. a goblin has a knife to your throat and your hands are bound, feats of heroism aside, instead of the goblin needing to do your health pool, it merely needs to hit you once to do the one damage. Having 200 health means nothing if your throat is cut in your sleep for example. This should enable high stakes gameplay even at later levels, if you are at an enemies mercy, knowing they need to do 200 damage sucks all tension out of the scene. By comparison, the boss monster is equally susceptible. 

This does not mean surprise rounds are instant kills. This aspect is incredibly situational and specific but very much present.

Falling unconscious will have minor penalties, representing actually sustaining a wound, in the form of the injury table from the DMG. However it will only be a d8 and only feature minor wounds. The most likely being a minor scar. The dice, and potential wounds will go up with level. 


Your character will die if you are knocked unconscious and fail three death saving throws. Attacks within 5ft against an unconscious body has advantage and causes you to lose two death saves, a ranged attack (further than 5ft) is a normal roll (advantage from unconscious, disadvantage from prone) and causes you to lose one death save.

Dying up to level 3 will not kill your character, instead you suffer a major injury. A d6 roll featuring the more brutal the injury table offers. From level 4 and upwards, death is permanent.  

Critical Hits

Critical hits have a minimum of a predetermined effect based on it's damage type as described the the weapons page. Spells, if they have an effect, have that effect enhanced. E.g. Shocking grasp would prevent all action action for a turn and Ray of Frost would immobilize. This is all within reason of course.

This allows you to describe what happens on a critical hit without waiting to find out if the GM has decided whether anything additional has occurred. 


Apply for Inspiration

Inspiration works in two ways. It can be applied for at the GMs discretion when performing an action that involves a dice roll, that directly ties into a character's trait. These are not marked on your sheet.

Awarded Inspiration/TPT (Total Party Turn)

Inspiration can be earned through feats of heroism, or by playing to your character's traits. Selflessness, heroics, acting in a way that would inspire PCs and NPCs alike (maybe even enemies) are standard ways of earning inspiration. By being inspiring.

Playing to your character's traits, including actions that directly cause your character a disadvantageous situation due to your flaw (in combat, in conversation, social standing etc) that do not require a dice roll can grant you inspiration. This does not mean your personality trait of "I love killings things" grants you inspiration for attacking.

The finals aspect of the recorded type of inspiration is players can reward players. If it appears clear a character has acted true to self, or in an inspiring manner, a player can award another inspiration if the majority of the group agree.

Awarded inspiration works as such (please remember assisting and aiding the attacker should be the primary goal not improving personal positions):

  1. At the beginning of his turn, a player declares his inspiration attack and what weapon or spell he is using. If the attack succeeds, he burns the point for a TPT. If the attack fails, he burns the point to retry his normal attack without inspiration. Or in the case of a spell caster, restore his spell slot and start his turn again (without inspiration).
  2. During a TPT, the entire party acts as one team on one person’s turn. Each player has a TPT damage die (d6).
  3. All other players roll a d20 and add any ability mod or skill mod they want to the roll. If this roll beats the target’s AC then they can assist on the attack in a way that uses the ability or skill mod they added. So if a player is granted an Assist using base STR they can trip a target, or charge through an impediment, imagination is free to run wild. This can change the battlefield and positions, but cannot cause damage or impose conditions on other enemies. More examples would be adding a deception mod to a roll and the player yelling out to the target that there is something behind it. A DEX mod could mean tossing the player a dagger. Whatever happens Assists get to hand the attacking player their TPT damage die.
  4. Any player failing to beat the AC is granted an Aid. When you aid a player, you help but don’t get to add your die to the pool. A player granted an Aid can still alter the battlefield and position of enemies.
  5. When the DM approves the scenario, the attacking player rolls for their normal damage and bonuses and then adds the damage rolled on the TPT dice. The DM then alters the battlefield to reflect the consequences of the inspiration attack.
  6. Play resumes on normal turn rotation.

Variant Rules

The following are variant rules in effect, and how they work:


A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.


When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.

Shove aside

With this option, a creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.


A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn. 


A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking. 
When a creature and at least two of its allies are adjacent to a large or smaller enemy  and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.


Shields apply their bonus to AC only against attacks from the front arc or the same side arc as the shield. For example, a fighter with a shield on the left arm can use it only against attacks from the front and left arcs. 
You pick one side of a creature's space as the direction it is facing. Draw a diagonal line outward from each corner of this side to determine the squares in its front arc. The opposite side of the space determines its rear arc in the same way. The remaining spaces to either side of the creature form its side arcs. 


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