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Rules
Movement
Players can move one diagonal tile a round.
Healing
All healing dice is doubled. For example, Cure Wounds would be 2d8 per level of spell slot used.
Flanking
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Advantage
You Roll 2 d20s and take the Higher Roll
Disadvantage
You Roll 2 d20s and take the Lower Roll.
Extra Checks
During your turn you can make one free check to obtain information.