- Everyone starts with one feat on level 1
- Either rolled or average hit dice on level up.
- Cats have darkvision
- Crit: max damage + what you roll (on weapon/spell damage)
- Healing potion is a bonus action if used on yourself
- Cap on fall damage is 150d6
- When you turn invisible and move from your current square, you can choose to roll a stealth check without using the hide action in the same round. Any subsequent attempts at hiding must use the hide action.
- Lucky feat w. disadvantage: You roll an extra d20, eliminate any of the three, and use the lowest of the two remaining.
- Death saves are rolled in secret, and only known to the player at 0hp and the DM.
- Changing your weapon or drawing two weapons at the same time is a free action.
- Inspiration can be used before the roll, or after the roll, but before knowing the outcome.
- Grappling Rules
- Tortle shell defense: While in your shell, attack rolls made against you do not have advantage normally granted by the prone condition.
- Owlbears are considered beasts.
- Casting a bonus action spell on your turn does not hinder you from casting a spell with a casting time of 1 reaction (ex. Counterspell) on the same turn. Action spells are still limited to cantrips on the same turn.
- Being hit by multiple Magic Missiles at the same time only constitutes one concentration check and one failed death saving throw.
- If you cast a spell with a casting time of bonus action and action, at least one of them has to be a cantrip.
- Inspiration can be shared between party members.
Under consideration:
- If under the effect of a status condition that removes you from play (paralyzed, stunned etc.) that lets you attempt to save a the end of each round, you can take 2 points of exhaustion to break free from the effect at the start of your turn instead.