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SURPRISE

  • If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll.

UNARMED STRIKE

  • Either deal damage (Still 1 damage plus your Strength modifier by default)
  • attempt a grapple (allows the target’s choice of a Strength or Dexterity save; no more opposed Athletics checks. No longer allows you to use the same hand to grapple multiple creatures)
  • attempt to shove (allows the target’s choice of a Strength or Dexterity save; no more opposed Athletics checks).

Drawing / Stowing Weapons

  • You can draw or stow one weapon as part of an attack during the Attack action. This weapon explicitly does not need to be the one that you’re attacking with, making it much easier to do a lot of things like throwing weapons or switching between weapons to use a different Weapon Mastery.

RESTING

  • You can only begin a Long Rest if you have at least 1 hit point, and you now regain all of your spent Hit Point Dice instead of just half of them.

OVERLAND TRAVEL

  • Travel Pace: Players choose a pace, affecting miles covered and risk of exhaustion:
  • Slow: Half speed, allows stealth (e.g., 18 miles/day normal)
  • Normal: Standard speed (e.g., 24 miles/day)
  • Fast: Faster speed (e.g., 30 miles/day), but risks exhaustion
  • Exhaustion: Pushing past 8 hours of travel requires Constitution saves to avoid exhaustion levels.

JUMPING

  • Long Jump = Strength Score = height of jump if you move 10 feet first, otherwise, half.
  • High Jump = Strength Modifier + 3 feet = height of jump if you move 10 feet first, otherwise, half.
  • In both instances, each foot you jump counts against your movement.
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