Random Rules Changes
Fall damage now caps at 60d6 or 600ft, as terminal velocity is 580ft.
Potions can be addictive. Between Long Rests, if you use more then 4 potions you must make a Constitution saving throw. On a failure you become addicted to the magical rush of potions. If you become addicted, during times of stress you must make a Wisdom saving throw, on a failure you have to take a potion whether you need one or not. If you try and break your addiction, you take one level of exhaustion per day, unless you spend the day resting. It takes a number of days equal to 20 – your Constitution modifier to break the addiction.
Rolling a natural 20 on Initiative allows the player to move up to half their movement and take one action before the first round of combat starts.
In a pinch, you can use certain ranged weapons, that you're proficient with, as melee weapon. The following weapons have the following properties when used this way:
Name Damage Properties
Hand Crossbow 1d4 Bludgeoning Light, Finesse
Sling (with ammo) 1d6 Bludgeoning Light, Finesse
Light Crossbow 1d6 Bludgeoning Versatile (1d8)
Heavy Crossbow 1d8 Bludgeoning Heavy, Two-Handed
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