COMBAT
Initiative
We use group Initiative, not individual.
The first person in marching order rolls (or first 2 for side-by-side).
Unconscious
Characters and opponents are unconscious at 0 hp, they must make death rolls at -10.
Creatures are between -9 to -5 HP will lose 1 HP a minute unless they are stabilized (DC 10 Medicine).
If you reach your negative maximum hit points you die instantly.
Stabilized creatures or creatures with HP greater than -5 recover 1 HP per hour up to 1HP.
Creatures at zero are unconscious for 1d20 minutes.
3. Conditions
Grappled
Normal behavior - just prevents creature from moving
Restrained
Restrained is a more restrictive control than grappled. To restrain a creature you must first grapple them and then successfully restrain them (2 actions).
Physical restrictions may also cause a character to be restrained. (Tied up, handcuffed, etc.)
Restrained characters cannot execute Somatic spell requirements.
Characters that are restraining another cannot launch melee attacks.
Prone
Someone who is crawling is effectively prone (half movement speed, advantage to hit within 5', disadvantage to hit outside of 5').
4. Special Attacks
Flaming arrows - for arrows to be flammable, they have to be prepared with strips of oil-soaked cloth beforehand.
Attacks are made with disadvantage since the arrows are no longer as accurate, the cloth blunts the point, they are easier to dodge.
Range is reduced to half since the arrows are heavier and less balanced.
Lighting a flaming arrow takes a bonus action.
A hit does an extra 1d4 flame damage to the target and if they are wearing flammable substances, the may go ablaze (DM's discretion)
Flaming arrows are better utilized against stationary targets that are flammable - wooden buildings with thatched roofs, spilled oil flasks, etc.
Unarmed strikes are considered melee weapon attacks
Crit - a critical hit occurs when a player rolls a natural 20 on an attack roll, automatically hitting the target and allowing them to roll all the attack's damage dice twice (plus the normal damage modifier) for extra damage
RESTS
Short Rest (1 hour, minimal effort)
Characters recover 1 HP per short rest (2 with a successful first Medicine check)
Spellcasters recover 1 spell slot per short rest
Wizards (with Arcane Recovery) can recover their level (maximum of six) spell slots once between long rests.
Long Rest (8 hours, sleep)
Characters recover 1/2 Hit Die for each level rounded up (6th level rolls 3HD) this means on average a player with 1HP recovers everything naturally in 4 days.
Spellcasters recover all spell slots every long rest.
STEALTH
Opening and Peeking In A Door
When a character attempt to open a door stealthily have them roll a Stealth (Dex) check with proficiency against an appropriate DC or convert creature PP to DC, so a creature with a 13 Passive Perception is a DC 13 to sneak up on.
Opponents Sleeping - DC 5
Opponents Resting - DC 10
Opponents Watching - DC 20
Opponents Guarding - DC 25
NON-COMBAT ACTIONS
Help
Players using the help action stack any bonuses, so if 2 players with +2 strength help each other bend bars, they roll the check with advantage and +4
Searching for Secret Passages.
A search takes 10 minutes to be effective. Players can do a 5 minute check at disadvantage.
A 10 minute search may not be repeated for the same area.
Players use investigation check to find secret passages. (not clear in the rules)
A high roll may reduce the amount of time (DM's discretion)
The DM may decide a random encounter check will happen during the search.
A secret passage may be locked
Players use slight of hand check to pick locks successfully (not clear in the rules). Takes 1d6 minutes.
Searching for Traps
A search for traps on a general area takes 10 minutes to be effective. Players can do a 5 minute check at disadvantage.
A high roll may reduce the amount of time (DM's discretion)
A search for traps on an item takes 5 minutes to be effective. Players can do 3 minute check at disadvantage.
A high roll may reduce the amount of time (DM's discretion)
A trap may be locked
Players use slight of hand check to pick locks successfully (not clear in the rules). Takes 1d6 minutes.
6. MAGIC
Spell Slots
Spell Slots incremental - not locked to a spell "level", if you have 10 spell slots, you can use them on 2x 5th level spells or 5x 2nd level spells or any other combination. We do not differentiate a "5th level spell slot" vs a "1st level spell slot" for a spell.
Magical Crit
A natural 20 on a ranged spell attack scores a critical hit just like a weapon, roll the damage 2x
Magical Fumble
Player experiences Wild Magic from this table: https://www.dandwiki.com/wiki/Wild_Magic_Surge_Table,_Variant_(5e_Variant_Rule)
Cleric Spells
Clerics have readied all the spells of their domain, plus any others they have prepared (as per level rules)
Portable Hole
Fits 7 adults without stacking, or 2 kids per adult
2 hours of air divided by breathers.
Bag of Holding
64 cubic feet of space (4x4x4), but it's risky due to the limited air supply (10 minutes of air divided by persons).
A human with no gear is about 3 cubic feet, double with gear - say 6. By the book 10 characters could squeeze in, but with no air.
500 lb limit also keeps it to smaller creatures.
DEITIES
Calling for help from your deity might be good, might be bad. https://www.reddit.com/r/mattcolville/comments/55nqn3/the_concordance_rule_set/?st=JFB0S13I&sh=6c11e435
ATTACKS SHOULD BE IN THE FORM OF:
"I am doing X."
"I roll a 7, plus 4 for 11" OR "I roll an 11 TOTAL"