Banned Feats
Lucky
Great Weapon Master
Sharpshooter
Sentinel
Degrees of Success (Does not apply to Attack Rolls or Saving Throws)
Critical Success: Succeeding by 10+ results in additional benefits.
Success: Succeeding by meeting the DC or surpassing it by no more than 9.
Minor Failure: Failing to meet the DC by no less than 3 allows to succeed with a cost. If no cost outweighs the pentalty you would otherwise incure, this may not be an option. GM discression.
Failure: Failing to meet the DC by no less than 9.
Critical Failure: Failing to meet the DC by 10+ results in failure and additional penalties.
Dread and Inspiration
Inspiration can be gained through critical successes, creative play, and other rewards. Inspiration may be used at any point to gain advantage on any check or saving throw which has not been effected alredy by Dread.
Dread can be gained for through critical failures, costs of success, and other penalties. Dread may be exhanged by your Game Master at any point to give disadvantage on any check or saving throw.
Character Death
Next character is introduced 1 level behind the previous character.
Resurrections may require an additional cost and may not be successful.
Crafting
May be done as part of a Short or Long Rest.
Requires Materials, the Proper Skills, and the Proper Tools.
Details of Crafting here.
Leveling
Character leveling will be based on a combination of experience accumulated and milestones reached.
Characters level as a group, not as individuals.
Character who are behind the group may catch up 1 level by completing a number of trainings equal to 2 plus the level at which their previous character died.
Long Rests
Require a week of rest. During which players will do the following:
Select a Lifestyle.
Select a Primary Activity (the majority of your week).
Select two Secondary Activities (able to be done within a few hours).
Multiclassing
Permitted with disccussion in advance with your Game Master.
May require additional story-based prerequisites.
Necrotic Damage
Death Magic is intended to kill. It's damage can only heal through magical means (i.g. Cure Wounds).
A character who is reduced to zero Hit Points as the result of Necrotic Damage dies.
Survival Conditions
There are three survival conditions (Hunger, Thirst, and Fatigue) which track your characters physical conditioning during an adventure. These are dictated primarily through your Lifestyle and may be lowered over the course of an adventure as a cost of success, through stamina checks, or as additional penalites when critically failing checks.
Stamina Checks are Constitution Saving Throws. The DC for these checks is dictated by your lowest survival condition. These checks may be made as a cost of success, as a toll to take certain difficult actions, or at your Game Masters discression. Successes keep your conditions high while failures lower one condition (usually at random).