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Updated 8 months ago
When you score a critical hit, you maximize the damage dice before rolling. This means:
For example, if you land a critical hit with a weapon that normally deals 2d6 damage, you would:
This applies to all sources of critical damage, including spells and class features.
Drinking a healing potion yourself can be done as either a bonus action or an action. If taken as a bonus action, you must roll for the amount healed. If taken as an action, you receive the full possible healing amount without rolling.
Administering a potion to another creature always requires an action, regardless of the method, and you must roll for the amount healed.
The exact healing values of potions remain unchanged unless modified by other rules or effects.
You take 1d6 bludgeoning damage for every 5 feet fallen. The creature lands prone unless it avoids taking damage from the fall. If you jump willingly, you roll 4d6 fewer dice when determining fall damage.
Heroic Inspiration is awarded for good roleplay and cool moments. Heroic inspiration works as written in D&D 5.5e, with the addition that players may award inspiration to each other, should they see it fit. However, the DM has the right to veto this if it is misused or given frivolously.
Historic Inspiration is awarded when a player character plays a direct role in a significant, lasting event, something that will be remembered in history. If a player is responsible for such a moment, they receive a "Historic Inspiration" coupon as a tangible reward. This does not expire, and a player may only have one such coupon at a given time.
A player can redeem a Historic Inspiration coupon at any time before making a d20 test. Instead of rolling, they automatically score a Natural 20.