Alterations To Combat & Roleplay Mechanics


 * (1) The campaign will use randomised initiative rules. This means that you roll initiative as normal at the start of combat, and every turn after that the combat tracker will automatically reroll your initiative creating a dynamic enviroment during combat.
 * (2) Flanking requires you to be directly opposite from an ally that is not incapacitated to gain a +2 to your attack rolls with a melee weapon.You can only flank a creature if both people flanking are no less than 1 size smaller than the creature.
 * (3) Guidance cannot be used on any ability check that takes place for a length of time exceeding one minute. So no guidance on a 16 hour scouting perception roll.
 * (4) Healing Spirit has a total number of charges equal to 1 + the character's casting modifier.
 * (5) Moonbeam cannot be cast unless there is a moon.
 * (6A) Druids will start with 1 + the character's Wisdom modifier to determine the total number of wildshapes they know at the start of the campaign. All other beasts must be defeated in combat to learn their fighting style & form.
 * (6B) Casters who learn the spell Polymorph will start with 1 + the character's spellcasting modifier (at the time the spell is learned) total beast forms. All other beasts must be defeated in combat to learn their fighting style & form.
 * (7) Items created with the Forge Cleric Channel Divinity "Artisan's Blessing" only last until the ability is used again. You can only have a number of items active equal to your number channel divinities available. You are not required to have the material costs of the items you create but must still abide by the other limitations of the ability.
 * (8) Any permanent enviromental spell effects now only last until the casters next long rest. This includes spells such as stone wall, fabricate, move earth, etc.
 * (9) Summoning spells such as Conjure Woodland Beings can only summon one creature of the Highest CR available to the spell. As the caster you should have a correctly coded character sheet for the summoned creature to use it.
 * (10) All abilities recovered on a "per day" or per "24 hours" basis are instead recovered on a long rest. The same goes for items with set amount of uses per day.
 * (11) Characters can hold their breath for a number of rounds equal to 2 + their constitution modifier, with a minimum of 1. Characters casting spells that require a verbal component while holding their breath immediately lose 1 rounds worth of air for each verbal spell cast.