Rules & Mechanics

==General Rules==
*Games are not to be streamed or recorded and are considered private until otherwise specified.
*All 1st Party Content as seen on the website 5eTools, is available for play unless stated otherwise.
*Death Saving Throws do not reset until you take a Long Rest.
*Flanking Rules are not applicable.
*Rolls made against other Player Characters must be agreed upon before doing so.
*Wild Magic Sorcerers and Wild Magic Barbarians utilize unique Wild Magic Tables specific to their Subclasses.
*Artificers adhere to "Candlepunk" and Renaissance-Style Aesthetics and Technology, and do not utilize "Steampunk" Aesthetics or Early Modern Technology in their craft. The Warforged Race similarly are now known as "Juggernauts" and are constructed from Wood, Rope, and Crude Metal.
*Drinking Potions for yourself is a Bonus Action, feeding them to another person is an Action. Thief Rogues can drink a potion with their Cunning Action as an Item Interaction.
*Whenever you are knocked to exactly 0 Hit Points, you activate the Last Stand Mechanic, allowing you to remain standing until the end of your next turn or until you are damaged in any other way before the end of your next turn. While within Last Stand, you may only perform a Single Action before you fall Unconscious regardless of what you do.
==Flying Rules==
* While Flying, should you be dealt damage, you lose focus and balance and are dropped a short distance (5ft on a Normal Hit, 10ft on a Critical Hit); this adds additional methods of bringing down flying creatures.
* Hovering (staying in place in the air) without a Hover Trait requires you to roll an Acrobatics Skill Check, that should you fail, drops you an amount of feet equal to your Flying Speed.
* If you are knocked Prone while Flying, you must make a Dexterity Saving Throw to glide rather than fall. You must possess a Reaction to do so.
==Magic Rules==
===Magic Missile===
* Each dart of Magic Missile rolls its own separate damage.
* Each dart counts as a separate instance of damage in regards to Death Saves. As such, three darts means three failed Death Saves
===Silvery Barbs===
* Silvery barbs no longer grants advantage to an allied creature unless you upcast it to level 2. Upcasting it further serves no purpose.
* Silvery barbs has a changed range of 30ft instead of 60ft.
===Healing Spells===
* Cure Wounds heals for 2d8 + Casting Mod base, +2d8 per level. 
* Healing Word heals for 2d4 + Casting Mod base, +2d4 per level 
* Mass Cure Wounds heals for 5d8 + Casting Mod base, +1d8 per level 
* Mass Healing Word heals for 2d4 + Casting Mod base, +1d4 per level
==Miscellaneous Homebrew Mechanics==
===Combat Insight===
*During combat, you may perform a free Insight ability check to determine a creature's status and intentions.
*During boss encounters, you may focus on discovering the boss' abilities and tactics. These are divided into three sections: Actives, Passives and Cooldowns.
===Essence Damage===
Essence damage always deals double damage but inflicts half of this to its user. A 1d4 essence damage resulting in a 3 will deal 6 damage to the target and 3 to its user.
===Eclipsed Condition===
The Eclipsed Condition is a new Luctus-Exclusive Condition available to the Autumn Cleric (Subclass) and certain other enemies and magical items.
 Eclipsed
 An Eclipsed Creature becomes immaterial; being sent to the Ethereal Plane.
 
 Creatures suffering from the Eclipsed Condition lose their Constitution Bonus to their Hit Points for the duration of the Eclipsed Condition.
 
 All creatures of the Undead Creature Type are Immune to this Condition.