# Initiative Initiative values are known as count, and are considered better the lower the count is. The bonus to initiative is determined by either one's Intelligence or Dexterity modifier, whichever is higher, and at the beginning of the encounter each creature rolls 1d20 and subtracts their initiative bonus from the result. Each player tracks that result and calls out that result on their representative initiative count. #### Flow and Order The round starts at initiative count 0, and at the beginning of the round any creature whose result is below 0 is considered to have surprise, then tracked as 0. The round plays out counting upwards until 19 is reached, and then a new round begins starting at 0. If two creatures would have the same initiative, they make a contest using their initiative bonus to see who acts first, this result lasts for the remainder of the encounter. #### Delay ##### Weapon Properties If a creature would make an attack using a weapon with the *Heavy* property, their attack(s) are delayed by 2 initiative count per weapon attack. If a creature would make an attack using a weapon with the *Thrown* property, their attack(s) are delayed by 2 initiative count per weapon attack. The following weapons now have the *Great* weapon property. If a creature would make an attack using a weapon with the *Great* property, their attacks are delayed by 3 initiative count per weapon attack. | Weapon Name | Damage Die | | :---------: | :--------: | | Greataxe | 1d12 | | Greatsword | 2d6 | | Maul | 2d6 | | Greatbow | 1d12 | ##### Spell Delay Spells cast are delayed by a count equal to their spell slot level. | Spell Level | Count Delay | |:----:|:------| | Cantrip | 0 | | 1st | 1 | | 2nd | 2 | | 3rd | 3 | | 4th | 4 | | 5th | 5 | | 6th | 6 | | 7th | 7 | | 8th | 8 | | 9th | 9 | | **10th** | **10** | #### Saving Throws and Death Saving Throws Saving throws for any affect are rolled after your last action resolves in the round. Death saving throws are rolled on initiative count 20. While unconcious your initiative count is 20 and when gaining conciousness your new initiative count is 20 subtracting your initiative bonus. #### Reactions Anything done with a reaction is always occurs after the inciting trigger, regardless as to the weapon type or spell level cast. You may use your reaction to change the target for an attack or spell target if the creature would otherwise become invalid. You may also change targets if you change your mind on who to attack. If you declared different targets for multiple attacks you may use your reaction to redirect any number of attacks to one target regardless of who the previous targets were and how many there were. You may use your reaction to stop casting a spell you would have otherwise cast on that count, retaining the spell slot spent. If the spell cast is an area of effect, the target position for that spell cannot change once declared. While casting a spell if you would spend an action in any way you cease casting the spell. With exception to retargetting a spell already being cast. #### Changing Initiative Count Your overall initiative count can be changed, if you do not spend your action, your initiative count is reduced by your initiative modifier until 0. #### Surprise In the event of a surprise round, a round is placed before the encounter would normally start where characters that are surprised cannot take actions or reactions during that round. All characters who got 0 or below take their turns in the surprise round on the count of 20 - *Initiative Bonus*. \page ## Feats ### Cleave If you are wielding a weapon with the *Heavy* or *Great* property you may spend your action to make a weapon attack against all creatures in a cone of length equal to that weapon's reach. >##### How to do this > >You will roll 1d20 and that result is used against all of the targets, then you will roll damage and that result is used against all targets hit. > > A cone of 5ft is 3 squares squares in front of a medium creature, 5 if they are large. A weapon with the *Reach* property will attack the 3 squares within 5ft and 5 squares 10ft from that. ### Charged Attack While wielding a weapon with the *Heavy*, *Great*, or *Thrown* weapon property you may spend your action to prepare a weapon attack with a delay count equal to your primary weapon ability modifier. For every 2 counts delayed, your weapon die size increases by 1 for this attack. In order to redirect this attack you must spend a reaction to do so. ### Versatile Master While wielding a weapon with the *Versatile* property with two hands, the weapon is treated as though it has the *Heavy* property without any restrictions. While wielding a weapon this way the damage die of the weapon increases by 1. ## Supplements ##### Damage Dice Table | Die Level | Damage Die | | :-------: | :--------: | | 1 | 1d4 | | 2 | 1d6 | | 3 | 1d8 | | 4 | 1d10 | | 5 | 1d12 | | 6 | 2d6 | | 7 | 2d8 | | 8 | 2d10 | | 9 | 2d12 | | 10 | - | If damage die level 10 is met, the amount of dice rolled corresponds to the weapon's original damage die multiplied by the primary weapon ability modifier of the wielder. If a creature with a +8 in Strength wielding a Maul and charges up an attack for 8 counts using the *Charged Attack* feat, the damage dealt would be 8 * 2d6 or 16d6 bludgeoning damages.