Deathmatch

These are the rules for the current Team Deathmatch or Battle Royale. They are in addition to the D&D5e Rules and supersede them when in conflict.

Character Creation

Advancement

You will start at level 10 and will level-up and gain magical items by completing challenges or defeating players within the game.

You take the average hit dice at each level.

When you level up, spent resources remain spent.

Allowed Content

You may us anything found in the Player’s Handbook and these additional sources: Guildmaster's Guide to Ravnica, Mordenkainen's Tome of Foes, Sword Coast Adventurer's Guide, Volo's Guide to Monsters, Xanathar's Guide to Everything.

Homebrew and Unearthed Arcana are not allowed at all.

Attribute Rolls

You must generate your character from Standard Array (15, 14, 13, 12, 10, 8) or 27 point buy.

Background

Choose a background from the books listed. You may not create a custom background.

Equipment

You get starting equipment as specified by your class and background. You do not roll starting wealth. You may sell and buy starting items, selling them for half their value.

You will be given money to purchase starting magical items. The amount will be announced after character creation is complete.

Optional Character Building Rules

The following optional character building rules are allowed: Feats, Multiclassing

Items and Inventory

Attunement

You will be given the chance to attune to an item immediately upon picking it up (not touching it).

Spell Descriptions

Identify

1st-level divination (ritual)

Casting Time: 1 minute 1 action

Range: Touch

1st-level divination (ritual)

Casting Time: 1 minute

Range: Touch

Components: V, S, M (a pearl worth at least 100 gp and an owl feather)

Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn the general properties of the object. This will come in the form of a somewhat vague snippet. The Secondglass item, for example, has the following effect: “As a reaction, smash the glass to wind time back to the beginning of the current turn. Creatures retain their memory of events leading up to this point. Outside of combat, the DM has discretion on how much can be rewound. It should be only one or two actions.” The Identify spell would give the following information: “Turns back time. | Reaction: break the hourglass. | 1 charge.”

If this information is insufficient, you may choose to consume the pearl. If you do, you learn its specific properties and how to use them, whether it requires attunement to use, whether it is cursed (but not what the curse is), and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Communication

During the Game

Each team will be in one voice chat, with the DM moving between chats.

With the DM

You need to tell the DM what capabilities you intend have. If you need an invisible token, tell the DM. If you need an animal to turn into, tell the DM. Have your level-ups planned out to level 15, and and idea of what capabilities you will have by then.

With other Players

You can tell the truth or lie to other players about what you're doing. The DM will not enforce anything you tell them.