These are the resources used in the game. Feel free to look them over and download them as needed.
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Natural 20 in combat - Rolling a Natural 20 in combat always hit regardless of debuff effects such as Bane. The damage is calculated as Maximum + roll + modifier. (Example: Natural 20 on a Shortsword attack. Maximum damage is 6. Add in a rolled d6 lets say it was a 4 and finally add in your modifier lets say its +2. The total damage of 6+4+2 would equal 12 damage.
Natural 20 on ability checks and saves - Rolling a Natural 20 on an ability check or a save is not guaranteed to succeed, but if it does the success is extraordinary. For my games a Natural 20 counts as a 30 unless your modifiers would make it above that. This applies for saves against effects as well.
Rule of Cool - Story trumps rules in my games. If you rolled a Natural 20 on an attack roll and you were within 5 point of defeating a powerful enemy I will likely give it to you anyway. I want this game to be full of memorable moments and grand exploits.
Luck Stat. - Everyone has a Luck stat that I collected during the introductory missions. This stat I use when I call for a Luck check. I’ll have a player roll a d20 and I calculate the result after adding or subtracting their Luck modifier.
Sanity - Certain occasions will add in sanity as a stat. This will occur mostly in dreamscapes and other psychically charged encounters. Losing sanity results in a form of madness outlined in Out of the Abyss.
Power Rest - In addition to short and long rests, a third type of rest is available. A power rest takes only 10 mins to perform and when taken players can recover 1 hit die only and only half of their abilities that recover on a short rest.
Flanking - the optional flanking rule is in effect. Just remember this counts for enemies as well…
Xanathar’s Guide to Everything