Nyxfall

Which 5e rules Nyxfall actually implements

Plenty of AI role-playing tools say "5e compatible" and mean the AI has read about it. Here the mechanics are resolved in code, so this is a list of what genuinely runs — and what does not.

Character and progression

SystemWhat runs
Ability scoresSix scores with modifiers, applied everywhere — attacks, saves, skills, carrying capacity, spell save DC.
RacesRacial traits, ability score increases, speed, size, darkvision and innate proficiencies.
ClassesHit dice, proficiencies, saving-throw proficiencies, class features gained by level, and per-class resources.
SubclassesChosen at the level your class expects, with their own features.
MulticlassingPrerequisites enforced, hit dice by class, proficiency taken from the correct class, and a combined caster level for slot progression.
LevellingExperience thresholds, hit-point gain, proficiency bonus by total level, and feature unlocks.
Feats73 feats with prerequisites checked against your scores, race, armour proficiency and caster status. Their effects apply at runtime rather than sitting on the sheet as text.
BackgroundsSkill and tool proficiencies, plus personality, bonds and flaws the Dungeon Master reads.

Combat

SystemWhat runs
InitiativeRolled, ordered, and tracked across rounds.
Action economyAction, bonus action, reaction and movement, each spent separately.
AttacksAttack rolls against AC, proficiency and ability modifiers, critical hits on a natural 20 and their extra damage dice.
AdvantageAdvantage and disadvantage from position, conditions, spells and features — and they cancel.
Damage typesThirteen damage types with resistance, immunity and vulnerability applied per creature.
ConditionsFifteen conditions with their real mechanical effects, plus exhaustion levels.
Death savesDying at 0 hit points, death saving throws, stabilising, and instant death from massive damage.
CoverHalf and three-quarters cover adjusting AC and Dexterity saves.
Tactical mapCombat plays out on a hex battle map with real distances, movement costs and line of sight.

Magic

SystemWhat runs
Spell slotsSlots by level and caster type, spent on cast, recovered on the correct rest. Warlock pact slots return on a short rest.
PreparationPrepared and known spells respected per class.
UpcastingCasting at a higher level scales the effect.
ConcentrationOne concentration spell at a time, broken by damage with a Constitution save at the right DC.
Saves and attacksSpell attack bonus and save DC derived from your casting ability, including bonuses from attuned magic items.
RitualsRitual casting flagged and available where the class allows it.
Areas of effectCones, cubes, cylinders, lines and spheres resolved against the map.

Equipment and the world

SystemWhat runs
InventoryWeight, carrying capacity and encumbrance. Every catalogue item has a weight and a price.
ArmourAC by armour type with Dexterity caps, shields, and Strength requirements.
AttunementThree attunement slots, with class and caster requirements checked.
DurabilityGear wears through four condition tiers from critical hits taken, natural 1s, and corrosive attackers. Penalties apply, breaking unequips, and repair is a real service.
RestsShort and long rests with hit dice spent, resources recovered, and exhaustion relieved.
FoodRations are items with weight and a shelf life. Days pass, meals are eaten, preserved food travels, fresh food spoils on a date.
TravelDistance, pace, terrain and weather all affect how many in-game days a journey costs.
CraftingLearn a trade, carry the tools, stand at the right bench, and spend real days — eating the whole time.
Skill checksThe full skill list against DCs, with proficiency and expertise.

What is deliberately not here

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