Optional Rules

Determine Ability Scores

There are a variety of ways to generate the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) that help define what your character can do in the game.


Cloak & Coin Standard Method
In the world of Aer’ath, characters are heroes above the cut, but they are not super-heroic. This method creates characters with a maximum ability score of 16 before applying any modifiers.

With this method, you randomly generate your attribute scores, but you get the benefit of an established minimum score of 4 which is added to each ability score. Roll 3d6 and sum the score of the two highest dice. Add 4 to this score to create an ability score. Do this five more times so you have generated your set of 6 scores. You can then allocate those scores as you wish across the six abilities that best benefit your character.

In order to prevent characters from having ability scores that are even lower than a typical commoner of Aer’ath, you may re-roll your set of ability scores if the sum total of all six ability scores is less than 65. If this happens, discard the set of scores and generate a new set of six ability scores as previously described.

If you want to save time or prefer not to randomly determine your ability scores with the risk that entails, you may use the following scores instead, allocating them across the six abilities as you wish: 14, 14, 13, 12, 10, 9.


Cloak & Coin Dice Pool Method
In this method, an array of six ability scores is used by all the players. The array is created as a collaborative effort from a pool of dice rolled by the game master. In this method the array of ability scores has greater variance than the standard method, but every player uses the same array.

To begin, the game master rolls 21 six-sided dice. The three lowest dice are discarded. Then, the players collaborate to divided the remaining 18 dice into 6 groups of 3 dice each. The 3 dice in each group are summed to create the array of 6 ability scores. Each player can allocate those scores as they wish across the six abilities that best benefit their character.

Rules for Magic

Breaking Concentration

Casting spells can be dangerous in the world of Cloak & Coin.

There is a reason that Soul Wardens exist.
This optional rule adds consequences to casting spells. Whenever you must make a Constitution saving throw to maintain concentration on a spell, if you roll a 1 on the d20, you take psychic damage equal to the level at which the spell was cast. In addition, if your hit points are reduced to 0 because of this effect, every creature in a 15 ft .radius also takes psychic damage equal to the level at which the spell was cast.