Yay, number of languages spoken based on Int modifier! Still digesting the rest, but I like what I see.
Oh, and if this is a work in progress, can it be stickied?
Can I propose an idea? I personally like game where race is a choice that still matters at level 10+. I suggest that each class has a few less features to let place for ''racial level-up'' at specific levels. Like instead of gaining a class feature at level 3-6 and 13, lets have features that increase based on your race instead.
To me, it's very OSR in its presentation, stat bonus etc. At the same time, I can't see what it brings that doesn't exist in a myriad of similar endeavors already.What is heartbreak[er] about it?
So I'm thinking something like...
Optional: Racial Features
At the level indicated or any level thereafter, in lieu of gaining the class feature of that level, you may instead select a Racial Feature of your level or lower. Once chosen, these features can not be changed and your character can not gain the sacrificed class feature (unless it is offered again at a future level, such as Extra Attack or similar multi-level options).
Dwarf
@4th or after: Clan Hero: Your Stonecraft (Hill/Mountain) or Metallurgy (Vulcan) bonus increases to +3. Hill/Mountain: Add +1 to your Weapon Proficiencies or Ancestral Foes attacks. Vulcan: You can now use Heat Metal twice per day.
@9th or after: Dwarflord: Your Stonecraft (Hill/Mountain) or Metallurgy (Vulcan) bonus is +4. Hill/Mountain: Add +1 to your Weapon Proficiencies and Ancestral Foes attacks. Vulcan: You can use Heat Metal three times per day.
Elf
@4th or after: Folk Hero: Add +1 to your Enhanced Awareness bonus. High/Wood: +1 to your Weapon Proficiencies or choose one cantrip. Light Elf: Select another cantrip of your choice or another daily usage of Sidhe-Step.
@9th or after: Elflord: Add +1 to your Enhanced Awareness bonus. High/Wood: +1 to your Weapon Proficiencies and choose one cantrip. Light Elf: Select another cantrip and another usage of Sidhe-Step.
Halfling
@4th or after: Folk Hero: Add +1 to your Natural Stealth. Hairfeet: +1 to your Proficencies or Affable Charm bonuses. Tallfellow: +1 to Proficiencies or additional +1 to Natural Stealth. Brownie: Select another cantrip or use Invisibility an additional time per day.
@9th or after: Shire Sheriff: Add +1 to your Natural Stealth. Your Lowlight vision increases to 60'. Hairfeet: +1 to your Proficiencies and Affable Charm bonuses. Tallfellow: +1 to Proficiencies and +5' to your Nimble Speed. Brownie: Select another cantrip and use Invisibility an additional time per day.
I should stipulate here -and probably should have mentioned it earlier- that this game is only going to be developed/worked up through 12th level. IME, games that get played -continuously from 1st or other low level- beyond that are few and far between.
I don't actually know...what is "stickied," what would it do/mean, and how would one go about it?
It is left as a matter of personal preference if the group wishes to roll initiative for each round separately. Typically, in the interests of engaging all players as much as possible into the workings of the game, a different player should roll initiative each round.Ex. Jerry rolls his d10 for the party side and gets a 4. Everyone adds in their modifiers. Jerry has a 5. Bob 8. Carol stays at 4. After double checking all mod's, Barb has a 10!
The DM rolls a d10 for the five goblins and gets a 5. Goblins receive a Dex. mod. of +2 for a total of 7. The DM rolls again, d10, for the 2 Bugbears joining them. The result is only a 3.
So the round's initiative is: Barb (10), Bob (8), Goblins (7), Jerry (5), Carol (4), and the Bugbears (3) go last.
Magic: Anyone casting a spell in a combat round must declare they are casting at the beginning of the round. Spell casting requires some degree of time, concentration, calling upon the energies you command, perform the proper incantation, and so on. You must declare your intention to cast a spell at the beginning of the round and the spell is completed/takes effect during your turn.Ex. Jerry's Ranger had his short bow nocked with an arrow prior to this encounter beginning. This action was declared by Jerry some time prior to this initiative roll.
Even though Jerry's character is fourth in the initiative order, his ranger can aim and fire that arrow before anyone else takes action. The ranger is then able to pull and nock a second arrow to use on his turn within the initiative order. In other word, Jerry gets to fire his bow twice in that single round.
Certain weapons, like heavy crossbows, require too much reloading time for this to occur. However a loaded light crossbow could still fire at the beginning of the round, using the character's actual turn within the initiative order to reload, and be ready to fire again at the beginning of initiative the following round.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.