SC5e Part 2

by Stormchaser

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The Stormchaser D20 RPG
Part 2: Playing the Game

Chapter 7: Using Ability Scores

Six abilities provide a quick description of every creature's physical and mental characteristics:

Strength, measuring physical power

Dexterity, measuring agility

Constitution, measuring endurance

Intelligence, measuring reasoning & memory

Wisdom, measuring perception & insight

                     Charisma, measuring force of personality

Physical Mental
Power Strength Charisma
Finesse Dexterity Intelligence
Resistance Constitution Wisdom

Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities. They are both a creature's assets and its weaknesses.

The two main rolls of the game (the ability check and the attack roll) rely on the six ability scores. The introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.

This chapter focuses on how to use ability checks, covering the fundamental activities that creatures attempt in the game. Rules for attack rolls appear in chapter 9.

Ability Scores and Modifiers

Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.

A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.

Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.

Ability Scores and Modifiers
Score Modifier Score Modifier
1 -5 16-17 +3
2-3 -4 18-19 +4
4-5 -3 20-21 +5
6-7 -2 22-23 +6
8-9 -1 24-25 +7
10-11 +0 26-27 +8
12-13 +1 28-29 +9
14-15 +2 30 +10

Advantage and Disadvantage

Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you roll more than one additional d20. If two favourable situations grant advantage, for example, you roll two additional d20 and take the best of all three. Similarly, if two unfavourable situations grant disadvantage, you roll two additional d20 and take the worst of all three.

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is not true if multiple circumstances impose disadvantage and grants advantage in uneven amounts. In such a situation, one case of advantage cancels one case of disadvantage, and you are affected by whichever condition there is more of.

When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.

You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage on checks related to the character's personality, ideals, or bonds. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.

Proficiency Bonus

Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, attack rolls and defences.

Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom check, you nevertheless add the bonus only once when you make the check.

Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.

By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.

In general, you don't multiply your proficiency bonus for attack rolls or defences. If a feature or effect allows you to do so, these same rules apply.

Ability Checks

An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.

For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.

Typical Difficulty Classes
Task Difficulty DC
Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30

To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success and the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.

Contests

Sometimes one character's or monster's efforts are directly apposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal. For example, when a monster tries to force open a door that an adventurer is holding dosed. In situations like these, the outcome is determined by a special form of ability check, called a contest.

The active participant in the contest makes an ability check appropriate to their efforts. They apply all appropriate bonuses and penalties, but they compare the DC total with a DC of 10+ the other participant's equivalent modifier. The participant with the higher total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.

If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door dosed, a tie means that the door remains shut.

Skills

Each ability covers a broad range of capabilities, induding skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)

For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.

The skills related to each ability score are shown in the following list. See an ability's description in the later sections of this chapter for examples of how to use a skill associated with an ability.

  • Strength: Athletics
  • Dexterity: Acrobatics, Sleight of Hand, Stealth
  • Constitution: Endurance
  • Intelligence: Arcana, History, Investigation, Nature, Religion
  • Wisdom: Animal Handling, Insight, Medicine, Perception, Survival
  • Charisma: Deception, Intimidation, Performance, Persuasion

Sometimes, the GM might ask for an ability check using a specific skill. For example, "make a Wisdom (Perception) check". At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add their proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.

For example, if a character attempts to climb up a dangerous cliff, the Game Master might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, they just make a Strength check.

Skills with Different Abilities

Normally, your proficiency in a skill applies only to a specific kind of ability check. For example, proficiency in Athletics usually applies to Strength checks. However, in some situations your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if a half-orc barbarian uses a display of raw strength to intimidate an enemy, the GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma. So, if the barbarian is proficient in intimidation, then they may apply their proficiency bonus to the Strength check, just as one would normally do for a Charisma (Intimidation) check.

Passive Checks (Taking 10)

A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.

Here's how to determine a character's total for a passive check:

10 + all modifiers that normally apply to the check

If the character has advantage on the check, add 4. For disadvantage, subtract 4. Further instances of advantage have diminishing returns. A second die of advantage only imparts a +2 to a passive score. Further dice of advantage impart +1 to a maximum total of +10. The game refers to a passive check total as a score.

For example. if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.

The rules on hiding in the "Dexterity" section below rely on passive checks, as do the exploration rules in chapter 8.

When a character is not in immediate danger or distracted, they may choose to use their passive score. This is sometimes known as 'taking 10'. For many routine tasks, taking 10 results in an automatic success. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure - you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

Taking 20

When you have plenty of time (generally 2 minutes for a skill that can normally be performed in 1 round), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take.

Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common uses of “take 20” include athletics to break an obstacle down, investigation to search, or thieves' tools to open a lock.

Working Together

Some times two or more characters team up to attempt a task. The character who's leading the effort (or the one with the highest ability modifier) can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action (see chapter 9).

A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.

Group Checks

When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.

To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

Group checks don't come up very often and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.

Using Each Ability

Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways that they are used in the game.

Strength

Strength measures bodily power, athletic training and the extent to which you can exert raw physical force.

Strength Checks

A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.

Athletics

Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:

  • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
  • You try to jump an unusually long distance or pull off a stunt mid-jump.
  • You struggle to swim or slay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed.
  • Another creature tries to push or pull you underwater, or otherwise interfere with your swimming.
Jumping

Your Strength determines how far you can jump.

Long Jump: When you make a long jump, make a Strength (Athletics) check. You cover a number of feet equal to the result of your Strength (Athletics) check. If you move at least 10 feet on foot immediately before the jump, you cover at least a number of feet up to your Strength score. When you make a standing long jump, you can leap at least up to half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump: When you make a high jump, make a Strength (Athletics) check. You leap into the air a number of feet equal to the result of your Strength (Athletics) check divided by three. If you move at least 10 feet on foot immediately before the jump, you leap into the air at least a number of feet equal up to 3 + your Strength modifier. When you make a standing high jump, you can jump at least up to half that distance. Either way, each foot you clear on the jump costs a foot of movement.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.

Other Strength Checks

The GM might also call for a Strength check when you try to accomplish tasks like the following:

  • Force open a stuck, locked, or barred door
  • Break free of bonds
  • Push through a tunnel that is too small
  • Hang on to a wagon while being dragged behind it
  • Tip over a statue
  • Keep a boulder from rolling

Attack Rolls and Damage

You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.

Lifting and Carrying

Your Strength score determines the amount of weight that you can bear.

If you want to determine whether your character's gear is heavy enough to slow them down, total the weight of all the character's items, including armour, weapons, and gear. Compare this total to the character’s Strength on the Carrying Capacity table. Depending on the character's carrying capacity, they may be carrying a light, medium, or heavy load.

  • A light load does not encumber a character.
  • A medium load reduces a character's speed by 10 feet, limits their maximum Dexterity bonus to defence to +3, and imparts disadvantage on physical ability checks.
  • A heavy load reduces a character's speed by 20 feet, limits their maximum Dexterity bonus to defence to +1, imparts disadvantage on physical ability checks and attack rolls, and grants advantage to attempts to hit the character's Strength and Dexterity defences.

A character can lift as much as their maximum load over their head. A character can lift as much as double their maximum load off the ground, but they can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to defence and can move only 5 feet per round as an action. A character can generally push or drag along the ground as much as five times his maximum load. Favorable conditions can double these numbers, and bad circumstances can reduce them by half or more.

The numbers shown in the Carrying Capacity table are for Medium bipedal creatures. A larger bipedal creature can carry more weight depending on its size category, as follows: Large ×2, Huge ×4, Gargantuan ×8. A smaller creature can carry less weight depending on its size category, as follows: Small ×3/4, Tiny ×1/2.

Quadrupeds can carry heavier loads than bipeds can. Multiply the values corresponding to the creature’s Strength score from Table: Carrying Capacity by the appropriate modifier, as follows: Tiny ×3/4, Small ×1, Medium ×1.5, Large ×3, Huge ×6, Gargantuan ×12.

Carrying Capacity (lbs)
Strength Light Load Medium Load Heavy Load Max Load
1 0–3 4–6 7–9 12
2 0–6 7–12 13–18 24
3 0–10 11–20 21–30 40
4 0–13 14–27 28–40 53
5 0–17 18–33 34–50 67
6 0–20 21–40 41–60 80
7 0–23 24–47 48–70 93
8 0–27 28–53 54–80 107
9 0–30 31–60 61–90 120
10 0–33 34–67 68–100 133
11 0–38 39–77 78–115 153
12 0–43 44–87 88–130 173
13 0–50 51–100 101–150 200
14 0–58 59–117 118–175 233
15 0–66 67–133 134–200 266
16 0–77 78–153 154–230 307
17 0–87 88–173 174–260 347
18 0–100 101–200 201–300 400
19 0–117 118–233 234–350 467
20 0–133 134–267 268–400 533
21 0–153 154–307 308–460 613
22 0–173 174–347 348–520 693
23 0–200 201–400 401–600 800
24 0–233 234–467 468–700 933
25 0–267 268–533 534–800 1067
26 0–307 208–613 614–920 1227
27 0–347 348–693 694–1040 1387
28 0–400 401–800 801–1200 1600
29 0–467 468-933 934–1400 1867
30 0–533 534-1067 1068–1600 2133

Dexterity

Dexterity measures agility, reflexes, and balance.

Dexterity Checks

A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.

Acrobatics

Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Cross Narrow Surfaces/Uneven Ground

You can use Acrobatics to cross narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces. Use the following table to determine the base DC, which is modified by the second table below. A Dexterity (Acrobatics) check is only required to move across these surfaces if the final DC is 10 or higher.

While you are using Acrobatics in this way, melee and ranged attacks have advantage to hit you. If you take damage while using Acrobatics, you must make another check at the same DC to avoid falling or being knocked prone.

Falling

When you fall, a DC 15 Dexterity (Acrobatics) check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall.

You can also negate damage when you fall off a mount. If you fail the Acrobatics check, you take 1d6 points of bludgeoning damage and are prone.

Surface Width Base Acrobatics DC
>3 feet wide 0
1–3 feet wide 5
7–11 inches wide 10
2–6 inches wide 15
<2 inches wide 20
Acrobatics Modifiers DC Modifier
Lightly Obstructed (gravel, sand) +2
Severely Obstructed (cavern, rubble) +5
Slightly Slippery (wet) +2
Severely Slippery (icy) +5
Slightly Sloped (<45°) +2
Severely Sloped (>45°) +5
Slightly Unsteady (boat in rough water) +2
Mildly Unsteady (boat in a storm) +5
Severely Unsteady (earthquake) +10
Move at full speed +5
Sleight of Hand

Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.

Tying Knots

The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one.

The creature who ties the knot makes an Intelligence (Sleight of Hand) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence (Sleight of Hand) check or to slip out of it with a Dexterity (Acrobatics) check.

This rule intentionally links Sleight of Hand with Intelligence, rather than Dexterity. This is an example of how to apply the rule for skills with different abilities.

Stealth

Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

Hiding

The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.

You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.

In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.

Passive Perception. When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 4. For disadvantage, subtract 4.

For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.

What Can You See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured as explained in Chapter 8.

Hiding While Invisible

Whilst invisible, you may forgo your movement to gain a second instance of advantage on Dexterity (Stealth) checks to hide. If you also use your action to keep still and hold your breath, you gain a third instance of advantage. You must keep spending your action to maintain this increase.

Distraction

While you are hidden from a creature, you can throw a pebble or make a sound meant to confuse and distract them. You must be aware of the creature's approximate location or direction of movement. Make a Dexterity (Sleight of Hand) or Charisma (Performance) check depending on your distraction method, vs the creature's Passive Insight or Passive Investigation (the target chooses).

If you succeed, the creature is Distracted until the end of its next turn. Distracted creatures have disadvantage to Wisdom (Perception) checks and cannot use their Passive Perception.

If you fail, you must make a new Dexterity (Stealth) check with disadvantage against the target's Passive Perception.

Other Dexterity Checks

The GM might call for a Dexterity check when you try to accomplish tasks like the following:

  • Control a heavily laden cart on a steep descent
  • Steer a chariot around a tight turn
  • Pick a lock
  • Disable a trap
  • Securely tie up a prisoner
  • Wriggle free of bonds
  • Play a stringed instrument
  • Craft a small or detailed object

Attack Rolls and Damage

You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.

Initiative

At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat, as described in Chapter 9.

Constitution

Constitution measures health, stamina, and vital force.

Constitution Checks

A Constitution check can model any attempt to push beyond normal limits.

Endurance

Endurance checks are made when your character needs to push their bodies beyond normal limits. Holding your breath, marching for days, going without sleep or food, and resisting the effects of alcohol are all times when one would roll an endurance check.

Other Constitution Checks

The GM might call for a Constitution check when you try to accomplish tasks like the following:

  • Hold your breath
  • March or labour for hours without rest
  • Go without sleep
  • Survive without food or water
  • Quaff an entire stein of ale in one go

Hit Points

Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.

If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.

Intelligence

Intelligence measures mental acuity, accuracy of recall, and the ability to reason.

Intelligence Checks

An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.

Arcana

Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

History

Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Investigation

When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

Nature

Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

Religion

Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

Other Intelligence Checks

The GM might call for an Intelligence check when you try to accomplish tasks like the following:

  • Communicate with a creature without using words
  • Estimate the value of a precious item
  • Pull together a disguise to pass as a city guard
  • Forge a document
  • Recall lore about a craft or trade
  • Win a game of skill

Spellcasting Ability

Wizards use Intelligence as their spellcasting ability, which helps determine the attack rolls of spells that they cast.

Wisdom

Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.

Wisdom Checks

A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.

Animal Handling

When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.

Riding

You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus. If you attempt to ride a creature that is ill suited as a mount, you suffer disadvantage on your Animal Handling checks.

Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks.

Task DC
Guide with knees 5
Stay in saddle 5
Fight with a combat-trained mount 10
Cover 15
Leap 15
Spur mount 15
Control mount in battle 20
Fast mount or dismount 20

If you are riding bareback, you have disadvantage on animal handling checks to handle the mount that you are riding.

Guide with Knees. You can guide your mount with your knees so you can use both hands in combat. Make a DC 5 Animal Handling check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. This does not take an action.

Stay in Saddle. You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.

Fight with a Combat-Trained Mount. If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.

Cover. You can use half your movement to drop down and hang alongside your mount, using it as cover. You can't attack or cast spells while using your mount as cover. If you fail your Animal Handling check, you don't benefit from cover. Recovering from this position also costs half your movement.

Leap. You can get your mount to leap obstacles as part of its movement. If the Animal Handling check to make the leap succeeds, make a check using your Animal Handling modifier or the mount's Athletics modifier, whichever is lower, to see how far the creature can jump. If you fail your Animal Handling check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action but is part of the mount’s movement.

Spur Mount. You can spur your mount to greater speed with a bonus action. A successful Animal Handling check increases the mount’s speed by 10 feet for 1 round but deals 1d3 points of damage to the creature. You can use this ability every round, but the mount gains a level of exhaustion after a number of rounds equal to its Constitution score.

Control Mount in Battle. As a bonus action, you can attempt to control a mount not trained for combat riding while in battle. If you fail the Animal Handling check, you can do nothing else that round.

Fast Mount or Dismount. You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action. If you fail the Animal Handling check, mounting or dismounting costs movement as normal and must be completed before you can do anything else. You can't use fast mount or dismount on a mount more than one size category larger than yourself.

Training

You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them. You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do.

Task DC
Handle an animal 10
"Push" an animal 25
Rear a wild animal 15 + HD of animal
Teach an animal a trick 15 or 20
Train an animal for a general purpose 15 or 20

Handle an Animal. his task involves commanding an animal to perform a task or trick that it knows. If the animal has taken any damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action. Handling an animal is a bonus action.

Push an Animal. To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal has taken any damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action. Pushing an animal is an action.

Rear a Wild Animal. To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once. A successfully domesticated animal can be taught tricks at the same time it’s being raised, or it can be taught as a domesticated animal later.


If you are not proficient in Handle Animal, you can use a Wisdom check to handle and push domestic animals, but you can’t teach, rear, or train animals.

For tasks with specific time frames, you must spend half this time working toward completion of the task before you attempt the Animal Handling check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.

Teach an Animal a Trick. You can teach an animal a specific trick with one week of work and a successful Animal Handling check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks.

The following tricks can be taught to animals by training the animal for a week and making a successful Handle Animal skill check against the listed DC.

Aid (DC 20): The animal can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You point to a particular creature that you wish the animal to aid, and you point to another that you want it to make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.

Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Bombard (DC 20): A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist’s fire or a similar splash weapon) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and it must be able to fly directly over the target.

Break Out (DC 20): On command, the animal attempts to break or gnaw through bars or bindings restricting it, its handler, or a person indicated by the handler. If the animal cannot break the restraints by itself, its attempts grant the restricted creature a advantage on acrobatics checks. Furthermore, the animal can take certain basic actions such as lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal's ability.

Build Simple Structure (DC 25): The companion can build simple structures on command, limited by its natural abilities and inclinations. The companion is able to build only structures that creatures of its type would naturally build on their own, and this trick merely allows the handler to direct the companion on when and where to build such structures. For example, a spider could be commanded to spin a web between two trees, but it could not be made to create a hammock or a tent out of silk. Similarly, a beaver could be ordered to make a dam or lodge, an alligator a dome-shaped nest, and any burrowing creature a small tunnel or hole. In general, this process takes 10 minutes for each 5-foot square the structure occupies, but depending on the terrain and the type of structure, it might take as little as 1 minute or as much as 1 hour or more, at the GM's discretion. Only companions that naturally build structures can learn this trick.

Bury (DC 15): an animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. an animal that knows both the bury and fetch tricks can be instructed to fetch an item it has buried.

Cocoon (DC 15): The companion can cocoon an object or a helpless or willing Huge or smaller creature in webbing. The amount of time this takes depends on the size of the creature or object to be cocooned, as outlined on the following table. The cocoon has hardness 2 and 10 hit points. A creature trapped within the cocoon is effectively pinned, and it can attempt an Escape Artist check or combat maneuver check as a full-round action to escape (DC = 20 + the companion’s proficiency modifier). Alternatively, a DC 25 Strength check can break the cocoon. The companion must know the spin silk trick before it can learn this trick.

Target Size Time to Cocoon
Tiny or smaller 1 minute
Small or Medium 10 minutes
Large 1 hour
Huge 4 hours

Come (DC 15): The animal comes to you, even if it normally would not do so.

Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

Deliver (DC 15): The animal takes an object (one you or an ally gives it, or one that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)

Demolish (DC 15): The companion can be commanded to attack and damage objects and structures. A companion must know the attack trick before it can be taught the demolish trick, and the companion must be trained to attack creatures of all types. The companion’s handler can direct it either to make natural attacks against the object in question or to make a Strength check to attempt to break it (if applicable).

Detect (DC 25): The animal is trained to seek out the smells of air currents, alchemical items and poisons, unusual noises or echoes, and other common elements that signify the presence of potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as out of the ordinary about a room or location. Note that because the animal is not intelligent, any number of doors, scents, strange mechanisms, or unfamiliar objects might catch the animal’s attention, and it cannot attempt the same Perception check more than once in this way.

Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Entertain (DC 25): The animal can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can attempt a Perform check (or a Charisma check if it is not proficient in Performance) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check suffer disadvantage on Perception checks to notice anything but the animal entertaining them. Once an onlooker observes an animal’s entertain trick, that creature cannot be distracted in this way by the same animal for 24 hours. Tricksters and con artists often teach their animals to perform this trick while they pickpocket viewers or sneak about unnoticed.

Exclusive (DC 20): The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer’s serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.

Feint (DC 20): The companion is trained to feint against opponents. A companion must know the attack trick before it can be taught the feint trick, and it performs feints only against targets it would normally attack.

Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.

Flank (DC 20): You can instruct an animal to attack a foe you point to and to always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. While animals following the attack trick will flank when convenient, this trick instructs them to flank even if doing so denies it a full attack or puts the animal companion at an inconvenience or at risk, such as from attacks of opportunity, dangerous positioning, or difficult terrain. The animal must know the attack trick before it can learn this trick, and it performs it only against foes it would normally attack.

Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any accompanying creatures, remaining hidden but within range of its sight or hearing. This trick is particularly useful for adventurers and thieves in that it allows the animal to evade capture, and then return later to help free its friends.

Get Help (DC 20): With this trick, a trainer can designate a number of creatures up to the animal’s Intelligence score as “help.” When the command is given, the animal attempts to find one of those creatures and bring it back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.

Guard (DC 20): The animal stays in place and prevents others from approaching.

Guide (DC 15): The companion can serve as a guide to a character that is blinded or otherwise unable to see. While serving as a guide, the companion remains adjacent to the guided creature at all times, readying an action each round to move when that creature moves. This allows the guided creature to automatically succeed at Acrobatics checks to move at more than half speed while blinded. Additionally, the companion identifies obstacles in the guided creature’s path and pushes them, pulls them, or otherwise signals to the creature how to avoid them, allowing the guided creature to locate and move around obstacles such as hazards, opponents, and other terrain features as though she were able to see them (though she can’t distinguish between obstacles). Finally, while serving as a guide, the companion indicates to the guided creature the presence and direction of any adjacent allies, allowing the guided creature to pinpoint the locations of such creatures. The companion can serve as a guide only as long as it is able to see in some fashion, and its ability to detect and avoid creatures and obstacles is limited by what it is able to perceive normally.

Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.

Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal’s handler. an animal with this trick can attempt Survival checks (or Wisdom checks, if the animal is not proficient in Survival) to provide food for others or lead them to water and shelter (as the "get along in the wild" use of the Survival skill). an animal with this trick can use the aid another action to grant a bonus on its handlers Survival checks for these purposes.

Intimidate (DC 15): The companion bares its teeth, barks, bristles, growls, or otherwise threatens a creature you designate, or, alternatively, it can be trained to do so when it encounters any creature besides its handler. The companion suffers disadvantage on Intimidate checks against creatures other than those with the animal or humanoid types unless it has also been trained to attack creatures of any type. A companion that knows this trick automatically uses the aid another action to assist Intimidate checks attempted by its handler, provided that it is within 15 feet of its handler at the time and has not been ordered to perform another task.

Maneuver (DC 20): The animal is trained to use a specific combat maneuver on command, even when it naturally wouldn’t do so (animals typically use combat maneuvers only when using a monster ability to make a free combat maneuver, since otherwise it would provoke an attack of opportunity). An animal must know the attack trick before it can be taught the maneuver trick, and it performs maneuvers only against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.

Mark Territory (DC 25): Whether by spraying musk, rubbing its back against trees and rocks, or simply howling loudly, the companion lets other nearby animals know that it has claimed an area. By spending 1 hour performing this trick, the companion can mark an area of up to half a square mile in this fashion. If it does so, after 24 hours, whenever there would be a random encounter within that area that involves a wild animal or other creature of Intelligence 2 or less (including vermin but not other mindless creatures, such as oozes and mindless undead), there is a 25% chance that the encounter doesn't actually occur, as creatures might be warded off by the markings. The companion must renew any territorial markings at least once per week, or they lose their effectiveness. There is also a 10% chance per week that the markings attract the attention of a powerful predator, which actively seeks out the companion to challenge it (and its master) for the territory.

Menace (DC 20): A menacing animal attempts to keep a creature you indicate from moving. It does its best to dissuade the target, but it attacks only if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming action). As soon as the target stops moving, the animal ceases attacking but it continues to menace.

Milk Venom (DC 20): The companion can be coaxed into providing a single dose of venom on command. This process takes 10 minutes, and it requires a vial or similar container in which to store the poison. A companion that has been specifically trained to be milked of its venom never bites, stings, or otherwise poisons its handler when being milked, although the handler must still succeed at an Animal Handling check to successfully harvest the venom (see Harvesting Poisons). A companion must have the poison ability to be taught this trick.

Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.

Pose as Scenery (DC 20): The companion freezes in place, seeming to be a mundane plant rather than a plant creature. The companion must have taken root in order to use this trick. It attempts a Disguise check with a +8 circumstance bonus, opposed by the Perception checks of observers. If it succeeds at the opposed check, the observer mistakes it for an ordinary, harmless plant. The companion must have the take root trick in order to learn this trick. Only plant companions can learn this trick.

Receive Spell (DC 25): The companion has been trained to be the recipient of a specific spell (chosen at the time the animal is taught the trick), allowing it to fully take advantage of the spell’s effects. The spell should be one that grants the companion an ability it might not normally be intelligent enough to make use of or one that it might not even realize it has (such as air walk). The companion is able to recognize when it has been affected by this spell and can take full advantage of the spell’s effects. At the GM’s discretion, a companion can also be trained to receive certain non-spell effects, such as those granted by an elixir of fire breathing. The companion can be taught this trick multiple times; each time it learns this trick, it becomes trained to utilize a different spell effect.

Rescue (DC 20): The companion has been trained to drag its handler or another creature that the handler designates out of danger and to a safe place in the event that the handler or creature is incapacitated. If a creature that the companion is defending is rendered helpless or is slain, the companion will carry, drag, or otherwise move that creature out of danger. If the companion knows the get help trick, it will attempt to bring the creature it is rescuing to one of the creatures designated as “help.” Otherwise, you can designate a single location in advance as a safe place, and the companion will attempt to bring the creature it is rescuing to that place. If it is unable to do either of these, the companion simply moves the creature to the nearest location of relative safety. A companion must have the deliver and guard tricks in order to learn this trick.

Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.

Serve (DC 15): An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate.

Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.

Speak (DC 25): The companion is able to communicate very simple concepts through barks, gestures, whistles, or similar actions. The companion’s vocabulary is extremely limited, generally restricted to “yes,” “no,” and counting up to three. The companion is also able to recognize and respond to up to two specific questions per point of Intelligence. The companion does not so much understand the words as recognize the sound of them, and it responds accordingly. This trick does not actually increase the companion’s capacity to understand concepts and ideas; it can be taught a way to communicate the concept of “food,” for example, but it won’t distinguish cooked food from raw food, and it might not even recognize as food anything that is not part of its own diet. A companion must have an Intelligence score of 2 or higher to learn this trick.

Spin Silk (DC 20): The companion can create strands of delicate yet incredibly strong silk. Harvesting the silk takes 10 minutes, and it can be done once per day. This silk functions identically to a silk rope. The companion can produce a total number of feet of silk equal to 10 times its Constitution score per day, which can be divided as the handler chooses in 10-foot increments. Silk produced in this way degrades into uselessness after 24 hours. Only companions with the web ability can learn this trick.

Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

Subdue (DC 15): The companion can attempt to subdue opponents. Once the command is given, the companion makes all its natural attacks as non-lethal attacks until ordered to do otherwise.

Take Root (DC 15): The companion extends its roots into the soil beneath it, anchoring itself in place and drawing water and nutrients from the soil. Taking root is a full-round action that provokes attacks of opportunity. While rooted, the companion cannot move, but it can otherwise act normally and gains advantage to resist bull rush, drag, overrun, reposition, and trip attempts. If the companion remains rooted for at least 1 hour, it absorbs enough water and nutrients to feed itself for a day. A separate command causes the companion to uproot itself as a full-round action. The companion can take root only in areas of soft soil. Only plant companions can learn this trick.

Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)

Throw Rider (DC 15): The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.

Watch (DC 15): The animal can be commanded to keep watch over a particular area, such as a campsite, and to raise an alarm if it notices any dangerous or sizable creature entering the area.

Withhold Venom (DC 20): The companion can be ordered to avoid injecting poison into creatures it strikes with whatever natural attack would normally deliver venom. As long as the companion has been ordered to withhold its venom, successful hits with that natural attack deal damage as normal and convey all other effects that they normally would, but they do not expose the target to the companion’s poison. Only companions with the poison special ability can learn this trick.

Work (DC 15): The animal pulls or pushes a medium or heavy load.

Train an Animal for a Purpose. Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal’s purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labour. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2.

An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks, it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.

Air Support (DC 20): An animal trained in air support knows the attack, bombard, and deliver tricks.

Burglar (DC 25): An animal trained as a burglar knows the come, fetch, maneuver (steal), seek, and sneak tricks. You can order it to steal a specific item you point out.

Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.

Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes three weeks.

Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes four weeks.

Heavy Labor (DC 15): An animal trained for heavy labor knows the tricks come and work. Training an animal for heavy labor takes two weeks.

Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes six weeks.

Liberator (DC 25): An animal trained in liberating knows the break out, flee, and get help tricks.

Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform, and stay. Training an animal for performance takes five weeks.

Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes three weeks.

Servant (DC 20): An animal trained as a servant knows the deliver, exclusive, and serve tricks.

Insight

Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

Medicine

A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

Stabilise

A Wisdom (Medicine) check lets you use your action to try to stabilize a dying creature. This requires a successful Wisdom (Medicine) check of DC 15 + 5 for every death save the creature has failed.

Diagnose Illness

If you spend one minute examining a creature, you can make a Wisdom (Medicine) to identify a disease or poison affecting them. The DC is determined by the effect in question.

First Aid

Requires Healer's Kit Use
As an action, you can administer first aid to an unconscious or wounded creature. If you succeed on a DC 12 Wisdom (Medicine) check, the creature regains a number of hit points equal to its Character level, +1 for every point by which your check exceeds the DC. Using a Surgeon's kit grants advantage on your skill check. If the skill check succeeds, the tended creature cannot benefit from additional first aid until it takes new damage.

You can administer first aid to yourself, but you suffer disadvantage on your Wisdom (Medicine) check.

Long Term Care

Requires Healer's or Herbalist's Kit Use
If you tend to a creature for 8 consecutive hours, the next poison or disease attack roll vs its Constitution defence is made with disadvantage and its injuries are immune to festering. A creature can only benefit from long term care once in a 24-hour period. You can tend to one creature at a time if not proficient, or up to six simultaneously if proficient. You can't give long term care to yourself.

Perform Surgery

Proficient Only; Requires Surgeon's Kit Use
You can perform surgery to heal damage to a wounded creature, or to remove injury effects 5 to 16. Any of these operations requires at least 1 hour of uninterrupted work, at the end of which time you must make a Wisdom (Medicine) check. If you fail your check, the surgery does not yield any benefit (but any resources used are still lost). In addition, if you fail your check by five or more, the creature takes damage equal the character's Constitution bonus (Minimum 1) x the creature's level. If this damage reduces the creature to 0 hit points, it dies.

Heal Damage. You can make a DC 14 Wisdom (Medicine) check to perform surgery on a wounded creature, healing an amount of damage equal to the character's Constitution bonus (Minimum 1) x the creature's level. If you fail the check, the creature instead takes damage equal to the same amount. If the creature was already at 0 hit points, it dies. You can perform Surgery on yourself to Heal Damage, but you have disadvantage on the ability check.

Remove Injury Effect. You perform surgery on a specific injury effect that a creature has, in order to remove or lessen the effect. Not all injury effects can be removed by surgery. Ask your GM if this is possible. To remove an injury effect, make a DC 14 Wisdom (Medicine) check. The procedure requires 1 hour of uninterrupted work and one use of a Surgeon's Kit. A creature proficient in Medicine can attempt to Help by spending an additional use of a Surgeon's Kit.

On a success, the injury effect improves. If the injury requires natural healing, it recovers twice as fast. If the Injury requires magical healing of a specific level or higher, magical healing of up to two levels lower achieves the same result. If the Injury effect lists a Constitution check, the roll benefits from advantage for the next week.

Once you attempt surgery on a specific injury effect, you cannot attempt it again for one week. You can however attempt surgery on another injury effect on the same creature.

Resuscitate

Proficient Only; Requires Healer's Kit Use
As an action, you can revive a creature that has just died. To revive the dead creature you must reach it within 1 round + 1 additional round for each successful death save the creature made before dying, and succeed on a Wisdom (Medicine) check of DC 30 - 5 for each successful death save the creature made before dying. If the check succeeds, the creature is unconscious instead of dead. If the check fails, you are unable to revive the creature.

Treat Disease

Requires Herbalist's Kit Use
Treating a diseased creature requires 8 hours. At the end of that time the creature makes a Constitution check against a DC of 10 + the disease's attack roll. If the creature is proficient in Constitution defence, it may adds its proficiency bonus to this check. You can also spend another herbalist's kit use and make a Wisdom (Medicine) check against the disease's DC. If the check succeeds, the creature has advantage on its check and any check you might have to make against contracting the disease from the sick creature is made with advantage. You can treat a creature's disease once every 24 hours. You can treat one creature at a time if untrained, or up to six simultaneously if trained.

Treat Poison

Requires Herbalist's Kit Use
As an action, you can treat a poisoned creature. The creature makes a Constitution check agains a DC of 10 + the poison's attack roll. If the creature is proficient in Constitution defence, it may add its proficiency bonus to this check. If the check succeed, the creature gains resistance against the next instance of damage it deals. You can also spend another herbalist's kit use and make a Wisdom (Medicine) check. If the result equals or exceeds the poison's DC, the creature has advantage on its check.

Perception

Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

Passive Perception

Your innate ability to automatically notice important things in your surroundings without a skill roll can act as a minimum result to your Active Perception rolls. For that to happen, you must declare that you are "Alert for...", followed by descriptor of what you are actively looking for: enemies, secret doors, peculiar behaviour in a crowd, or others things. While you are Alert, if the GM requests a Perception skill check he may allow you to take a minimum value of 10 if the die roll is lower. The GM must also reveal information below the Perception DC if it matches the Alert descriptor.

In order to remain Alert, you must not engage in activities that require concentration such as talking (except simple commands), working, fighting, casting or maintaining a spell. Some GMs may want to enforce a rule that distracted players engaged in small talk during play lose the Alert status, or even get disadvantage on their roll.

Having special senses (such as heatsense or tremorsight) that complement Perception add +2 to Passive Perception for each applicable sense. This is separate from advantage (+4) or disadvantage (-4) modifiers to Passive Perception.

Enemy Alertness

Enemy creatures have various levels of Alertness that affect their Passive Perception. High Alert creatures know they are in a dangerous situation and enemies could be nearby. Low Alert creatures guard their close vicinity but do not expect an immediate threat. Unaware creatures consider themselves completely safe in their environment.

When enemy creatures engage in activities that requires concentration such as talking, eating, urinating, etc. they temporarily lower their Alertness level to Unaware.

State Passive Perception
High Alert 10 + Wisdom modifier + Proficiency, even
if they are not proficient in Perception
Low Alert 10 + Wisdom modifier + Proficiency if
they are proficient in Perception
Unaware 10 + Wisdom modifier. Modifier value
can't be higher than 0, unless they are
proficient in Perception
Finding A Hidden Object

When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom (Perception) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.

In most cases, you need to describe where you are looking in order for the GM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the GM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom (Perception) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success.

Survival

The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

Follow Tracks

To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. If you are not proficient in this skill, you can make Wisdom checks to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Perception skill to find a footprint or similar sign of a creature’s passage using the same DCs, but you can’t use Perception to follow tracks, even if someone else has already found them.

You move at half your normal speed while following tracks (or at your normal speed with disadvantage on the check). The DC depends on the surface and the prevailing conditions.

For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Condition DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20
Every three creatures in the group being tracked –1
Fine creature +8
Diminutive creature +4
Tiny creature +2
Small creature +1
Medium creature +0
Large creature –1
Huge creature –2
Gargantuan creature –4
Colossal creature –8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow since the trail was made +10
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5

For a group of mixed sizes, apply only the modifier for the largest size category.

For visibility, apply only the largest modifier of this type.

Survive in the Wilderness

You can keep yourself and others safe and fed in the wild.

Survival DC Task
10 Get along in the wild. Move up to half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.
15 Severe weather attacks have disadvantage to attack your Constitution defence while moving up to half your overland speed. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.
15 Keep from getting lost or avoid natural hazards, such as quicksand.
15 Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance.

Surface Types
  • Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
  • Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
  • Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
  • Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Other Wisdom Checks

The GM might call for a Wisdom check when you try to accomplish tasks like the following:

  • Get a gut feeling about what course of action to follow
  • Discern whether a seemingly dead or living creature is undead

Spellcasting Ability

Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

Charisma

Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.

Charisma Checks

A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.

Deception

Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.

Intimidation

When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

Performance

Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

Persuasion

When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

Other Charisma Checks

The GM might call for a Charisma check when you try to accomplish tasks like the following:

  • Find the best person to talk to for news, rumors, and gossip
  • Blend into a crowd to get the sense of key topics of conversation

Spellcasting Ability

Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

Subskills

This section lets you add depth and customisation to skills in a meaningful way related to your character's background and training. Subskills are narrow domains of knowledge and mastery that further refine skills. You can develop subskills only in skills you are proficient in.

Subskills let you reroll skill checks if the d20 result is within the reroll range. If you have advantage on the check, roll all the dice and reroll any result within the reroll range. You may reroll each die a number of times equal to the modifier of the Attribute modifying the ability check and you may choose between the results.

Subskill Level Reroll Range
Trained 1-3
Expert 1-6
Master 1-9

You can increase the level of a subskill by investing an additional proficiency point, or by spending time training as described in Chapter 8.

Strength

Athletics
Climbing

Scaling cliffsides or reaching rooftops, few players have lasting careers without the use of climbing out of trouble.

Jumping

Jumping allows players to leap in great bounds horizontally, or try to attain great heights vertically.

Mining

Extracting minerals and metals from the ground is a staple in worlds where iron and steel see kingdoms rise and fall. This is a new use of the Athletics skill. GMs should set DCs based on how long or difficult it would take to extract valuables. Failure results in half yields.

Swimming

Crossing rapid streams, delving into the lair of a black dragon, or communing with mermaids, few are the players who stay dry forever.

Dexterity

Acrobatics
Aerobatics

Tumbling and swimming are great for players darting around foes on the ground and underwater, but Aerobatics helps airborne players do the same. GMs should set DCs similar to those skills for flying creatures.

Balance

Crossing narrow bridges, riding choppy seas, or running across ice, most players actively avoid trying to fall prone.

Diving

Sometimes a belly flop is fine, but most players want to avoid taking damage when falling into water. Slipping unnoticed into water to evade a dock guard might come in handy for port rogues.

Escapology

Between spider webs and bounty hunter manacles, a quick Escape is sometimes the better part of valor.

Tumbling

Avoiding damage from a big fall or sliding through an opponents legs, mobile characters often need to tumble.

Sleight of Hand
Concealment

While pickpocketing is great for liberating things from less observant targets, Concealment is great for making sure perceptive individuals aren't going to notice objects you've hidden. The GM should set the DC based on the size of the object and how difficult it would be to hide.

Juggling

Whether catching something to prevent it from falling or entertaining a crowd, it's not an uncommon skill for those with quick reflexes to pick up.

Pickpocketing

Planting evidence or filling your pockets with the possessions of others, Pickpocketing is a staple in every major city.

Stealth
Camouflage

Camouflage is a great tool for staking out targets or keeping your party hidden while resting.

Tailing

Wanting to move and not be noticed isn't just for Rogues. Keepers of Law or Bounty Hunters can find it useful for tracking targets. Either way, if you plan to move and be hidden Tailing is a useful skill to know.

Constitution

Endurance
Distance Running

Sprinting short distances is fine, but sometimes players need to cover vast distances without rest. Distance Running allows you to maintain your pace. GMs should use Distance Running to allow players to cover greater distances overland than usual, with failure resulting in exhaustion.

Environmental Adaptation

Over time, your body and mind have adapted to an environment. When using your Endurance skill to resist the naturally occurring effects of that terrain, you can use adaptation instead. For example, in a desert, you could use it to resist lack of water or overwhelming heat.

When picking this subskill, select one type of terrain or environment. You can take this expertise multiple times, selecting one new environment each time. The terrain available to Rangers via the Natural Explorer trait (Player's Handbook, pg. 91) are the options you can choose from, each time you take Environmental Adaptation expertise.

  • Arctic
  • Coast
  • Desert
  • Forest
  • Grassland
  • Mountain
  • Nautical
  • Swamp
  • Underdark
  • Nautical
Pain Tolerance

Information is power, and to that end torturers consider information extraction an art. Pain Tolerance allows you to resist their craft. The GM should use Endurance or Pain Tolerance as the skill to resist Torture.

Intelligence

Arcana
Aberration Lore

Aberrations are the strange and unusual creatures of the far realms. Experts can spend decades learning about these creatures but often end up going insane from picking up forbidden knowledge.

Arcane Spell Lore

A wizard pulls out a pinch of sulfur and bat guano. Woe to the hero who doesn't identify a fireball spell before experiencing it firsthand.

Construct Lore

Wizards are often considered fragile or frail, their strength in the arcane leads them to have powerful bodyguards made of stone, iron, or flesh. These constructed guardians will fight to the death for their masters.

Elemental Lore

Airy assassins, powerful efreeti, and alien gem-eating mounds of rock, the elemental planes spit out all manner of unusual creature. But their long history and ties to the creation of existence make them a well studied group.

Monstrosity Lore

While natural creatures like wolves and bears are well known to all, there are rarer beings like hydras and centaurs that inhabit the lands. With unusual abilities like turning players to stone from a paralyzing gaze or dissolving metals with only a touch, it's the wise hero who knows about these beasts.

Monster Lore

You can use Arcana, History, Nature and Religion to identify monsters and their special powers or vulnerabilities.

In general, the DC of such a check equals 10 + the monster’s CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Skill Creature Type
Arcana Aberrations, Constructs, Elementals, Monstrosities
History Dragons, Giants, Humanoids
Nature Beasts, Fey, Oozes, Plants
Religion Celestials, Fiends, Undead
History
Ancient Lore

Is that statue historically relevant to the people who made the dungeon you're in, or is it something that was added in a later age? Knowing who built things and why can give greater insight into how they can help you now.

Appraising

Knowing the cut of a gem, the difficulty in casting a bronze statue, or the elegance of a wooden box, allows you to understand exactly how ripped off you're going to get from the merchants in town.

Bureaucracy

A hero gains understanding of the ins and outs of governments, politics, and those who pull the strings behind the scenes. Players who train in bureaucracy long for the safety of dungeons.

Dragon Lore

Everyone thinks they know all about dragons, but the creatures are so prolific and create so many half-breeds that filtering fact from fiction is difficult. A smart hero would want to study them.

Giant Lore

Uncertain which giant sitting in a circle is the leader? Can't tell a Storm and a Cloud giant apart? Perhaps picking up the Giant Lore skill would help your hero avoid these confusions.

Heraldry

You see a shield emblazoned Party per pale or and vert, a dragon segreant sable. Does it belong to the evil baron from the next county or the benevolent king in your debt? Knowing means the difference between being celebrated or captured.

Humanoid Lore

Humans, Elves, Dwarves and the other races of the world have raised empires, toppled kingdoms, forged alliances, and broken them with each other.

Law

Knowledge of the rules and regulations, and the consequences that will happen when your party members break them.

Regional Lore

How old is Camwen? What are the laws regarding open magic in Beschcadik? Who is the consulate from Eldren in Khazak Akhor? Only a fool would go into a country without knowing anything about it.

When picking this skill, select a region from the campaign setting. You can take this skill multiple times, selecting one new region each time. Generally, if the world has only a few regions, each one would get an appropriate skill. If you have a great many regions, try grouping them. For example, in Arden the Sarameian Empire exists. The Empire includes the provinces of Saramei, Tanem, Rajan, and Xingong.

Investigation
Cryptography

Cryptography is used when someone wants to hide information inside something else. Players can pick up the hidden meaning in a story, a password drawn into a painting, or a message left for a member of a hidden society.

Deduction

The ability to see connections between seemingly random facts, and the process of reaching a decision or answer by evaluating known facts.

Information Gathering

Walking around town, picking up rumors, is a common adventurer past time. Plying locals with booze to get secrets out of them is a great cover for getting drunk in town.

Nature
Beast Lore

Lions, Tigers and Bears. And Giant Rats. And Dinosaurs. Prepared players are ready for all of these horrors nature decided to throw at them.

Botany

If it's not walking, talking and thinking but it's still a plant, those trained in botany know all about it. Farmers, cooks, rangers, and scholars tend to fill out their ranks.

Cartography

There's a big difference between being able to read the lay of the land in person, and reading a map. Knowing how to create and read maps is especially important for adventurers wanting to explore new lands.

Fey Lore

The Seelie and Unseelie courts are something no rational character will want to delve into, but rarely do you interact with these strange beings of your own volition.

Geography

Knowing how and why mountains form, what rocks lay under the ocean and which side of trees moss tends to are all skills useful to those who trek through the wilds. You can read the lay of the land faster than any map.

Geology

No dwarf worth their salt would be caught dead not knowing the differences between rock types. If you plan on delving through caves or even the Underdark, it's advised you listen to their knowledge.

Ooze Lore

One would think that Oozes don't have much lore behind them but the Oozeologists of the worlds disagree. These creatures have a tendency to inhabit exactly the places which players need to go.

Plant Lore

While farmers grow wheat and rotting wood grows new mushrooms, there are more mobile threats to the world.

Poison

Is a substance safe to touch? To breathe? To apply to your weapon? Not all poisons are created equal and their dangerous nature means understanding them makes you much safer.

Religion
Celestial Lore

Angels are powerful creatures and it's an old hero's adage: don't anger anyone who can vaporize you in a beam of concentrated holy light.

Ceremony

Watching a priest perform a ritual in the center of town is something most wouldn't consider unusual. Those keen of eye and armed with the knowledge of the hidden rituals of Tamoachan would know something evil is afoot.

Divine Spell Lore

A priest raises their hands, calling out for a powerful being to lend them power. With your hefty knowledge of divine spells, you'll know if they're summoning a fiendish weasel or casting a magical darkness.

Fiend Lore

Devils? Demons? It's inadvised to trust either, but knowing which one sticks to their word and which doesn't will save your life.

Prophecy Lore

Players deal with prophecies regularly, but it usually involves seeking out wise old mountain dwellers for their knowledge. Cut out the middle prophet by learning about them yourself.

Undead Lore

A skeleton stands before you, a few strands of hair clinging to the dome of its skull. A quick check will tell you if you should rush a disposable guardian or if you're about to be disintegrated by a powerful lich.

Zeal

A priest needs to communicate with the followers of their God. Zeal allows them to pass religious messages along with their sermons, similar to Bards using the Perform skill with an audience.

Wisdom

Animal Handling
Entomology

Favoured by the drow, your knowledge of insects and arachnids allows you to identify the small ones and convince the big ones to let you ride them.

Falconry

Working with majestic birds, you can train them to send messages to other cities, find food, or if your sizes allow, ride them.

Horsemanship

Many an adventurer has swung a sword from horseback, but these creatures need to be trained to wade into battle. Understanding your mount will go a long way towards keeping it from flinging you off.

Kenneling

While others know how to deal with animals and even ride them, learning kenneling will allow you to keep and breed them. Many lords will have large kennels of canines with which to hunt.

Shepherding

While not as glamourous as a giant spider, eagle, wolf or horse, the shepherd deals with herding groups of animals. A rider can calm a horse, but a shepherd can calm a whole herd of cows, sheep or goats.

Insight
Combat Sense

Everyone knows to take the high ground, but there are hundreds of battlefield strategies that can keep adventurers alive. Likewise, understanding that your opponent also knows these tricks is an equally useful tool.

Empathy

A bard might understand how to make others see their point of view with a silvered tongue. Empathy will let you understand how someone else is feeling without having to press them as forcibly. A more subtle art, certainly.

Medicine
Apothecary

Ointments, medicines and unguents are all different ways of solving what ails the common man who can't afford to down a healing potion whenever they get a headache. Being trained in the skill allows you to separate real cures from snake oil.

Forensics

Looking at a battlefield and being able to determine which side won, where the victors went and who might have survived takes as sharp a wit as being able to look at a corpse and determine the cause of death. Such a skill can help keep the same fate from befalling the players.

Massage Therapy

Physical therapy is not only a useful skill medicinally, but many a powerful ruler has had their ear swayed when they were in good moods during a skilled massage.

Veterinary

While many medicines apply in a general way between humans and horses, understanding the specific differences between the two can help you apply medicine to animals.

Perception
Eavesdropping

Listening through a door, from a distance, or around a corner is not an easy task. Another one of those skills that urban adventurers find useful.

Guarding

You have an ever-watchful eye that can spot movement or any other irregularities around you. You keep a perfect watch, able to tell friend from foe and patiently guard your surroundings.

Tasting

Wow, you can really taste the poison! Every lord, king, or emperor will be glad they have royal tasters specially trained in picking out the dangers lurking within their food.

Survival
Find Water

It's recommended players take time to drink a few times in an adventuring day. In some of the more dangerous regions of the world that can be hard to do. Being trained to find water can help mitigate this risk.

Fire Mastery

Something even children are taught and one of the basics of survival, you know how to start, stop, or enlarge a fire. Also, you can easily determine how long a fire has been burning.

Fishing

Let others eat berries. Find yourself some of that delicious flaky food. A staple in any port location, many adventurers will supplement their dried foods with fish.

Foraging

No water nearby? Can't hunt because the animals in the forest belong to the king and his evil henchmen? If you're going to end up eating berries, it's a good idea to know the difference between the ones that will make you feel better and the ones that will leave you sick.

Region Navigation

Can't see the forest for the trees? Finding the Underdark keeps twisting around in circles? An ocean all around you and no idea where you are? Take some time to learn how to navigate the world and never feel lost again. When picking this skill, select a region from the Regional Lore expertise. You can take this skill multiple times, selecting a new region each time.

Rope Mastery

You might not want to kill your foes, but they certainly can't be allowed to walk around freely. Why not tie them up with a rope? Or tie off a rope as an impromptu ladder for those times you're in the dungeon and a ladder cannot be found.

Skinning

Animals need to be skinned before becoming the leather armour that ends up protecting your more lightly armoured friends and warming more northern peoples. It is recommended for GMs to set the DC based on how difficult removal is and to reward failures with lower yields.

Tracking

Not everyone can be so lucky as to track foes through wet mud or snow. Being skilled in spotting the tell-tale signs of your prey through the best and worst of conditions is useful to most adventuring groups.

Trapping

If the whole 'slowly chase animals and shoot them with arrows' thing isn't working for you, try luring them with some bait into a trap! It is advised that the GM sets the DC based on how plentiful creatures are in the area.

Weather Sense

Storm's a brewin' and you can tell! Know what the weather will be like in a few hours or even a few days, if you're really good at it.

Charisma

Deception
Acting

From impressing audiences in amphitheaters of large cites to tricking mob bosses in sewer lairs, the skill of Acting can be plied widely across the land.

Boasting

Drunks from taverns across the world, trained or otherwise, flood the ears of passers by with the Boasting skill. Of course, every single boasted tale is absolutely factual as well!

Disguise

This is the ability to apply pigments, makeup, and prosthetics to literally make someone look unlike themselves. The GM should set the DC according to how difficult it would be to make the target look like something else.

Fast-talk

Your lips are just as quick as your wits, and combining both throws people off of the intent of your words and directly where you want them (provided they don't notice your duplicity).

Mimicry

Calling out to a goblin tribe, mimicking their war boss, and having them let prisoners loose is a great test of your Mimicry skill. Of course, sounding like someone isn't enough to convince people you are them but it's a start.

Intimidation
Savagery

Talking to barbarians, tribal creatures, and other so-called 'uncivilized' societies requires a different set of skills from playing around in a court. The Savagery skill is used in the same way that Etiquette is used in civilized places or Zeal in locations of faith.

Interrogation

Extracting information from a source, sometimes by force. The GM should use a character's passive Constitution or an Endurance (Pain Tolerance) score to set the DC for using this skill.

Performance
Comedy

What's the deal with Orcs subjugating other races? Comedy is a great way to endear yourself to your audience. Of course the wrong joke to the right crowd could end very poorly.

Dancing

Dancing is a universal sign of civilization. From the smallest Halflings to the largest Giants, every race seems to have their own culturally significant way to cut a rug.

Entertainment Mastery

You have mastered a form of entertainment appropriate to specific situations. When picking this subskill, select a style. You can take this subskill multiple times, selecting one new style each time. You can use this subskill to perform in a way that is particularly fitting to specific situation. If you use an instrument you are proficient with, you gain advantage to your skill check.

  • Tavern Music - jolly or rautious songs of simple nature
  • Ceremonial - fit for weddings, funerals or other rituals
  • Storytelling - telling great stories that inspire others
  • Emotional - music that makes people laugh or weep
  • Concerto - excquisite performance for the high classes

Oratory

A booming voice, echoing through a large room, catches the attention of all. The oratory skill lets you say what needs to be said with a significant amount of panache.

Pantomime

This is the ability to pantomime actions and have others understand what you're conveying, such as communicating with party members without resorting to whispering. The GM should set the DC according to how difficult that action would be to convey without any other items.

Poetry

It's not for everyone but to the right target, Poetry is like the Massage skill for the soul.

Singing

Functionally similar to playing an instrument but requiring an entirely different set of skills, singing is oft said to be one of the most difficult instruments to perfect.

Persuasion
Bargaining

Honest merchants prefer a fair bargain versus a cunning tongue. The best deals are the ones which benefit everyone.

Debate

You might be right, and they might be wrong, but if you don't understand the best way to express that then you'll truly have your work cut out for you.

Etiquette

While your usual skills of persuasion will work with the commoners, nobles and gentry will require a much more refined touch. That's when it's time to break out your Etiquette skills to impress.

Leadership

Anyone can send a troupe of soldiers into battle. A leader will be there to inspire them to stay on the battlefield when the going gets tough, or to ignore their exhaustion when they're tired. The GM should set the DC based on how loyal that group is to the leader as well as what the leader is asking of that group.

Provocation

Your cunning words cut deeper than your sword, and it is a fair reason to make anyone react angrily, violently, or emotionally against their best interests.

Seduction

If you've got it, flaunt it. Of course there's no promise that you are what your target is looking for, but nothing ventured, nothing gained.

Defences

Your defences represent your ability to resist spells, traps, poison, disease and similar threats to avoid taking damage and overcome attacks to the body and mind. If an opponent's attack roll equals or exceeds your defence score, the attack hits.

You have six defence scores and each class gives proficiency in two defences. The wizard, for example, is proficient in Intelligence defence. As with skill proficiencies, proficiency in a defence lets a character add their proficiency bonus to the defence score derived from a particular ability score. Some monsters have defence proficiencies as well.

If a defence check is called for, make an ability check using the named attribute. If you are proficient in the defence, you may add your proficiency bonus to the check.

If a defence check is made to avoid being hit by an attack that would have had advantage, the defence check is made with disadvantage. This counts as the attack having advantage for the purposes of triggering abilities such as a Rogue's sneak attack. If a defence check is made to avoid being hit by an attack that would have had disadvantage, the defence check is made with advantage.

Strength Defence

Strength Defence: 10 + Strength modifier

A character's Strength defence represents their physical power. How well can they oppose a force that would physically move or bind them?

When defending in melee you can choose to use your Strength defence to block an attack rather than evading it. Melee attacks that deal bludgeoning damage have advantage to hit a target defending with its Strength defence. Melee attacks that deal slashing damage have disadvantage to hit a target defending with its Strength defence.


Blocking With An Item

A weapon or shield can be pushed beyond its limits, damaging it in the process. When you make a Strength defence check to block an attack, you may choose to brace your weapon or shield against the threat. The item takes the damage that the attack would deal to you (see Chapter 8) and you benefit from advantage on the Strength defence check.


Dexterity Defence

Dexterity defence: 10 + Dexterity modifier

A character's Dexterity defence represents their physical finesse. How well can they dodge out of harm's way?

In combat, most attacks target a creature's Dexterity Defence. Melee attacks that deal slashing damage have advantage to hit a target defending with its Dexterity defence. Melee attacks that deal bludgeoning damage have disadvantage to hit a target defending with its Dexterity defence.

Constitution Defence

Constitution defence: 10 + Constituion modifier

A character's Constitution defence represents their physical resistance. How well can they endure a disease, poison, or other hazard that saps vitality?

Intelligence Defence

Intelligence defence: 10 + Intelligence modifier

A character's Intelligence defence represents their mental finesse. How well can they disbelieve certain illusions and refute mental assaults with logic, sharp memory, or both?

Wisdom Defence

Wisdom defence: 10 + Wisdom modifier

A character's Wisdom defence represents their mental resistance. How well can they resist effects that charm, frighten, or otherwise assault their willpower.

Charisma Defence

Charisma defence: 10 + Charisma modifier

A character's Charisma defence represents their mental power. How well can they withstand effects, such as possession, that would subsume their personality or hurl them to another plane of existence?

Defence Proficiencies by Class
Class Fixed Defence Proficiency Elective Defence Proficiency
Barbarian Constitution Strength, Dexterity, or Wisdom
Bard Charisma Any
Cleric Wisdom Constitution or Charisma
Druid Wisdom Any Physical
Engineer Intelligence Any Physical
Fighter Any Physical Any Physical
Monk Wisdom Any Physical
Paladin Charisma Not Intelligence
Ranger Wisdom Not Charisma
Rogue Dexterity Any
Sorcerer Charisma Constitution or Wisdom
Warlock Spellcasting Ability Corresponding Physical Attribute (Str/Cha, Dex/Int, or Con/Wis)
Wizard Intelligence Wisdom or Charisma

Chapter 8: Adventuring

Movement

Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope - all sorts of movement play a key role in adventures.

The GM can summarise the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarise movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch."

Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.

Speed

Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day.

Travel Pace

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the "Activity While Traveling" section later in this chapter for more information).

Forced March. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.

For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution (Endurance) check at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed check, a character suffers one level of exhaustion.

If the party is moving at a slow pace, they gain advantage on the check. A fast pace imposes disadvantage.

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Travel Pace

                  Distance travelled per...

Pace Minute Hour Day Effect
Fast 400 Feet 4 Miles 32 Miles Disadvantage
on Wisdom
(Perception)
Medium 300 Feet 3 Miles 24 Miles
Slow 200 Feet 2 Miles 16 Miles Able to use stealth

Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5), and they don't suffer penalties for a fast pace or gain benefits from a slow pace, Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

The Travel Route

Come up with a travel plan then calculate its distance in miles. Break down the full distance into smaller segments by using checkpoint locations such as towns and hamlets, wayside inns, river banks and other points of interest. Break segments when terrain type changes or roads start or end as such changes affect travel speed.

The Travelling Day

A typical day of travel consists of roughly 9 to 16 hours of activity, out of which there are 6-10 hours of actual travel. At specific times the party must rest, drink and eat.

Activity Time Cost
Wake up around sunrise
Breakfast and breaking up camp 1/2 ration
First travel leg 3-5 hours 1 pint water
Midday break 1-2 hours 1/2 ration
Second travel leg 3-5 hours 1 pint water
Rest for the night 8 hours
Daylight by Season

The amount of usable daylight vastly depends on the region and/or season you are traveling in.

Season Sunrise Sunset Time Traveling
Summer 4 am 20 pm 16 hours
Spring/Autumn 6 am 18 pm 12 hours
Winter 8 am 16 pm 8 hours
Travel Paces and Activities
Pace Travel Speed Favoured Associated Hindered Forbidden
Fast 4 mph ——— ——— Keep Watch, Navigate, Scout, Track, Trailblaze Draw Map, Hunt/Forage, Sneak
Normal 3 mph ——— Keep Watch, Navigate, Scout, Track, Trailblaze Draw Map, Hunt/Forage, Sneak ———
Slow 2 mph Keep Watch, Navigate, Scout, Track, Trailblaze Draw Map, Hunt/Forage, Sneak ——— ———
Determine Terrain Difficulty

For each travel day, the GM determines the terrain type and calculates how much distance will be crossed without any larger disruptions (such as combat or a detour to explore unexpected locations).

Several activities during travel refer to the Navigation DC. This DC is dependent on the terrain you are traversing. The harder the terrain, the slower your group will advance during your travel, up to a point where you must concentrate on actually moving, rather than paying attention to other activities. If difficult terrain slows your pace to 0 miles or less, you can still move but at ½ a mile per hour.

Terrain Difficulty DC Speed Modifier
Barren, wasteland 10 -1 mile/hour
Clear, farmland 5
Desert, rocky 10 -1 mile/hour
Desert, sand 15 -2 miles/hour
Forest, medium or heavy 15 -2 miles/hour
Forest, light 10 -1 mile/hour
Glacier 10 -1 mile/hour
Grassland, foothills 5
Scrub, bushland, hills 10 -1 mile/hour
Jungle, heavy 20 -3 miles/hour
Jungle, medium 15 -2 miles/hour
Marsh, swamp 20 -3 miles/hour
Moor 15 -2 miles/hour
Mountain, high 20 -3 miles/hour
Mountain, low or medium 15 -2 miles/hour
Tundra 15 -2 miles/hour
Any terrain, by trail 5
Any terrain, by road 5 +2 miles/hour
Fog, rain, low visibility +3
Storm, snowfall, dark night +5 -1 mile/hour
Choose Destination and Speed

Players must choose a heading and a travel pace (fast, normal or slow) and how long they will travel for. The party can follow a natural feature of the land like a coast, river or tree line, or just head off in any of the cardinal directions.

If you travel by horse or carriage and you cross easy (DC 5) or moderate (DC 10) terrain, refer to the Mounted Travel rules for each mount's speed and distance. If you choose to gallop by horse and you cross easy (DC 5) terrain, you can use fast pace and increase distance traveled by 33%. If you cross difficult terrain (DC 15 or higher), you can only use slow pace and decrease distance traveled by 33%.

Decide Travel Activities

In each travel leg, a character may carry out one activity of their choice. Some activities allow several players to work as a group. Your chosen pace of travel affects how easy it is to do things during your daily travel legs.

Favoured Activities. Favored activities may be made with advantage when traveling at this pace.

Associated Activities. Associated activities are typical activities for the corresponding pace.

Hindered Activities. Hindered activities must be made with disadvantage when traveling at this pace.

Forbidden Activities. These activities cannot be taken when traveling at this pace.

Dangerous Activities. Several activities are noted as Dangerous. Performing one of these activities usually means having to separate from the group with a risk of being attacked or trapped without help.

Distracting Activities . Some activities are so demanding that you can't pay much attention to your surroundings. While you perform a Distracting activity, you suffer disadvantage on Wisdom (Perception) checks.

Exhausting Activities. Some activities are much more tiresome that simple travel. If you perform two Exhausting activities on one day, you suffer one level of exhaustion after finishing the second one, but before looking for and setting up camp.

Focused Activities. Most activities can be performed by several players. However, some activities can only be performed by one or two simultaneously. These Focused activities can only be performed by a maximum of 2 players, and you only use the higher of the two check results to determine their effect.

Each activity has an associated ability check you will make to determine your success or failure during the travel leg. If a player fails their check, they still suffer the consequences.

Draw a Map

Skill: Intelligence (Cartographer's tools)
While your companions keep watch, hunt for food and guide the party, you focus on documenting your journey. Drawing a map won't help you on your journey forward, but might prove useful once you try to find your way back. Good maps are also a highly sought-after commodity.

Make an Intelligence (Cartographer's tools) check against the Navigation DC.

  • If your guide succeeded on their navigation check, you gain a +5 bonus to your check.
  • If they failed by less than 5, you suffer a -5 penalty.
  • If you got lost, your check automatically fails.
  • For each travel leg, note if you succeeded or failed your cartography check.

Once you have reached your destination, divide the number of successful cartography checks by the total number of legs travelled, and compare the result on the following table:

Success per Travel Leg Result
0.75 Detailed Map
0.5 Simple Map
0.25 Crude Map
0 Wasted Effort
Hunt/Forage

Skill: Wisdom (Survival)
During your travels, you keep an eye out for nearby sources of food and water, such as roots, fruits, small game, and hidden springs. You must pick one: either plants, game or water.

Make a Wisdom (Survival) check and compare the result with the region's abundance level on the following table to determine the number of fresh rations (for 1 day) you can manage to provide, or gallons of water (8 pints) you gather.

--------- Number of Rations / Gallons ---------

Abundance 1 2 3 4 5 6 7 8
Plenty 10 12 14 16 18 20 22 24
Average 10 13 16 19 22 25 28 31
Scarce 12 16 20 24 28 32 36 40
Barren 15 20 25 30 35 40 45 50
Keep Watch

Skill: Wisdom (Perception)
You keep your eyes peeled and your ears open for any sign of approaching danger, as well as signs of close by pursuers.

Make a Wisdom (Perception) check. If you roll 7 or less, you take 8 as your result. The GM determines the DC for any threat or other suspicious activity along your path and compares it to the result of all watching players.

If you travel at a Fast Pace, you do not benefit from the minimum result of 8 on your Keep Watch die roll.

Navigate

Skill: Intelligence (Navigator's tools) or Wisdom (Survival)
More often than not, a location of interest for a group of adventurers is not situated along a well trodden path, but hidden in the wilds behind obscure hints and directions.

If you wish to find your way through the wilds towards a specific location, you need to make a Navigation check at the Navigation DC. The Navigation DC is additionally modified by the information you possess to reach your destination:

Detail of information DC
Detailed map with travel hints -5
Outdated or simple map 0
Crude Map or general directions (e.g. 40
miles north-west, near a small lake)
+5
Obscure information (e.g. follow the
rising sun for 2 moons as the owl flies)
+10

If your navigation check fails by less than 5, you roughly travel towards your target, but not in the most direct way. Your travel speed is halved (rounded down) for this travel leg.

If your navigation check fails by 5 or more, you have made a mistake. Your travel speed is halved (rounded down) for this travel leg, however, you moved away from your location.

If you rolled a total of 5 or lower, you got lost. Depending on the nature of your surroundings, getting lost might entail additional complications and dangers.

Scout

Skill: Intelligence (Investigation)
If your travel information is rather vague, or you are simply curious to see what else there is to see, you can scout ahead of the group. Make an Intelligence (Investigation) check. The GM determines the DC for any noticeable things in the vicinity.

You might find such things as creatures waiting in ambush, favorable paths, or hidden locations.

Sneak

Skill: Dexterity (Stealth)
Sometimes you need to move quietly for a while to avert the eyes and ears of nearby enemies or to cover your tracks and take detours to shake off possible pursuers. Doing so does not require the whole party to perform the Sneak activity, as the party members that do so, can try to keep everyone else as stealthy as possible.

Add the Dexterity (Stealth) check results of all sneaking party members together and divide the sum by the number of players in the group (rounding down). This is the final and effective result for the group's efforts.

Track

Skill: Wisdom (Survival)
Sometimes you don't try to find a specific location, but follow or chase another creature or group. Instead of the Navigation activity, make a Wisdom (Survival) check against the terrain DC to find and follow the tracks of your quarry. If your quarry is trying to cover their tracks, use the higher of their Sneak result or the terrain DC.

If your check fails by less than 5, you are having trouble following your quarry. Your travel speed is halved (rounded down) for this travel leg.

If your check fails by 5 or more, you have made a mistake. Your travel speed is halved (rounded down) for this travel leg, however, you moved away from your quarry.

If you rolled a total of 5 or lower, you got lost. Depending on the nature of your surroundings, getting lost might entail additional complications and dangers.

A different use for the Track activity is to read the tracks your group crosses during their travel, in order to glean what kind of creatures are roaming nearby. Make a Wisdom (Survival) check. The GM determines the DC for any possible tracks you might find and to which creatures they might belong.

Trailblaze

Skill: Strength (Athletics)
Traveling through difficult terrain slows you significantly. You can help your companions by clearing a clear path for them to follow. Make a Strength (Athletics) check against the terrain DC. If you succeed, the terrain's travel speed penalty is reduced by 1 mile per hour (to a minimum of 0).

If you succeed by 5 or more, the terrain's travel speed penalty is reduced by 2 miles per hour instead.

If you fail the check by less than 5, you still reduce the terrain's travel speed penalty by 1 mile per hour (to a minimum of 0), but you automatically suffer one level of exhaustion at the end of the activity.

Making Camp

The players must search the environment and find a proper location for setting up camp. Depending on the location, the camp can have different properties. If a character performed the Scout activity on the last leg, they may make an Intelligence (Investigation) check, while characters that Kept Watch may make a Wisdom (Perception) check with disadvantage. For each 5 points of the best result among all rolls, the campsite has one or more properties, some even improved.

If none of the party took either activity, they need to spend an additional hour to find a suitable campsite.

Campsite properties Search Result
0 1–5
+1st Property 6–10
+2nd Property 11–15
Campsite properties Search Result
+3rd Property 16–20
Improve any 1 21–25
Improve any 2 26–30

The GM rolls a d6 on the table below to decide what campsite properties are found first, second and third.

d6 1st Property 2nd Property 3rd Property
1 Comfortable Defendable Hidden
2 Comfortable Hidden Defendable
3 Defendable Comfortable Hidden
4 Defendable Hidden Comfortable
5 Hidden Comfortable Defendable
6 Hidden Defendable Comfortable

If you are not content with the campsites you found, you must travel on for another hour (risking a forced march), in order to search again. Once night sets in, you can search by Scouting using Intelligence (Investigation) with disadvantage.

Comfortable

The campsite is reasonably protected against all but the harshest weather. You regain half your maximum hit dice (rounded down, minimum 1) and reduce your exhaustion level by one after completing a long rest (as usual).

In an Uncomfortable location you only regain one quarter of your maximum hit dice (rounded down, minimum 0) and don't reduce your exhaustion level.

Defencible

The campsite has a natural barrier or is otherwise difficult to reach (e.g. inside the canopy of a large tree or up on a rock ledge). The party entering the camp for the first time and other approaching creatures need to succeed on a DC 15 Strength (Athletics) check to enter the camp.

This property can be improved on a Search Result of 20 and more, increasing the DC to enter the campsite to 20.

Hidden

The campsite is removed or obscured from prying eyes (e.g. a cave behind a waterfall or under the leaves of a huge willow tree). Approaching creatures need to succeed on a DC 15 Intelligence (Investigation) or Wisdom (Perception) check to find your camp.

This property can be improved on a Search Result of 20 or more, increasing the DC to find the campsite to 20.

Camp Activities

Once a party sets down to rest, players can choose one or more of the following activities. Each activity takes roughly 1 hour, i.e. each player can perform one of these activities during a short rest, or two activities during a typical long rest of 8 hours (6 hours of sleep and 2 hours of light activity).

You may always expend hit dice to regain lost hit points, but you can take a special camp activity to accelerate your recovery (Tend to the Wounded).

Attune Magic Item

Skill: none
Attuning to one magical item takes time and concentration. You must have identified the item's magical properties before you can attune to it.

Camouflage Camp

Skill: Dexterity (Stealth)
You can gather and use natural materials like rocks or foliage to hide your campsite. A successful DC 15 Dexterity (Stealth) check adds the Hidden property to your campsite if it doesn't have it.

Cook Hearty Meal

Skill: Wisdom (Cook's utensils)
A good night's rest is not guaranteed when camping in the wilds and a fine cooked meal can go a long way to remedy this fact. Make a DC 15 Wisdom (Cook's utensils) check.
You need one fresh ration of food for every person that will partake of the meal, as well as a reasonable amount of seasoning. If you provide at least 50% more fresh rations than necessary, you gain advantage on this check. If you can only provide half the required amount of rations (but not less), you gain disadvantage.

If you succeed, each person partaking of your meal regains a quarter of their maximum hit dice (rounded down, min 1). If you fail, the meal is edible, but not refreshing. If you rolled a total of 5 or lower, the whole meal is spoiled and its rations are wasted.

You can only benefit from one hearty meal per long rest.

Fortify Camp

Skill: Strength (Athletics)
You can use wooden spikes or large boulders to barricade your campsite or dig a ditch and build ramparts. A successful DC 15 Strength (Athletics) check adds the Defendable property to your campsite if it doesn't already have it.

Hunt/Forage

Skill: Wisdom (Survival)
Gather food and water or hunt local game. This is the same action as the Hunt & Forage travel activity. However, since you are not traveling at this point, you may make the corresponding Wisdom (Survival) check with advantage.

Keep Watch

Skill: Wisdom (Perception)
A long rest requires at least 6 hours of sleep and 2 hours of light activity. Depending on the size of the traveling party, you are advised to take shifts keeping watch whilst the others try to gain some sleep. Make a Wisdom (Perception) check. If your result is 7 or lower, you can take 8 instead. Players who perform one of the other camp activities (i.e. not sleeping or keeping watch) do not benefit from a minimum of 8 on the roll.

The GM determines the DC for any threat or approaching danger (hostile creatures or natural phenomena) and compares it to all Wisdom (Perception) results. On a success, the watchers are able to wake and warn the rest of the party, and prevent being surprised.

Set up Traps

Skill: Wisdom (Survival)
You can set a number of small traps like caltrops, slings, and small pits around your camp. Make a Wisdom (Survival) check. The DC to find these traps with an Intelligence (Investigation) or Wisdom (Perception) check is equal to the result of your Wisdom (Survival) check. The attack bonus of their effects is equal to the result of your Wisdom (Survival) check minus 10.

Rest and Recuperate

Skill: Wisdom (Medicine)
You take your time to catch your breath properly, eat and drink, and dress your wounds. Make a DC 15 Wisdom (Medicine) check. If you succeed, treat any hit dice rolled to determine the hit points you regain as having rolled their maximum value during this rest. If you suffer from a sickness or disease, it has disadvantage to attack you during your long rest.

Tend to the Wounded

Skill: Wisdom (Medicine)
You go around camp, making sure that the wounds of up to six creatures other than yourself are properly cleaned and dressed. Make a DC 15 Wisdom (Medicine) check for each patient, in order to assess the wounds and properly dress them. This consumes one use of a healer's kit per creature tended to.

If you succeed, your patient can treat any hit dice rolled to determine the hit points that they regain as having rolled their maximum value, during this rest. If your patient suffers from a sickness or disease, it has disadvantage to attack them during their long rest.

Train

Skill: Varies
You dedicate time to training and self-improvement. This might be spell research, practicing a skill, subskill or language, or any other training activity that can normally be performed during downtime. If you succeed at the appropriate check, you gain two hours of progress towards your goal.

Mounted Travel

Using mounts or vehicles (such as carts and wagons) you can significantly shorten travel time, up to maximum distance per travel leg using normal pace.

Travel Pace of Mounts
Pace Cost Speed Max.Distance Capacity
Pony 50 gp 5 per hour 18 miles 225 lb
Mastiff 25 gp 4 per hour 12 miles 195 lb
Musk Ox 30 gp 4 per hour 15 miles 700 lb
Donkey 8 gp 5 per hour 18 miles 420 lb
Riding Horse 75 gp 8 per hour 30 miles 480 lb
War Horse 400 gp 8 per hour 30 miles 540 lb
Draft Horse 50 gp 6 per hour 25 miles 540 lb
Mammoth 200 gp 4 per hour 15 miles 1500 lb
Camel 50 gp 4 per hour 15 miles 480 lb
Carriage 100 gp 4 per hour 15 miles 1500 lb
Cart, wagon 15 gp 4 per hour 12 miles 480 lb

Animals need feed (per day) or can find some themselves with a Wisdom (Survival) check at a DC based on the Hunt & Forage table for 1 Ration. Animals who hunger or thirst for longer than 2 days suffer one level of Exhaustion per day at the end of their long rest.

Feed Costs (per day)
Type Cost Weight
Herbivores (hay, barley) 5 cp 10 lb.
Omnivore (disposed food) 10 cp 5 lb.
Carnivore (by-products, entrails) 25 cp 3 lb.

Mounts can pull five times their typical carrying capacity minus the weight of the vehicle. Mounts pulling carts or wearing armour may not travel more than two travel legs in a row without rest and suffer a disadvantage to the Forced March check. Travel groups that use wagons have access to the Drive Wagon travel activity, below.

Drive Wagon

Skill: Intelligence (Vehicle proficiency) or Dexterity (Animal Handling)
You stay at the front of the wagon, maintaining a steady pace for the animals and avoiding road obstacles that slow down or damage the carriage. Make a Dexterity (Animal Handling) check against the Navigation DC. Increase the DC by 5 if you are traveling off-road, without a clear trail or road.

If your check succeeds by 5 or more, you may increase the travel pace by 1 mile per hour for the rest of the travel leg.

If your check fails by 10 or more or is a critical failure, a cart wheel breaks. Repairing a cart is a Focused activity requiring a successful DC 15 Intelligence check and takes a full travel leg. Players with proficiency in Smith, Carpenter, Woodcarver, or Tinker's tools add their proficiency bonus.

Perils of Travel
Starvation

Players can survive without food for 3 + Constitution Modifier Days. At the end of a day beyond that limit, you are starving and automatically suffer one level of exhaustion. Eating food resets the count of days since starvation.

What's In A Ration?

Hard tack, dried and cured meats, cheeses, and dried grains form the basis of traveler's rations. These rations last for 10 days before spoiling, making them valuable choices for purchase compared to fresh meats which spoil after a day.

Dehydration

Hot weather and deserts doubles water intake need to 2 pints per travel leg. Players who can only drink half their daily water intake, must succeed on a DC 15 Constitution (Endurance) check or suffer two levels of exhaustion. If a player drinks no water for the whole day, they automatically suffer two levels of exhaustion.

Desperate Measures

You can quench thirst by eating raw meat or fresh plants. Each 2 pints of fresh blood or 1 pound of fresh plants counts as 1 pint of water.

You can drink dirty water or blood from a carcass, it makes an attack with a +5 bonus vs your Constitution defence. On a hit, you vomit and the next sickness attack vs your Constitution defence has advantage.

Sickness

At the end of each day of travel, sickness makes an attack with a +2 bonus vs the Constitution defence of every character. If the party is travelling in hazardous weather (arctic or winter) or terrain (jungle or swamp) or somebody in the party already suffers from a contagious disease, then the attack has advantage. Remember that camp activities such as Rest and Recuperate and Tend to the Wounded help to negate this advantage. If you fail, record the failure. If you succeed, remove all recorded failures so far.

If you record two failures in a row, you come down with a minor sickness such as the common cold. More of an annoyance than anything else.

If you record three failures in a row, you get sick from a regional sickness such as flu or malaria. While sickened, you suffer from disadvantage to Dexterity and Wisdom checks until you recover. Magic such as lesser restoration helps you recover immediately.

If you record four or more failures in a row, you are really sick from a rare regional disease such as plague or dengue fever. While sickened, you suffer one permanent level of exhaustion until you recover. GMs may impose other risks, including death.

Hunting and Gathering

These tables help the GM come up with quick results to player actions based on terrain and circumstances.

Foraging - Plants

When making a Hunt & Forage travel activity for plants, if your result beats the DC you find a specific type of plant food.

Plains
Type Summer/Spring Autumn Winter
Fruit/Berries 12 15 N/A
Mushrooms/Edible Plants 10 12 N/A
Nuts/Roots 10 11 15
Forest
Type Summer/Spring Autumn Winter
Fruit/Berries 10 15 N/A
Mushrooms/Edible Plants 5 10 N/A
Nuts/Roots 10 12 15
Jungle/Swamp
Type Summer/Spring Autumn Winter
Fruit/Berries 12 15 N/A
Mushrooms/Edible Plants 10 12 N/A
Nuts/Roots 11 11 15
Hills/Mountain Base
Type Summer/Spring Autumn Winter
Fruit/Berries 13 16 N/A
Mushrooms/Edible Plants 10 12 N/A
Nuts/Roots 11 11 15
Tundra/Sub-Arctic/Mountain Peak
Type Summer/Spring Autumn Winter
Fruit/Berries N/A N/A N/A
Mushrooms/Edible Moss 15 20 N/A
Roots 15 17 20
Foraging - Water

When making a Hunt & Forage travel activity for water, you may apply the following modifiers:

Terrain DC
Tundra, Snowfall/Winter No check needed
Mountain Peak, Sub-Arctic No check needed
Swamp No check. Dirty Water.
Light Forest, Jungle 10
Dense Forest 12
Plains, Hills 15
Mountain Base 20
Major River within 10 miles -5 DC
Recent Rainfall -5 DC
Hunting

When making a Hunt & Forage travel activity for a game, the GM may let the players roleplay actual hunting. If they choose to, use the following tables to identify, track and kill the prey. Make a Wisdom (Perception) check against the Track DC, and then an Attack Roll against the Kill DC to take down each individual prey with the appropriate weapon (usually, a ranged weapon). You have advantage on one of the Attack rolls if you beat the Track DC by 5 or more prior making the killing shot.

Each terrain table has 17 safe encounters and 3 combat encounters with Monster Manual page references. In combat encounters, players can withdraw or must fight the creature. Depending on how dangerous your environment is, you may change safe encounters into appropriate combat encounters.

Fishing

Fishing is a time-consuming activity that requires a whole travel leg (3-5 hours) to be spent near the bank of a river or a lake. For every travel leg spent fishing, the player rolls a DC 12 Survival check. If successful, the GM rolls on the following table.

Subtract 5 from the result (minimum 1) if fishing in a River, or subtract 10 from the result (minimum 1) if fishing in a Pool or a Small Lake.

Plains
1d20 Creature Track Kill Meat (lbs)
1-3 1d2 Rabbits 12 14 1d2
4-5 1d4 Deer 12 13 20+1d8
6-7 1d2 Elk 12 10 30+1d10
8-9 1d4 Wolves 15 13 1d12
10-11 1d4 Foxes 15 13 1d8
12-13 1d4 Squirrels 10 13 1d2
14-15 1d20 Flock of birds 10 8 1d2
16-17 1 Eagle 12 12 1d12
18 1 Giant Lizard 12 Combat 1d12
19 1 Wild Cat 15 Combat 20+1d20
20 1 Male Lion 15 Combat 30+1d10
Hills/Mountain Base
1d20 Creature Track Kill Meat (lbs)
1-3 1d2 Rabbits 12 14 1d2
4-5 1d4 Goats 11 13 10+1d8
6-7 1d2 Wild cats 14 10 10+1d8
8-9 1d4 Wolves 15 13 1d12
10-11 1d4 Foxes 15 13 1d8
12-13 1d20 Birds 10 8 1d2
14-15 1d5 Vultures 12 10 1d12
16-17 1 Black Bear 11 11 40+1d10
18 1 Boar 9 Combat 30+1d8
19 1 Brown Bear 12 Combat 80+2d10
20 1 Cave Bear 13 Combat 100+2d10
Swamp
1d20 Creature Track Kill Meat (lbs)
1-3 1d6 Frogs 10 11 1d2
4-5 1d6 Lizards 8 10 1d4
6-7 1d4 Turtles 8 12 1d6
8-9 1d20 Birds 10 8 1d2
10-11 1d4 Poisonous Snakes 10 13 1d2
12-13 1d2 Constrictor Snakes 10 12 1+1d4
14-15 1 Crocodile 10 12 20+1d8
16-17 1d4 Snails 8 10 1d2
18 1 Giant poisonous snake 10 Combat 5+1d12
19 1 Giant Lizard 12 Combat 1d12
20 1 Giant Crocodile 10 Combat 30+1d10
Forest
1d20 Creature Track Kill Meat (lbs)
1-3 1d4 Squirrels 10 13 1d2
4-6 1d2 Rabbits 12 14 1d2
7-9 1d4 Wolves 15 13 1d12
10-11 1d2 Foxes 12 13 1+1d6
12-13 1d2 Racoons 10 10 1+1d6
14-15 1d2 Wild cats 14 10 10+1d8
16-17 1d20 Flock of birds 10 8 1d2
18 1 Boar 9 Combat 30+1d8
19 1 Brown Bear 12 Combat 80+2d10
20 1 Owlbear 13 Combat 90+2d6
Tundra/Sub-Arctic
1d20 Creature Track Kill Meat (lbs)
1-3 1d2 Arctic hares 12 14 1d2
4-6 1d8 Musk ox 10 12 40+1d20
7-8 1d4 Wolves 15 13 1d12
9-10 1d2 Arctic foxes 12 13 1+1d6
10-11 1d4 Goats 11 13 10+1d8
12-13 1d2 Caribou 12 10 30+1d10
14-15 1d6 Penguins 8 12 2+1d6
16-17 1d20 Flock of birds 10 8 1d2
18 1 Saber-Toothed Tiger 15 Combat 40+1d10
19 1 Polar Bear 12 Combat 90+2d20
20 1 Yeti 14 Combat 90+1d20
Jungle
1d20 Creature Track Kill Meat (lbs)
1-3 1d20 Flock of birds 10 8 1d2
4-5 1d4 Poisonous Snakes 10 13 1d2
6-7 1d2 Constrictor Snakes 10 12 1+1d4
8-9 1d6 Lizards 8 10 1d4
10-11 1 Crocodile 10 12 20+1d8
12-13 1d6 Frogs 10 11 1d2
14-15 1d4 Panthers 12 15 15+1d10
16-17 1+1d6 troop of apes 11 15 10+1d6
18 1 Giant Lizard 12 Combat 1d12
19 1 Saber-Toothed Tiger 15 Combat 40+1d10
20 1 Giant ape 11 Combat 50+1d10
Freshwater
1d20 Fish Type Meat (lbs)
1 Bass 2d4
2 Perch 1d6
3 Catfish 2d6
4 Walleye 2d6
5 Crappie 1d4
6 Bluegill 1d2
7 Rudd 1d4
8 Bream 2d4
9 Chub 2d4
10 Pike 3d6
11 Snook 2d6
12 Salmon 2d6
13 Grayling 2d4
14 Trout 2d4
15 Flounder 2d6
16 Grouper 2d6
17 Tarpon 20+2d10
18 Sole 2d4
19 Tuna 10+2d8
20 Swordfish 30+3d10
Saltwater
1d12 Seafood Number Appearing Meat (lbs)
1 Crab 1d8 1d4
2 Crayfish 1d12 1d2
3 Lobster 1d12 1d2
4 Prawn 2d20 1/4
5 Molluscs 1d12 1/4
6 Cockle 1d12 1/4
7 Cuttlefish 1d2 1d2
8 Mussel 1d12 1/4
9 Octopus 1d2 1d4
10 Oyster 1d6 1/4
11 Scallops 1d12 1/4
12 Squid 1d4 1d4
Creating Hazards

The following rules let the GM quickly design and resolve blizzards, hailstorms, avalanches and earthquakes. Choose the appropriate tier for your party and the danger level of the hazard: setback, dangerous or deadly. Each hazard has an associated defence (usually Dexterity or Constitution) that it attacks.

On a hit, the character takes damage appropriate for their level tier. On a miss, they take half of that damage. On a critical hit, follow the rules for a critical hit with an attack. On a critical miss, they take no damage.

Hazard Attack Bonuses
Hazard Danger Level Attack Bonus
Setback +3 to +5
Dangerous +6 to +8
Deadly +9 to +12
Damage Severity by Level
Character Level Setback Dangerous Deadly
1st-4th 1d10 2d10 4d10
5th-10th 2d10 4d10 10d10
11th-16th 4d10 10d10 18d10
17th-20th 10d10 18d10 24d10
Hazard Examples
  • Avalanches, Rockfalls and Mudslides
    Any Level of Hazard
    The hazard makes an attack vs the Dexterity defence of any character in the area where the it occurs. On a hit, a creature takes bludgeoning damage and is buried by the hazard, or half as much damage on a miss. The area is filled with snow, rubble or mud and becomes difficult terrain.
    Any buried creature is considered suffocated, and it can dig through to free itself. To do so, the creature must succeed a number of Strength (Athletics) checks, as shown in the following table.
Hazard Level Number of Checks
Setback 2
Dangerous 3
Deadly 4
  • Blizzard
    Setback Hazard
    The area affected by a blizzard is considered difficult terrain. When a creature without proper shelter is in the area affected by the blizzard for one hour, the blizzard makes an attack vs its Constitution defence. On a hit, the creature takes cold damage, or half as much damage on a miss. If a creature is wearing warm clothing, the blizzard has disadvantage on the attack roll.
  • Earthquakes
    Any Level of Hazard
    A tremor shakes the area. The earthquake makes an attack vs the Dexterity defence of each creature on the ground in that area. On a hit, the creature is knocked prone.
    The hazard level is determined by the proximity to the epicentre or the intensity of the earth tremor:
    Setback. Far from the epicentre or light earthquake.
    Dangerous. Near the epicentre or moderate earthquake.
    Deadly. Very close to the epicentre or severe earthquake.

  • Hailstorm
    Dangerous Hazard
    Similar to a blizzard, the terrain affected by the hailstorm is considered difficult terrain. When a creature without proper shelter is in the area affected by the hailstorm for one hour, the hailstorm makes an attack vs its Constitution defence. On a hit, the creature takes cold damage, or half as much damage on a miss.

  • Insect Swarm
    Setback Hazard
    A cloud of swarming insects fills a 20-foot-radius sphere. The swarm moves 20 feet each round. When a creature enters the cloud, the cloud makes an attack vs its Constitution defence. On a hit, it takes piercing damage, or half as much damage on a miss. A creature that ends its turn in the cloud is attacked again. A creature cannot be damaged by the insect swarm if it’s wielding a torch or if it is at least 5 feet from a fire.

  • Lava
    Deadly Hazard
    The lava is considered difficult terrain. Any creature that enters the lava takes fire damage. A creature that ends its turn in the lava takes fire damage.

  • Lightning Storms
    Dangerous or Deadly Hazard
    The GM rolls a d20 to determine if any creature is struck by lightning. This check can be made at the beginning of each turn during combat or at any time while the party is not in combat. The creatures hit by lightning are determined by the GM, and any creature in the area under total cover from above cannot take damage.

d20 Number of Creatures
1-10 0
11-14 1d4
15-17 1d6
18-19 1d8
20 1d10
  • Magma Eruptions
    Dangerous Hazard
    Magma erupts from a point on the ground, creating a 20-foot-high, 5-foot-radius geyser. The geyser makes an attack vs the Dexterity defence of each creature in its area. On a hit, the creature takes fire damage, or half as much on a miss.

  • Poison Clouds and Spores
    Setback Hazard
    The cloud makes an attack vs the creature's Constitution defence when upon entering the cloud. On a hit, the creature takes poison damage, or half as much damage on a miss. A creature that ends its turn in the cloud is attacked again.

  • Rapids
    Setback Hazard
    When a Large or smaller creature enters the rapids, it’s pushed 30 feet in the direction of the water flow. The rapids make an attack vs the creature's Strength defence. On a hit, the creature takes bludgeoning damage. Any creature caught by the rapids can make a Strength (Athletics) check to swim out of the rapids.

  • Rogue Wave
    Dangerous Hazard
    A large and unexpected wave that can be extremely dangerous. When a creature is hit by the rogue wave, the wave makes an attack roll vs the creature's Strength defence. On a hit, the creature takes bludgeoning damage, or half as much damage on a miss. The rogue wave, along with any creatures in it, moves in a straight line at a speed of 50 feet per turn, and any Huge or smaller creature inside the wave is attacked. The wave damage is reduced by 1d10 on each subsequent round. When the damage is reduced to 0, the wave ends.
    A creature caught by the wave can move by swimming and it can make a Strength (Athletics) check to swim out of the wave.

  • Sandstorms
    Dangerous Hazard
    The sandstorm makes an attack roll vs the Constitution defence of any creature inside it. On a hit, the creature is blinded until the sandstorm ends. A creature can make a Constitution check at the end of each of its turns, ending the effect on itself on a success. The DC is equal to 10 + the sandstorm's attack bonus and if the creature is proficient in Constitution defence, then it may add its proficiency bonus to the check. A creature cannot be blinded by the sandstorm if it’s wearing goggles or something that protects its eyes.
    Any check that relies on sight is made with disadvantage for the duration of the sandstorm.

  • Unsteady Ground
    Setback Hazard
    The floor in the area is considered difficult terrain. Any creature on the ground that starts moving on its turn while in the area must succeed on a Dexterity (Acrobatics) check or fall prone. If a creature uses a Dash action, it must make another check.

The Environment

By its nature, adventuring involves delving into places that are dark, dangerous and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.

Falling

A fall from a great height is one of the most common hazards facing an adventurer.

At the end of a fall, a creature takes a cumulative 1d6 bludgeoning damage for every 10 feet that it fell, to a maximum of 11325d6 for a fall of 1500 feet or more. The creature lands prone, unless it avoids taking damage from the fall.

Rate of Falling

If a creature is at a high altitude when it falls, such as on the back of a griffon or on board an airship, the fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred.

When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.

Flying Creatures and Falling

A flying creature in flight falls if it is knocked prone, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the fly spell.

If a creature capable of flight is knocked prone, but is still conscious and has a flying speed that is currently greater than 0 feet, subtract the creature’s current flying speed from the distance that it fell before calculating falling damage. This is due to the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.

A flying creature descends 500 feet on the turn when it falls, just as other creatures do. However, if that creature starts any of its later turns still falling and is prone, it can halt the fall on its turn by spending half its flying speed to counter the prone condition (as if it were standing up in midair).

Suffocating

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). If a creature takes an action, the remaining time that it can hold its breath for is reduced by 1 round.

After this period of time, the creature must make a DC 10 Constitution (Endurance) check in order to continue holding their breath. The check must be repeated each round. When the creature fails one of these Constitution checks, it drops to 0 hit points and is dying.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, each round it has a 35% chance to drop to 0 hit points.

Vision and Light

The most fundamental tasks of adventuring (noticing danger, finding hidden objects, hitting an enemy in combat and targeting a spell, to name just a few) rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.

A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

A heavily obscured area (such as darkness, opaque fog, or dense foliage) blocks vision entirely. A creature effectively suffers from the blinded condition (see Appendix A) when trying to see something in that area.

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light and darkness.

Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

Blindsight

A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.

Darkvision

Many creatures, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in that darkness, only shades of gray.

Truesight

A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.

Interacting With Objects

A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that their character is doing something, such a moving a lever, and the GM describes what, if anything happens.

For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.

Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object's Damage Reduction and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects are always hit by attacks vs their Strength and Dexterity defences and they are immune to effects that target other defences.

When an object drops to half hit points or less, it breaks. When an an object drops to 0 hit points, it is destroyed. A character can also attempt a Strength check to break or destroy an object. The GM sets the DC for any such check.

Breaking an Object

When attempting to break an object, you have two choices: smash it with a weapon or break it with sheer strength.

Smashing an Object

Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished with the sunder combat action (see Chapter 9). Smashing an object is like sundering a weapon or shield. Generally, you can smash an object only with a bludgeoning or slashing weapon.

Dexterity Defence: Objects are easier to hit than creatures because they don't usually move, but many are tough enough to shrug off some damage from each blow. An object’s Dexterity defence is equal to 10 + its size modifier + its Dexterity modifier. Not only does an inanimate object have a Dexterity of 0 (–5 penalty to Dexterity defence), but you also have advantage to hit it with a melee weapon. If you take an action to line up a shot, then melee attacks automatically hit and attack rolls with a ranged weapon have advantage.

Damage Reduction: Each object has damage reduction — a number that represents how well it resists damage. When an object is damaged, subtract its DR from the damage. Only damage in excess of its DR is deducted from the object's hp.

Hit Points: An object’s hp total depends on what it is made of and how big it is. Objects that take damage equal to or greater than half their total hp gain the broken condition (see Appendix). When an object’s hp reach 0, it’s destroyed. Very large objects have separate hp totals for different sections.

Energy Attacks: Most objects have resistance to energy attacks. Divide the damage by 2 before applying the object's DR. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Ranged Weapon Damage: Objects have resistance to ranged weapons (unless the weapon is a siege engine or something similar. Divide the damage dealt by 2 before applying the object's DR.

Ineffective Weapons: Certain weapons just can’t effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.

Magic Armour, Shields, and Weapons: Each rarity category adds 2 to the DR of armour, a weapon, or a shield, and +10 to the item’s hit points.

Vulnerability to Certain Attacks: Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object’s hardness.

Damaged Objects: A damaged object remains functional with the broken condition until the item’s hit points are reduced to 0, at which point it is destroyed. Damaged (but not destroyed) objects can be repaired with the appropriate tool and a number of spells.

Defences: Nonmagical, unattended items never defend themselves. They are considered to have be hit, so they are always fully affected by spells and other attacks. An item attended by a character (being grasped, touched, or worn) defends as the character (that is, using the character’s defences).

Magic items always defend. A magic item's defences are equal to 13 + 1 per rarity category. An attended magic item either defends as its owner or uses its own defence, whichever is better.

Animated Objects: Animated objects count as creatures for purposes of determining their Dexterity defence (do not treat them as inanimate objects).


Blocking With An Item

A weapon or shield can be pushed beyond its limits, damaging it in the process. When you make a Strength defence check to block an attack, you may choose to brace your weapon or shield against the threat. The item takes the damage that the attack would deal to you and you benefit from advantage on the Strength defence check.

Substance DR and hp
Substance DR hp
Glass 1 1/inch of thickness
Paper or Cloth 0 2/inch of thickness
Rope 0 2/inch of thickness
Ice 0 3/inch of thickness
Leather or Hide 2 5/inch of thickness
Wood 5 10/inch of thickness
Stone 8 15/inch of thickness
Iron or steel 10 30/inch of thickness
Mithril 15 30/inch of thickness
Adamantine 20 40/inch of thickness
Object DR and hp
Object DR hp Break DC
Rope (1 in. diameter) 0 2 23
Simple Wooden Door 5 10 13
Small chest 5 1 17
Good wooden door 5 15 18
Treasure chest 5 15 23
Strong wooden door 5 20 23
Masonry wall (1 ft. thick) 8 90 35
Hewn stone (3 ft. thick) 8 540 50
Chain 10 5 26
Manacles 10 10 26
Masterwork manacles 10 10 28
Iron door (2 in. thick) 10 60 28
Magic Item DR and hp
Magic Item Rarity DR hp
Common +2 +10
Uncommon +4 +20
Rare +6 +30
Very Rare +8 +40
Legendary +10 +50
Artifact +12 +60
Size and Dexterity Defence of Objects
Size Dexterity Defence Modifier
Colossal -8
Gargantuan -4
Huge -2
Large -1
Medium 0
Small +1
Tiny +2
Diminutive +4
Fine +8

Breaking Items

When a character tries to break or burst something with sudden force rather than by dealing damage, use a Strength (Athletics) check (rather than an attack roll and damage roll, as with the sunder special attack) to determine whether he succeeds. Since DR doesn’t affect an object’s Break DC, this value depends more on the construction of the item than on the material the item is made of.

If an item has lost half or more of its hit points, the item gains the broken condition (see Appendix) and the DC to break it drops by 2.

Larger and smaller creatures get size bonuses and size penalties on Strength checks to break open doors as follows: Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.

A crowbar or portable ram improves a character’s chance of breaking open a door (see Chapter 5).


DCs to Break or Burst Items
Strength Check to: DC
Break down simple door 13
Break down good door 18
Break down strong door 23
Burst rope bonds 23
Bend iron bars 24
Break down barred door 25
Burst chain bonds 26
Break down iron door 28

Resting

Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest. Time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.

Adventurers, as well as other creatures, can take breathers and short rests in the midst of a day and a long rest to end it.

Breather

A breather is a brief period of rest, at least 5 minutes long, during which a character catches their breath.

A character can spend one or more Hit Die at the end of a breather, up to half of the character's maximum number of Hit Dice (minimum of 1), which is equal to the character's level. For each Hit Die spent in this way, the character can choose to regain hit points or spell points.

To recover hit points, the player rolls the Hit Die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total (minimum of 0).

To recover spell points, the player rolls their spell point die (see chapter 10). The character regains spell points equal to the total.

The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

Short Rest

A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the character can choose to regain hit points or spell points, as described above for a breather. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

At the end of the short rest, if a character has exactly 1 level of Exhaustion, then they may remove that level.

Long Rest

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity (at least 1 hour of walking, fighting, casting spells, or similar adventuring activity) the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. Finishing a long rest also reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.

A character can't benefit from more than one long rest in a 24-hour period and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Full Rest

A full rest is a period of downtime, at least 24 hours long, during which a character sleeps at least 8 hours and otherwise performs only light activity, such as reading, talking, or eating.

A full rest cannot be attempted while in the wilderness, sleeping on dirt or stone, or wearing armour. You must be in a safe location where you do not feel the need to keep watch or constantly be on guard. You must also consume food and drink. If these conditions are met you lose up to 2 levels of exhaustion. At the end of a full rest, you recover all lost hit points and regain all spent Hit Dice.

A full rest also counts towards recovering from headaches, internal injuries, neuralgia, or systemic damage, as described in Chapter 9.

Extended Rest

An extended rest requires a week of downtime, usually at your home, base of operations, or other secure place where you can truly let your guard down and relax. Typically, this means touching base with your family, friends, or acquaintances and attending to your affairs.

An extended rest is required to recharge stronghold abilities and reset any accumulated death saves.

Sleep

Just as in the real world, characters spend many hours sleeping, usually as part of a long, full, or extended rest. Most monsters also need to sleep. While a creature sleeps, it is subject to the unconscious condition.

Waking Someone

A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage, or if somebody uses an action to shake or slap the creature awake. A sudden loud noise (such as yelling, thunder, or a ringing bell) also awakens someone that is sleeping naturally.

Whispers don't disturb sleep, unless a sleeper's passive Wisdom (Perception) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom (Perception) score of 15 or higher.

Sleeping in Armour

Sleeping in light armour has no adverse effect on the wearer, but sleeping in medium or heavy armour makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armour, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn't reduce your exhaustion level.

Going Without A Long Rest

A long rest is never mandatory, but going without sleep does have its consequences.

Whenever you end a 48-hour period without accumulating a total of 8 hours of sleep, you must succeed on a DC 10 Constitution (Endurance) check or suffer one level of exhaustion.

It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 48 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.

Food and Water

Characters who don't eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.

Food

A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.

A character can go without food for a number of days equal to 3 + their Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.

A normal day of eating resets the count of days without food to zero.

Water

A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.

If the character already has one or more levels of exhaustion, the character takes two levels in either case.

Between Adventures

Downtime Activities

Crafting

For every hour of downtime you spend crafting using a tool with which you are proficient, you can craft one or more items with a total market value not exceeding 1 gp, and you must expend raw materials worth half the total market value.

If you have expertise in the tool in question, you can craft one or more items with a total market value not exceeding 2 gp, and you must expend raw materials worth half the total market value.

Mundane Items

Mundane items require often require less time to craft than enchanted items. Determine the craft DC and time required to craft a mundane item using the Item Complexity, Crafting Times and DCs table.

Item Complexity

The complexity categories listed in the table above are defined as follows. Keep in mind that the key to item complexity isn't to rely on an exhaustive list of what items belong to which categories. Instead, these rules provide basic category descriptions and a few examples of sorts of items one might expect to fit each category.

  • Very Simple: These items are more or less all one piece or one material of simple shape with no moving parts. Examples: crowbar, quarterstaff.
  • Simple: A simple item is largely made of one material, but it requires a more specialized shape.
    Examples: many simple weapons, backpack, most common articles of clothing, simple traps such as pits.
  • Moderate: Moderate complexity items are characterized by diverse materials or different parts that must be integrated into a whole.
    Examples: Most martial and exotic weapons, bows, shields, locks, simple traps using simple mechanical triggers, acid.
  • Complex: Complex items have diverse materials, moving parts, different parts, and/or decorative bits.
    Examples: Most types of armour, composite bows, crossbows, most vehicles (excluding large ocean-going vessels), alchemist’s fire, smokesticks, tingertwigs.
  • Very Complex: These are the most complicated items. They require diverse materials, moving parts, different parts, decorated bits, and/or multiple functions or uses.
    Examples: ocean-going vessels, unusual armours (such as barding), antitoxins, tanglefoot bags, sunrods, thunderstones.
Item Complexity Crafting Time Craft DC
Very simple 4 hours 10
Simple 8 hours 12
Moderate 16 hours 14
Complex 32 hours 18
Very complex 64 hours 26
Crafting Masterwork Items

A masterwork item has a 50% increase in crafting time and an item-type-dependent increase in cost (1000 gp for a weapon, 1500 gp for a suit of armour or a shield, or 50 gp for masterwork tools). Furthermore, any masterwork item has its craft DC increased by 4.

Working with Special Materials

A craftsman working with an unusual material (such as adamantine) faces a 50% increase in crafting time, which stacks with the 50% increase in crafting time associated with masterwork items, when applicable. Also, unusual materials are harder to work with and increase the item's DC:

Material DC Modifier
Adamantine +6
Darkwood +2
Dragonhide +4
Cold iron +2
Mithril +4
Alchemical silver +2
Using Tools (or Not…)

All crafts require tools to give the best chance of success. If improvised tools are used, the check suffers disadvantage. Masterwork tools provide advantage to the check.

Failing a Check

What happens if the check fails? Well, that depends on how badly it failed. When confronted with a failed check, there are up to three possible bad effects:

  1. If the check fails, the item is not completed. Invest the full crafting time and try again.
  2. If the check fails by 5 or more, half of the raw materials are ruined. Pay half the raw materials cost to replace the ruined materials.
  3. If the check fails by 10 or more and you are using alchemist's supplies, your laboratory explodes. Pay to replace it as well as the ruined raw materials (as number 2 above). Also make a DC 10 Dexterity defence check to avoid 1d6 points of fire damage.
Exceptional Check Results

For every 5 points by which the check exceed the item’s DC, the crafting time is halved. A crafting time can be halved in this way more than twice.

Training

Given enough time, money, and the services of an instructor, a character can learn a language, pick up proficiency with a tool or kit, gain proficiency or even expertise in a skill, or possibly even earn a feat.

Resources

Training requires you to first find a learning resource (such as a book) or a teacher who is willing and capable of teaching you. It then takes a varying amount of time and money, depending on what you're learning. Costs are paid at the beginning of each training period.

Language, Subskill or Weapon Group

Learning a new language or subskill, upgrading a subskill, or training to use a new weapon group takes 400 hours and a teacher's services cost 6 sp per hour. Sufficient learning resources to study alone should cost a total of approximately 250 gp. During resolution, training in a language calls for an Intelligence check, while a subskill calls for an ability check with that subskill's governing skill and a weapon requires an attack roll with that weapon. If you are proficient in the corresponding defence, you add your proficiency bonus to the roll.

Tool Proficiency

Learning to use a new tool takes 400 hours and a teacher's services cost 1/40th of the value of the tool per hour. Sufficient learning resources to study alone should cost a total of approximately 10 times the value of the tool. During resolution, training in a new tool calls for an ability check appropriate to that tool, as determined by the GM. If you are proficient in that defence, you add your proficiency bonus to the roll.

Tool Expertise

Gaining expertise in a tool in which you are proficient takes 800 hours and a teacher's services cost 1/40th of the value of the tool per hour. Sufficient learning resources to study alone should cost a total of approximately 20 times the value of the tool. During resolution, gaining expertise in a tool in which you are proficient requires an ability check with that tool.

Skill Proficiency

Learning a new skill takes 800 hours and a teacher's services cost 12 sp per hour. Sufficient learning resources to study alone should cost a total of approximately 1000 gp. During resolution, training in a new skill calls for an ability check with that skill’s governing ability score. If you are proficient in that defence, you add your proficiency bonus to the roll.

Skill Expertise

Gaining expertise in a skill in which you are proficient takes 1200 hours and a teacher's services cost 25 sp per hour. Sufficient learning resources to study alone should cost a total of approximately 3000 gp. During resolution, gaining expertise in a skill in which you are proficient requires an ability check with that skill.

Feat

Learning a new feat takes 2400 hours and a teacher's services cost 5 gp per hour. Sufficient learning resources to study alone should cost a total of approximately 8000 gp. During resolution, training in a new feat calls for an ability check appropriate to that feat, as determined by the GM. If you are proficient in that defence, you add your proficiency bonus to the roll.

Resolution

At the end of each day, a character makes an ability check depending on their training, and then consults the Training Roll Results table. A natural 1 results in no progress for that day and a complication. A character that rolls a natural 20 may immediately roll again for that day, adding the result to the progress from the first roll.

Training Results
Ability Check DC Result
9 or less Your training falters, advancing only only half as much towards completion as the time invested in training.
10-19 Your training is adequate, advancing towards completion as per the amount of time invested in training.
20-29 Your training is exceptional, advancing twice as much towards completion as the time invested in training.
30 or more Your training is masterful, advancing three times as much towards completion as the time invested in training.
Complications

Complications that arise while training typically involve the teacher. For every 200 hours spent in training, or for each failure during resolution, a character has a 10% chance of a complication. Examples of which are on the table below:

d6 Complication
1 You earn the ire of another of the teacher’s students.
2 Your teacher instructs you in rare, archaic methods, which draw comments from others.
3 Your teacher is a spy sent to learn your plans.
4 Your teacher is a wanted criminal.
5 Your teacher is a cruel taskmaster.
6 Your teacher asks for help dealing with a threat.

Spell Research

Adapted from Giffyglyph's Class Compendium

Characters who store spells in a spell book are able to learn new spells through careful study, research, and magical experimentation. By spending downtime experimenting, you can expand your spellbook with new arcane knowledge.

To perform arcane research, there are four basic steps:

  1. Define your Research Topic: Choose a spell from your spell list that you want to learn. The spell must be of a level that you have spell slots for.

  2. Setup your Laboratory: Assemble your research equipment and laboratory. At a bare minimum, you must have access to your spellbook, inks, magical components and some peace. Favourable conditions, such as help from an assistant, high quality equipment, or detailed reference material can grant advantage on your research check.

  3. Make a Research Check: Once you have everything set up, you can begin your research. After each period of, study make an Intelligence (Arcana) check of DC 10 + double the spell level of your target spell. Compare your margin of success relative to the Spell Research DC with the Spell Research Results table.

  4. Complete your Research: Once you have accumulated a total of 40 hours per spell level of the spell being researched, you may pay the spend the scribing cost of the spell in gp to add it to your spellbook.

Spell Research Results
Margin of Success Outcome
−10 or less Critical Failure: Your research hits a dead end. The full amount of time invested in this research check is subtracted from the progress that you have made.
−5 to −9 Exceptional Failure: Your research hits a dead end. Half the time invested in this research check is subtracted from the progress that you have made.
−1 to −4 Failure: Your research falters, making no progress towards completion.
+0 to +4 Success: Your research is adequate, advancing towards completion as per the amount of time invested in researching.
+5 to +9 Exceptional Success: Your research has a breakthrough, advancing towards completion as per the amount of time invested in researching. Additionally, you gain a research credit.
+10 or more Critical Success: Your research is excellent, advancing twice as much towards completion as the time invested in researching.

If you roll a 1 on your research check, your research causes an immediate, automatic complication. If you roll a natural 20 on your research check, increase your margin of success by one step. Additionally, you can increase your margin of success by one step, by making a complication check.

Complications

When a complication occurs, make a roll on the Spell Research Complications table:

Spell Research Complications
d100 Complication
1-20 Destruction: There was a small fire and you accidentally singed your spellbook. Lose one random spell from your spellbook (or the spellbook itself if you have no spells to lose).
21-50 Noticed: Your experiments have drawn unwanted attention from someone or something who will make your life more difficult, such as:
1. A demon.
2. A higher power.
3. A noble of the land.
4. A thief.
5. A mage hunter.
6. A wild monster.
7. A rival wizard.
8. A zealous cleric.
9. A furious druid.
10. An angry mob.
51-80 Backfire: An experiment backfired and you now suffer from a magical affliction. For example:
1. You have turned yourself into a frog.
2. Your skin turns a random color.
3. All of your hair falls out.
4. Your teeth turn sharp and black.
5. Your head swells to twice its normal size.
6. You periodically vomit up living slugs.
7. Your hands turn things red for 1 hour.
8. Your body grows a thick layer of animal fur.
9. Your hands are turned into crab-like pincers.
10. Words you speak are reversed.
81-100 Accident: Your research has caused an accident. You owe 1d10 x 10 gp per spell level to cover the damages.
Research Credits

During your experiments and adventures, you may find research notes made by other spellcasters. These research credits can help you during your studies.

When you make a research check, you can spend one research credit to add +1d4 to the result. For every additional research credit you spend, you increase the size of the die by one step (d4, d6, d8, d10, d12) to a maximum of 1d12.

Chapter 9: Combat

The clatter of a sword striking against a shield. The terrible rending sound as monstrous claws tear through armor. A brilliant flash of light as a ball of flame blossoms from a wizard's spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in Arden can be chaotic, deadly and thrilling.

This chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this chapter, the rules address you, the player or Game Master. The Game Master controls all the monsters and non-player characters involved in combat. Each other player controls an adventurer. "You" can also mean the character or monster that you control.

The Order of Combat

A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork and spellcasting. The game organises the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once every one has taken a turn, the fight continues to the next round if neither side has defeated the other.


Combat Step by Step
  • Determine surprise. The GM determines whether anyone involved in the combat encounter is surprised.
  • Establish positions. The GM decides where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries are (how far away and in what direction).
  • Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatants' turns.
  • Take turns. Each participant in the battle takes a turn in initiative order.
  • Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.

Surprise

A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.

The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter.

If you're surprised, you can't move or take an action on your first turn of the combat. A member of a group can be surprised even if the other members aren't.

When attacking a surprised target, if the attack roll on an attack exceeds the value of the target's Dexterity defence plus their DR, then it ignores DR and deals full damage.

Ready to Strike

Even if you are outside of combat, you may declare that you are "ready to strike" at any creatures that you can see and observe their behaviour for longer than 6 seconds, and you have your weapon readied to Attack at the start of your first combat turn. Any activity other than observing the creatures breaks your concentration and you lose this benefit unless you spend 6 seconds to ready again.

While Ready to Strike, you cannot be surprised by the creatures you observe.

Initiative

Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. If you roll a natural 20 on initiative you gain one free Hit Die, which may be spent on exertion (as described under Hit Points) without loss of hit points.

The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.

The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.

If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the combatants who are tied act in order of total initiative modifier (highest first). If the tied characters and monsters have the same initiative modifier, then they can each roll a d20 to determine the order, highest roll going first.

Initiative Rush

Sometimes a few points of initiative prevent the cleric from saving the fighter's life before he makes his last death save, or, if a fighter could move up the initiative order, he could act before the enemy and deal the final blow. When you want to achieve such feats, you can rush your initiative.

At any time between your combat turns, you may announce that you want to rush your next turn. If you do so, you can raise your initiative for this round only by your proficiency modifier + your Dexterity modifier. During your rushed turn you may use only your Movement or your Action but not both.

Delaying Initiative

By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.

You never get back the time you spend waiting to see what’s going to happen. You also can’t interrupt anyone else’s action (as you can with a readied action).

Initiative Consequences of Delaying

Your initiative result becomes the count on which you took the delayed action. If you come to your next action and have not yet performed an action, you don’t get to take a delayed action (though you can delay again).

If you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

Your Turn

On your turn, you can move a distance up to your speed and take one action. Vou decide whether to move first or take your action first. Your speed (sometimes called your walking speed) is noted on your character sheet.

The most common actions you can take are described in the "Actions in Combat" section later in this chapter. Many class features and other abilities provide additional options for your action.

The "Movement and Position" section later in this chapter gives the rules for your move.

You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in "Actions in Combat".

Bonus Actions

Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.

Normally, you can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. Alternatively, you may also forgo your action to take a second bonus action that turn.

You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

Defending in Melee

When engaged in melee, you are by default assumed to use the higher of your Strength defence (blocking attacks) and Dexterity defence (evading attacks). If you wish to use the lower of the two for the duration of the next round, because you are facing foes that have advantage to hit your primary defence, then you must declare it on your turn. This decision has no action cost.

Other Activity on Your Turn

Your turn can include a variety of flourishes that require neither your action nor your move.

You can communicate however you are able, through brief utterances and gestures, as you take your turn.

You can also interact with one object, paired set (twin blades/sword and shield) or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. When switching weapons, if both weapons are easily accessible, this counts as a single item interaction.

If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.

The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

Items carried by a character are considered to either be Readied or Stowed:

  • Readied items are those that the character is wearing at all times, or that they have conveniently to hand in sheaths, holsters, or belt pouches. A character can draw or produce a Readied item using their item interaction.
  • Stowed items are carried in backpacks, in carefully-balanced leg or arm pockets, or otherwise packed away where they will least encumber the character. If a character needs to get out a Stowed item in a hurry, they must use their Action to dig it out of their pack or pockets.
Interacting with Objects Around You

Here are a few examples of the sorts of thing you can do in tandem with your movement and action:

  • Draw or sheathe a sword
  • Open or close a door
  • Draw a potion from your belt
  • Pick up a dropped axe
  • Take a bauble from a table
  • Remove a ring from your finger
  • Stuff some food into your mouth
  • Plant a banner in the ground
  • Fish a few coins from your belt pouch
  • Drink all the ale in a flagon
  • Throw a lever or a switch
  • Pull a torch from a sconce
  • Take a book from a shelf you can reach
  • Extinguish a small flame
  • Don a mask
  • Pull the hood of your cloak up over your head
  • Put your ear to a door
  • Kick a small stone
  • Turn a key in a lock
  • Tap the floor with a 10.foot pole
  • Hand an item to another character

Movement and Position

In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.

On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.

Your movement can include jumping, climbing and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.

The "Special Types of Movement" section in Chapter 8 gives the particulars for jumping, climbing, and swimming.

Breaking Up Your Move

You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.

Moving Between Attacks

If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.

Using Different Speeds

If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.

For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.

Difficult Terrain

Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases. The setting of a typical fight contains difficult terrain.

Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.

Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.

Being Prone or Supine

Combatants often find themselves lying on the ground, either because they are knocked down, or because they threw themselves down. In the game, they are considered to be either prone (lying on their front) or supine (lying on their back). Whether a character is prone or supine can be derived from context and is determined by the GM. These conditions are described in Appendix A.

You can drop prone without using any of your speed.

Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.

If you are supine, then standing requires that you either succeed at a DC 10 Dexterity (Acrobatics) or Strength (Athletics) check, or you must turn from supine to prone, which costs 5 feet of movement.

To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.

Standing Up in Melee

Rising from a throw or fall in the heat of battle is difficult. To do so quickly takes training and skill. This is an even greater challenge when under attack.

When you stand while in melee range of hostile creatures, make a Dexterity (Acrobatics) or Strength (Athletics) ability check with a DC of 10 + 2 for each enemy for whom you are within reach. If you are supine, this DC increases by 5. If you beat the DC to stand by 5 or more, you may also choose to tumble 5 feet into unoccupied space and stand up there.

If you fail, then you must succeed at a defence check vs the weapon skill (10 + their attack bonus) of each hostile creature individually. Failure results in being hit by an opportunity attack, as explained later in the chapter. If any defence check fails by 10 or more, then you are knocked supine.


Weapon Skill

Sometimes you must roll to contend with an enemy's weapon skill score. A creature only adds its proficiency bonus to its weapon skill if it is proficient with the weapon that it is wielding.

Weapon Skill = 10 + Proficiency + Strength Modifier (or Dexterity modifier, if wielding a finesse weapon)

Moving Around Other Creatures

You can move through a non-hostile creature's space. However, you can only move through a hostile creature's space if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you.

Whether a creature is a friend or an enemy, you can't willingly end your move in its space.

If you leave a hostile creature's reach during your move, you must succeed at a defence check vs the hostile creature's weapon skill (10 + their attack bonus), or be hit by an opportunity attack, as explained later in the chapter.

Flying Movement

Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.

Creature Size

Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.

Size Categories
Size Space
Tiny 2½ by 2½ ft.
Small 5 by 5 ft.
Medium 5 by 5 ft.
Large 10 by 10 ft.
Huge 15 by 15 ft.
Gargantuan 20 by 20 ft. or larger

Space

A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.

A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.

Because larger creatures take up more space, fewer of them can surround a creature. If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.

Squeezing into a Smaller Space

A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls. Attack rolls against the creature have advantage while it's in the smaller space.

Playing on a Grid

If you play out a combat using a square grid and miniatures or other tokens, follow these rules.

Squares. Each square on the grid represents 5 feet.

Speed. Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5 foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.

If you use a grid often, consider writing your speed in squares on your character sheet.

Entering a Square. To enter a square, you must have at least 1 square of movement left.

If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.

Corners. Diagonal movement can't cross the corner of a wall, large tree, aor other terrain feature that fills its space.

Ranges. To determine the range on a grid between two things (whether creatures or objects) start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.

Diagonals

When measuring range or moving diagonally on a grid, the first diagonal square counts as 1 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you're counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet.

Flanking

Flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.

A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square of its space qualifies for flanking.

When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.

When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked.

Optionally, a flanked creature may choose one of the attackers that are flanking it and deny them the benefit of flanking. However, all other attackers receive an additional die of advantage. The chosen attacker may be changed as part of the creature's movement on its turn.

Actions in Combat

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.

When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

Actions marked with use your whole Action. Actions marked with can be taken as a bonus action. Actions marked with use your Movement. Actions marked with require only your object interaction.

Attack

The most common action to take in combat is the Attack action, whether you are swinging a sword, shooting an arrow fram a bow, or brawling with your fists.

With this action, you make one melee or ranged attack. See the "Making an Attack" section for the rules for attacks.

Certain features, such as the Extra Attack class feature, allow you to make more than one attack with this action.

Cast a Spell (Varies)

Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a bonus action, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses their action in combat to cast such a spell. See chapter 10 for the rules on spellcasting.

Charge ( and )

If you spend your movement for a turn to move at least 20 feet towards a target and finish your movement within reach of it, then you may declare a charge attack as an action. You must have a clear path towards your target, and nothing may hinder your path (such as difficult terrain or obstacles). Choose one of these options:

Strike. You may make a single melee attack with advantage. The attack deals additional damage equal to the distance you charged divided by 5, up to your Strength or Constitution modifier (your choice, minimum of 1). If you are riding a mounted animal that provides the movement instead of you, you must use its Strength or Constitution instead.

Slam. You may perform a shove attack with advantage. If you fail, you provoke an attack of opportunity from your target. If you succeed, the creature is shoved twice the normal distance, or shoved as normal and then knocked prone. You may choose to move up to five feet in the direction you are shoving your target.

Tackle. You may make a single grapple attempt with advantage. If the grapple fails, you provoke an attack of opportunity from your target and are knocked prone. If you succeed, both you and your opponent are knocked prone and your target is subjected to the Grappled condition.

Dash

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

Disengage

If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.

Dodge

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0.

Guard

You can defend a creature within 5 feet of you. When you take the Guard action, you focus entirely on preventing attacks from reaching your ally. Until the start of your next turn, any attack roll targeting the guarded ally has disadvantage if you can see the attacker, as long as the ally is within 5 feet of you.

Additionally, when you take this action, you can declare that, if an attack would hit the guarded ally, you will instead have it hit you (no action required). If you do so, the attacker chooses the maximum amount of damage instead of rolling.

Help

As an Action, you can aid an ally's next ability check, helping them achieve success on their ability check by making the same kind of ability check in a cooperative effort. If you roll a 10 or higher on your check, the character that you are helping receives advantage on their own check. You can't take 10 on an ability check to Help.

Multiple creatures can help the same target and similar bonuses stack.

Hide

When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules in chapter 7 for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section later in this chapter.

Hold On

You can use your object interaction to hold on to a solid object as an anchor. This requires the use of both hands. As long as you maintain your grip, any attempts to move you or knock you prone are made with disadvantage.

Once you are holding on, you can continue to do so as long as you do not release your grip or use your hands for anything else. If you are moved further than 5 feet away from the object, or knocked prone, the effect ends.

Object Use

You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.

Overrun ( or )

When a creature tries to move through a hostile creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action, or a bonus action, the mover makes a Strength (Athletics) check against the higher of the hostile creature’s weapon skill and passive Strength (Athletics) score. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller.

If the mover succeeds, it can move through the hostile creature’s space once this turn and does not provoke an opportunity attack when leaving the reach of the hostile creature who's space it passed through.

If the mover fails by less than 5, it may still choose to pass through the hostile creature's space. However, it treats the space as difficult terrain and provokes an opportunity attack from the hostile creature.

If the mover fails by 5 or more, it cannot move through the hostile creature's space.

A creature that attempts to overrun more than one hostile creature in a single turn suffers disadvantage on all successive Strength (Athletics) checks to overrun.

Ready (Varies)

Readying lets you prepare to take an Action later, after your turn is over, but before your next turn has begun. To do so, specify the Action that you will take and the circumstances under which you will take it. Then, any time before your next turn, you may take the Readied Action in response to those circumstances (assuming they occur).

Tumble ( or )

A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check against the higher of the hostile creature’s weapon skill and passive Dexterity (Acrobatics) score.

If the tumbler succeeds, it can move through the hostile creature’s space once this turn and does not provoke an opportunity attack when leaving the reach of the hostile creature who's space it passed through.

If the mover fails by less than 5, it may still choose to pass through the hostile creature's space. However, it treats the space as difficult terrain and provokes an opportunity attack from the hostile creature.

If the mover fails by 5 or more, it cannot move through the hostile creature's space.

A creature that attempts to tumble past more than one hostile creature in a single turn suffers disadvantage on all successive Dexterity (Acrobatics) checks to tumble.

Making an Attack

Whether you're striking with a melee weapon, shooting a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.

  1. Choose a target. Pick a target within your attack's range: a creature, an object, or a location.
  2. Determine modifiers. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities. and other effects can apply penalties or bonuses to your attack roll.
  3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.

If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.

Attack Rolls

When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Dexterity defence, the attack hits. The Dexterity defence of a character is determined at character creation, whereas the Dexterity defence of a monster is in its stat block.

Modifiers to the Roll

When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, the modifier is provided in its stat block.

Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.

Some spells also require an attack roll. The ability modifier used for a spel1 attack depends on the spellcasting ability of the spel1caster, as explained in chapter 10.

Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon or spell with which you have proficiency.

Positioning. When you attack a creature in melee from higher ground, you have advantage to hit.

When you attack a creature smaller than your mount that is on foot, you get the same advantage on melee attacks for being on higher ground.

Rolling 1 or 20

Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.

If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's defence. In addition, the attack is a critical hit, as explained later in this chapter.

If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's defence.

Unseen Attackers and Targets

Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness.

When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target's location correctly.

When a creature can't see you, you have advantage on attack rolls against it.

If you are hidden (both unseen and unheard) when you make an attack, you give away your location when the attack hits or misses.


Choosing to be Hit

Sometimes, an attack might miss you when you wanted it to hit. You can choose to allow a miss to hit you (no action required). If you do so, the attacker chooses the maximum amount of damage instead of rolling.

Ranged Attacks

When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.

Range

You can make ranged attacks only against targets within a specified range.

If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.

Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.

Ranged Attacks in Close Combat

Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.

Ranged Attack Options

Actions marked with replace one of your Attacks. Actions marked with replace your movement.

Aim

If your target hasn't moved during its previous turn, you can spend your movement to stand still, hold your breath and aim with a ranged weapon. Until the end of this turn, your next ranged attack against that target has advantage.

Aiming requires an instance of concentration, which can result in exhaustion.

Disarm

A creature can use a ranged weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll with disadvantage. If the attack hits, the attack causes no damage or other ill effect, but the defender drops the item.

The attacker suffers an additional instance of disadvantage on their attack roll if the target is holding the item with two or more hands.

Distract

You can aid another character's attack by forcing an enemy to avoid your own attacks, making it more difficult for them to avoid your ally. Select an enemy and make an attack against a Dexterity defence of 10 (modified by cover). If you succeed, you grant advantage to allied attack rolls against that opponent until the start of your next turn.

Multiple creatures can distract the same target and similar bonuses stack.

Drive Back

Using one of your attacks, you attempt to force back a standing creature. Make an attack roll with disadvantage. If it hits, the target backs away from you by 5 feet.

Pin

When you make an attack with a bow, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the arrow’s point. At the GM's discretion, this attack option may under some circumstances be used against creatures without clothing. Make an attack roll with disadvantage and, if the attack hits, compare the roll to the target's Strength defence. On a hit, the target’s speed is reduced to 0 until the arrow is removed. On its turn, the target may spend an action to make a Strength defence check vs the archer's weapon skill to free itself.

Suppress

You can keep the pressure on an enemy, making their attacks more difficult. Select an opponent and make an attack against a Dexterity defence of 10 (modified by cover). If you succeed, that opponent suffers disadvantage on its attack rolls until the start of your next turn.

Multiple creatures can suppress the same target and similar bonuses stack.

Melee Attacks

Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.

Melee attacks that deal bludgeoning damage have advantage to hit targets defending with Strength defence and disadvantage to hit targets defending with Dexterity defence.

Melee attacks that deal slashing damage have advantage to hit targets defending with Dexterity defence and disadvantage to hit targets defending with Strength defence.

Melee Reach

Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.

Unarmed Attacks

When you are unarmed, you can fight in melee by making an unarmed strike, as shown in the weapon table in chapter 5. Unarmed strikes, be they punches, kicks, head-butts, or any similar forceful blow, count as weapons.

Opportunity Attacks

In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger. If you do so, you must make a defence check to avoid being hit by an opportunity attack.

An opportunity attack is a single melee attack that a creature makes when a hostile creature that it can see moves out of its reach. Each creature may do this once per round and will do so at the first opportunity, unless declared otherwise on its turn. Additionally, a creature may declare on its turn that its opportunity attack will be a grapple attempt. The attack interrupts the movement of the moving creature, occurring right before the moving creature leaves the attacking creature's reach.

To avoid being hit by the opportunity attack, the moving creature must make a defence check vs the attacking creature's weapon skill (10 + their attack bonus), or their passive Strength (Athletics) score, in the case of an opportunity grapple. The moving creature may choose whether it wishes to use Strength defence to block the attack, or whether it wishes to use Dexterity defence to evade the attack.

A creature can avoid provoking an opportunity attack by taking the Disengage action. Teleportation or being rapidly moved by someone or something else without using your own movement or action also does not provoke an opportunity attack. For example, a creature does not provoke an opportunity attack if an explosion hurls it out of a foe's reach or if gravity causes it to fall past an enemy. However, slow, uncontrolled movement, such as being shoved does provoke an opportunity attack.

Melee Attack Options

Actions marked with replace one of your Attacks. Actions marked with can be taken as a bonus action.

Coup de Grace

When you make an attack that qualifies as an automatic critical hit against a defenceless target, roll a regular Attack roll against a defence of 10. If you hit, the creature takes damage equal to the total of its current hit points and is dying. If you do not hit, the creature instead loses half its current hit points. If your attack roll would critically hit a normal target, the creature dies immediately.

Damage Weapon

It is possible to push your weapon beyond its limits to achieve great effect, damaging it in the process. When you hit with a melee weapon, you may choose to turn the hit into a critical hit and your weapon takes the same amount damage (see Chapter 8).

Disarm

A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's weapon skill. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. You can use your item interaction to either kick the weapon into an adjacent area (your choice) or take the item if you have a free hand, otherwise the target may use its item interaction on their turn to take it back.

The attacker has disadvantage on their attack roll if the target is holding the item with two or more hands. The attacker has advantage on their attack roll if they are larger than the target, or disadvantage if they are smaller than the target.


Blocking With An Item

A weapon or shield can be pushed beyond its limits, damaging it in the process. When you make a Strength defence check to block an attack, you may choose to brace your weapon or shield against the threat. The item takes the damage that the attack would deal to you (see Chapter 8) and you benefit from advantage on the Strength defence check.

Distract

You can aid another character's attack by forcing an enemy to avoid your own attacks, making it more difficult for them to avoid your ally. Select an enemy and make an attack against a Dexterity defence of 10 (modified by cover). If you succeed, you grant advantage to allied attack rolls against that opponent until the start of your next turn.

Multiple creatures can distract the same target and similar bonuses stack.

Drive Back

Using one of your attacks, you attempt to force back a standing creature. The target must be no larger than you in size. Make an attack roll vs the target's weapon skill. If you win the contest, the target backs away from you by 5 feet. As part of this attack, you can move 5 feet in the direction of the target.

Feint (not Unwieldy)

Before you make an attack with a melee weapon that you are proficient with, you can spend your bonus action and perform a feint to deceive your target.

Make an attack roll or a Charisma (Deception) check opposed by the higher of the target's passive insight or weapon skill.

If you succeed, you have advantage on your next attack. If you fail you have disadvantage on the next attack roll and you cannot succeed a Feint against this target for the rest of the encounter.

Fight Dirty (Free Hand)

Fighting dirty refers to a number of dishonourable tricks that exploit common weaknesses.

You can change one of your attacks into a dirty move from the list below. Make a Strength (Athletics) check vs your target's passive Wisdom (Insight) score. If you fail, you provoke an attack of opportunity from your opponent. If you succeed, apply the dirty move effect.

Head lock. The target is grappled by you and suffocating (see Chapter 8) until the grapple is broken.

Eye jab. The target is Blinded until the end of its next turn. You may also shove the creature as part of the Dirty Trick, but at disadvantage.

Groin shot. The target is Stunned until the end of its next turn. You may also shove the creature as part of the Dirty Trick, but at disadvantage.

Once you use a dirty move against a target, you cannot succeed with the same move again vs that target during the same encounter.

Grapple

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you, and it must be within your reach. Using at least one free hand, you try to seize the target by making an unarmed attack roll vs the target's Strength or Dexterity defence (the target chooses the defence to use). If the target is proficient in athletics, then it is considered to be proficient in Strength defence for the purposes of grappling. If the target is proficient in acrobatics, then it is considered to be proficient in Dexterity defence for the purposes of grappling. If your target is smaller than you, you have advantage. If the target is larger than you, you have disadvantage. If you succeed, you subject the target to the grappled condition (see Appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple

A grappled creature can use one Attack as part of an attack action to escape. To do so, it must succeed on an unarmed attack roll vs your Strength or Dexterity defence (you choose the ability to use). If you are proficient in athletics, then you are considered to be proficient in your chosen defence for the purposes of grappling.

Moving a Grappled Creature

When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Body-Shield

While a creature is restrained by you, you can use your object interaction to make a Strength (Athletics) check vs that creature's passive Strength (Athletics) score in order to position it in such a way that it shields you from one or more hostile creatures that you are aware of. If the creature is of your size it provides half cover, or, if the creature is one size larger than you, three-quarters cover.

If the creature you shield yourself with becomes stunned, paralysed or unconscious, make a Strength (Athletics) check with a DC of 15, +5 for each size category above yours. On a failure, you do not benefit from the cover.

Grapple Continued
Stealth Grapple

While hidden from your target and all nearby targets, you can perform a grapple check with advantage. If you fail, you provoke an attack of opportunity from your target. If you succeed, you may follow it with one of the following moves. The move applies for as long as the stealth grapple is maintained. For as long as the stealth grapple is maintained, creatures other than the target have advantage on melee and ranged attack rolls to hit the grappler.

Gag. You gag the target's mouth to prevent it from making any sound. Make a second grapple check vs your target. On a success, the target is gagged until the grapple ends. A gagged creature cannot cast spells with verbal components and its speech is muffled and difficult to understand.

Choke Hold. The attacker grabs the creature by the throat and prevents it from breathing. Make a second grapple check with disadvantage. On a success, the target is gagged and suffocating until the grapple ends (see Chapter 8).

Silent Takedown. If your target is already grappled and gagged, you may attempt to strike it with a weapon with the concealed, close or light property. Make a grapple check to maintain the hold on your target. If you succeed, you can make a single special melee attack. Your target has vulnerability towards the damage dealt by that attack.

Stealth Drag

While you are grappling a creature that is unable to speak, you may attempt to hide. The stealth check is made at disadvantage. On a success, the movement speed penalty from dragging a grappled creature does not apply.

Lunge (Piercing, not Unwieldy or Light)

You can make a special melee weapon attack that extends the reach of your weapon by 5 feet. You provoke opportunity attacks from enemies within 5 feet of you.

Power Attack

Before you make an attack with a melee weapon using your Strength modifier, you can choose to suffer disadvantage on the attack roll and attempt to put more of your raw strength behind a powerful blow. If the attack hits, you roll the damage dice twice and take the better result.

Shove

Using the attack action, you can make a special melee attack to either knock a creature prone or to push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of a shove must be no more than one size larger than the attacker and must be within their reach. The attacker makes an unarmed attack roll vs the target's Strength or Dexterity defence (the target chooses the ability to use). If the target is proficient in athletics, then it is considered to be proficient in Strength defence. If the target is proficient in acrobatics, then it is considered to be proficient in Dexterity defence. If you hit, you either knock the target prone or push it 5 feet away from you.

Alternatively, the attacker can attempt to force a target to the side, rather than away from them. They have disadvantage on their Strength (Athletics) check when they do so. If the check is successful, they move the target 5 feet to a different space within your reach.

Stagger (Bludgeoning)

Before you make a melee attack with a bludgeoning weapon, you can choose to suffer disadvantage on the attack roll and try to disrupt the movement of your target while attacking.

If the target takes damage, the target's movement speed
is reduced by 10 until the end of its next turn. If its speed is reduced to 0 in this way, it immediately drops prone. Until the target recovers its movement speed to full it cannot use the Dash, Disengage and Dodge actions.

Sunder (Martial Axe or Sundering)

You can attempt to sunder an item held or worn by your opponent in place of a melee attack. If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Damage Reduction is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.

When sundering armour, only the outermost layer is the one that gains the broken condition.

If an item is magical, add +2 to its DR and +10 to its hp for for each rarity category (see Chapter 8).

Common Armour, Shield & Weapon DR & hp
Weapon or Shield DR hp
Leather/Hide Armour 5 Armour DR×5
Iron/Steel Armour 10 Armour DR×5
Steel Buckler 10 5
Medium Wooden Shield 5 7
Medium Steel Shield 10 10
Heavy Wooden Shield 5 15
Heavy Steel Shield 10 20
Wooden Tower Shield 5 20
Light Blade 10 2
One-Handed Blade 10 5
Two-Handed Blade 10 10
Light Wooden-Hafted Weapon 5 2
One-Handed Wooden-Hafted Weapon 5 5
Two-Handed Wooden-Hafted Weapon 5 10
Light Metal-Hafted Weapon 10 10
One-Handed Metal-Hafted Weapon 10 20
Projectile Weapon 5 5

The hp value given is for armour and shields sized for a medium creature. Divide this number by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.

Suppress

You can keep the pressure on an enemy, making their attacks more difficult. Select an opponent and make an attack against a Dexterity defence of 10 (modified by cover). If you succeed, that opponent suffers disadvantage on its attack rolls until the start of your next turn.

Multiple creatures can suppress the same target and similar bonuses stack.

Substance DR and hp
Substance DR hp
Leather or Hide 2 5/inch of thickness
Wood 5 10/inch of thickness
Iron or steel 10 30/inch of thickness
Mithril 15 30/inch of thickness
Adamantine 20 40/inch of thickness
Magic Item DR and hp
Magic Item Rarity DR hp
Common +2 +10
Uncommon +4 +20
Rare +6 +30
Very Rare +8 +40
Legendary +10 +50
Artifact +12 +60

Trip (Reach or Polearm)

While wielding a melee weapon with the Reach property, or any Polearm weapon, you can spend one of your attacks to perform the Shove a Creature action. Make an Attack roll instead of a Strength (Athletics) check.

Two-Weapon Fighting

When you take the Attack action and attack with a close or light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different close or light melee weapon that you're holding in the other hand.

Alternatively, when you take the Attack action and attack with a finesse melee weapon that you're holding in one hand, you can use a bonus action to attack with a different melee weapon with the close weapon property that you're holding in the other hand.

You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Cover

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, then the target has three-quarters cover.

A target with half cover has a +2 bonus to Dexterity defence. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall. a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

A target with three-quarters cover has a +5 bonus to Dexterity defence. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

If an attack misses a creature only due to a Dexterity Defence bonus from cover, the attack hits said cover. If that cover was another creature, that creature suffers the effects of the attack.

Damage and Healing

Injury and the risk of death are constant companions of those who explore the world of Arden. The thrust of a sword, a well-placed arrow, or a blast of f1ame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.

Hit Points

Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.

A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.

Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to O hit points.

Exertion

Sometimes, hit points can be deliberately spent to put extra effort into a specific action. When a player wishes to do this, they roll a hit die, apply this number as a modifier to an associated roll and take the same amount of damage, which cannot be reduced in any way. Although this is generally a matter for GM fiat, here are some examples and suggested cases:

  • Adding to the to attack roll of a weapon attack.
  • Adding to the damage of an attack or spell.
  • Adding to the effect of a healing spell.
  • Adding a number of five foot squares to a move.

Spellcasting is a special case. When rolling a HD to boost the attack roll of a spell, the player must multiply the damage they take by the spell's level (1 for cantrips).

A HD rolled by a half caster or subclass caster to boost a spell's attack roll provides only one half or one third of the benefit, respectively.

Damage Rolls

Each weapon, spell and harmful monster ability specifies the damage that it deals. You roll the damage die or dice, add any modifiers and apply the damage to your target. Magic weapons, special abilities and other factors can grant a bonus to damage.

When attacking with a weapon, you add your ability modifier (the same modifier used for the attack roll) to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.

If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.

Damage Types

Different attacks, damaging spells and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.

The damage types follow, with examples to help a GM assign a damage type to a new effect.

Acid. The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.

Bludgeoning. Blunt force attacks (hammers, falling and constriction) deal bludgeoning damage. Melee attacks that deal bludgeoning damage have advantage to hit targets defending with Strength defence and disadvantage to hit targets defending with Dexterity defence.

Cold. The infernal chill from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.

Fire. Red dragons breathe fire and many spells conjure flames to deal fire damage.

Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.

Lightning. A lightning bolt spell and a blue dragon's breath deal lightning damage.

Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.

Piercing. Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.

Poison. Venomous stings and the toxic gas of a green dragon's breath deal poison damage.

Psychic. Mental abilities such as a mind flayer's psionic blast deal psychic damage.

Radiant. Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.

Slashing. Swords, axes and monsters' claws deal slashing damage. Melee attacks that deal slashing damage have advantage to hit targets defending with Dexterity defence and disadvantage to hit targets defending with Strength defence.

Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.

Describing The Effects Of Damage

Game Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury, or knocking you unconscious.

Critical Hits

When you score a critical hit, you get a bonus to the attack's damage against the target. Roll all of the attack's damage dice and add them to the maximum possible roll for a normal attack. Then add any relevant modifiers as normal.

For example, if you score a critical hit with a dagger, roll 1d4+4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you add the maximum value of those dice as well.

Massive Damage

When a creature takes damage from a single source equal to or greater than half its hit point maximum, the attacker makes an additional attack roll with a bonus of +5 vs the creature's Constitution defence. On a hit, the creature suffers a random effect determined by a roll on the System Shock table. For example, the Constitution defence of a creature that has a hit point maximum of 30 is attacked if it takes 15 damage or more from a single source.

System Shock
1d10 Effect
1 The creature drops to 0 hit points.
2-3 The creature drops to 0 hit points but is stable.
4-5 The creature is stunned until the end of its next turn.
6-7 The creature cannot make opportunity attacks and has disadvantage on attack rolls and ability checks until the end of its next turn.
8-10 The creature cannot make opportunity attacks until the end of its next turn.

Resistance and Vulnerability

Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.

If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is increased by 50% against it.

Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.

Multiple Instances of resistance or vulnerability that affect the same damage type stack as follows:

Instances of Resistance or Vulnerability Damage Change in Percent (%)
1 50%
2 70%
3 80%
4 85%
5 90%
6 95%
7 100%

Injuries

Damage normally leaves no lingering effects. However, if a player wishes to take no hit point damage from a given attack, then they may instead check for a lingering injury.

To determine the nature of the injury, roll on the injury table of the corresponding damage type. These tables assume a typical humanoid physiology, but the results can be adapted for creatures with different body types.

If you roll a 1-3 and have no more body parts of the given type to lose, or if you roll a 4-13 and have already suffered this injury, then you suffer the next worst injury on the table. If you cannot sustain any further injuries, you are dying.

Resistance to the damage type causing the injury grants advantage on the roll. Vulnerability to the damage type causing the injury imparts disadvantage on the roll. If the roll falls within the range defined by the coverage of your armour, then you may reroll and take the better result.

Fresh injuries are at risk of festering. The first time that you take a long rest after suffering an injury, make a DC 11 Constitution defence check. If your injuries have been cleaned with a successful DC 13 Wisdom (Medicine) check, then you have advantage on this check. If you fail, then you suffer a festering wound in addition to your injury.

Sometimes, a character suffers from an injury that requires a period of natural healing to be removed, such as an internal injury. Days on which a character suffering from such an effect receives magical healing while at maximum hit points, count as two days for the purposes of determining the duration of such injuries.

Physical Injuries
d20 Injury
1 Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move, unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.
2 Lose an Arm or Hand. You can no longer hold anything with two hands and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.
3 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on melee and ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you are blinded.
4 Horrible Scar. You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
5-7 Limp. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity defence check after using the Dash action. If you fail the check, you fall prone. Magical healing removes the limp.
8-10 Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.
11-13 Major Internal Injury/Neuralgia/Systemic Damage. Whenever you attempt an action in combat, you must make a DC 15 Constitution defence check. On a failed check, you lose your action and cannot make opportunity attacks until the start of your next turn. The injury heals if you receive magical healing, or if you spend 10 days resting.
14-16 Minor Internal Injury/Neuralgia/Systemic Damage. This has the same effect as Major Internal Injury/Neuralgia/Systemic Damage above, except the DC is 10. If you already have this injury, it becomes a major injury.
17-19 Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
20 Adrenaline Rush. Roll one hit die and add your Constitution modifier to the result. You heal that number of hit points. If you have more than one class, use the hit die of the class in which you have more levels. If you have the same number of levels in both classes, take the greater.
Psychic Injuries
d20 Injury
1 Indefinite Madness. Roll on the Indefinite Madness table in the Appendix.
2 Long-term Madness. Roll on the Long-term Madness table in the Appendix.
3 Short-term Madness. Roll on the Short-term Madness table in the Appendix.
4 Major Tic. You are mentally damaged to the extent that the scars can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the tic.
5-7 Brain Damage. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity defence check after using the Dash action. If you fail the check, you fall prone. Magical healing removes the brain damage.
8-10 Subdural Hematoma. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.
11-13 Major Headaches. Whenever you attempt an action in combat, you must make a DC 15 Constitution defence check. On a failed check, you lose your action and cannot make opportunity attacks until the start of your next turn. The injury heals if you receive magical healing, or if you spend 10 days resting.
14-16 Minor Headaches. This has the same effect as Major Headaches above, except the DC is 10. If you already have minor headaches, they become major headaches.
17-19 Minor Tic. The tic doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the tic.
20 Adrenaline Rush. Roll one hit die and add your Constitution modifier to the result. You heal that number of hit points. If you have more than one class, use the hit die of the class in which you have more levels. If you have the same number of levels in both classes, take the greater.
Siege Injury

This table applies only to impaling, crushing and explosive damage from a siege weapon that dealt more than half your maximum Hit Points in damage and reduce you to 0 hp. Make a simple d20 roll. Roll with advantage if the damage is impaling. Roll with disadvantage if the damage is explosive.

If the siege weapon damage deals damage of more than half your maximum Hit Points, but doesn't reduce you to 0 hp, you instead roll on the physical table.

d20 Injury
1-2 You are dead. Your remains are reduced to bloody pulp that is unrecognizable without DC 15 Wisdom (Insight) check by an ally. If this injury was caused by explosive damage, your remains are burned and unusable for the purpose of the Resurrection spell and you can only be returned to life with True Resurrection or Wish spells.
3-5 You are dead. Your remains are reduced to a mix of body parts and crushed entrails that is unrecognizable without DC 12 Wisdom (Insight) check by an ally. Parts of your body can be used for the Resurrection spell. If this injury was caused by explosive damage, a successful DC 12 Intelligence (Investigation) check is needed to find the part usable for Resurrection spell.
6-8 You are dead. Your remains are torn into several parts, most of your organs spilled out. Parts of your body can be used for the Resurrection spell. Unless this injury was caused by explosive damage, most of your head is intact which allows the use of Speak with Dead spell.
9-13 You are dead. You can be raised back to life with the Revivify or Raise Dead spells, but you suffer 3 injuries that must be resolved immediately.
14-16 You are dying. You automatically fail 2 of your death saving throws. You suffer 2 injuries that must be resolved immediately.
17-19 You are dying. You automatically fail 1 of your death saving throws. You suffer 1 injury that must to be resolved immediately.
20 You are dying.

Healing

Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points (as explained in chapter 8) and magic such as a cure wounds spell or a potion of healing removes damage instantly.

When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.

A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life.

Dropping to 0 Hit Points

When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.

Instant Death

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

For example, a cleric with a maximum of 13 hit points currently has 6 hit points. If they take 19 damage from an attack, they are reduced to 0 hit points, but 13 damage remains. Since the remaining damage equals their hit point maximum, the cleric dies.

Falling Unconscious

If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see Appendix). This unconsciousness ends if you regain any hit points.

Death Saving Throws

Whenever you start your turn with 0 hit points, you must make a special check, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other checks, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on ability checks.

Roll a d20. If the roll is 11 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind.

The number of successful death saving throws is reset to zero when you regain any hit points or become stable. The number of failed death saving throws is reset to zero when you take an extended rest. Alternatively, the spell lesser restoration can remove one failed death saving throw, or the spell greater restoration can remove all failed death saving throws from a creature.

Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, it counts as two successes.

Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

Stabilising a Creature

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilised so that it isn't killed by a failed death saving throw.

You can use your action to administer first aid to an unconscious creature and attempt to stabilise it, which requires a successful Wisdom (Medicine) check of DC 15, +5 for every death save that that creature has failed.

A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.

Monsters and Death

Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saves.

Mighty villains and special non-player characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters.

Knocking a Creature Out

Sometimes an attacker wants to incapacitate a foe by making a non-lethal attack, rather than deal a killing blow. The attacker must make this choice before dealing damage.

All melee weapons may be used to make non-lethal attacks, but they deal bludgeoning damage equal to 1 plus Strength instead of their typical value. Only weapons with the non-lethal property deal their full damage with a non-lethal attack. All improvised weapons have this property if they deal bludgeoning damage.

When an attacker reduces a creature to 0 hit points with a non-lethal attack, the attacker knocks the creature out. The creature falls unconscious and is stable.

Temporary Hit Points

Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.

When you have temporary hit points and take damage, the temporary hit points are lost first and any left over damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.

Since temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.

Healing can't restore temporary hit points and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.

If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilise you. They can still absorb damage directed at you while you're in that state, but only true healing can save you.

Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.

Mounted Combat

A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a c1eric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide. A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.

Mounting and Dismounting

Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an 5 feet of movement, plus an additional 5 for every size category of the mount above tiny. For example, you must spend 15 feet of movement to mount a large horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.

A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount's space during combat.

If Your Mount Falls in Battle

If your mount falls unconscious or is knocked prone, you automatically attempt to dismount as it falls. An attack roll with a bonus of +5 is made vs your passive Dexterity (Acrobatics) score. On a miss, you fall softly and take no damage. On a hit, you are dismounted, fall prone in a space within 5 feet of your mount and take 1d6 points of bludgeoning damage.

If Your Mount Is Moved Against Its Will

If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Strength or Dexterity defence check or fall off the mount, as described above. If you're knocked prone while mounted, you must make the same check.

If You Are Dropped

If you are knocked unconscious, you have a 50% chance to stay in the saddle (75% if you are in a military saddle). Otherwise you fall and take 1d6 points of bludgeoning damage. Without you to guide it, your mount avoids combat.

Controlling a Mount

While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.

Controlled Mounts

You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training.

Mounts that do not possess combat training (see the Animal Handling skill) are frightened by combat. If you don't dismount, you must make a DC 20 Wisdom (Animal Handling) check each round as a bonus action to control such a mount. If you succeed, you can perform an action after the bonus action. If you fail, the bonus action becomes an action, and you can’t do anything else until your next turn.

The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it and has only three action options, which must be taken together with the rider: Dash, Disengage and Dodge. If the rider wishes their for their mount to take any other action, then they must use the Animal Handling skill to direct it to do so. A controlled mount can move and act even on the turn that you mount it.

Independent Mounts

An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.

In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.

Attacking While Mounted

With a DC 5 Wisdom (Animal Handling) check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.

When you attack a creature smaller than your mount that is on foot, you have advantage on melee attacks for being on higher ground. If your mount moves more than 5 feet, then you can only make a single melee attack as you pass your target. Essentially, you have to wait until the mount gets to your target before attacking, so you can't make multiple attacks vs a single target. However, if you have the Extra Attack class feature, you may attack multiple targets by moving in between. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted.

If your mount charges and you make an attack at the end of the charge, you receive the bonus gained from the charge.

You can use ranged weapons while your mount is dashing, but you suffer disadvantage on the attack roll. You make the attack roll when your mount has completed half its movement. You can use the Extra Attack class feature with a ranged weapon while your mount is moving.

Casting Spells While Mounted

You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is dashing, you can cast a spell when your mount has moved up to twice its speed, but your concentration check is more difficult due to the violent motion (DC 15 + spell level).

Underwater Combat

When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.

When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.

A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).

Creatures and objects that are fully immersed in water have resistance to fire damage.

Welcome to D20 with Stormchaser

If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.

I hope you have fun, and if you have any questions at all, don't hesitate to ask.

Enjoy!

Thanks

Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!

Special mention goes to deity tier patron
Kane Taylor, aka "Zombie Cat ASMR".