SC5e Legacy Part 2

by Stormchaser

Search GM Binder Visit User Profile
Dungeons and Dragons 5th Edition
The Stormchaser Overhaul
Legacy Edition
Part 2: Playing the Game

Chapter 7: Using Ability Scores (Skills)

Advantage and Disadvantage

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.

If a situation that imposes disadvantage on an attack roll would also protect the target from a spell that calls for a dexterity saving throw, it may, at GM discretion, grant the target advantage on its saving throw.

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 DM 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.

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.

Strength

Athletics

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.

Encumbrance

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.

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 armor, weapons, and gear. Compare this total to the character’s Strength on Table: Carrying Capacity. 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 AC 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 AC to +1, and imparts disadvantage on physical ability checks, attack rolls, and physical saving throws.

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 AC 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 Table: Carrying Capacity 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.

Table: Carrying Capacity
Strength Light Load (lbs) Medium Load (lbs) Heavy Load (lbs) Max Load/Lift Over Head (lbs)
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

Acrobatics

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. One check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. While you are using Acrobatics in this way, attacks have advantage to hit you. If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.

Acrobatics DCs to Cross Narrow Surfaces
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

No Acrobatics check is needed to move across these surfaces unless the modifiers increase the DC to 10 or higher.

Acrobatics Modifiers
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 on narrow or uneven surfaces +5

Falling

When you fall, a DC 15 Acrobatics skill 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. If you roll a natural 1, you take 6+1d6 points of bludgeoning damage and 2 points of bludgeoning damage directly to wounds that cannot be reduced or resisted. This usage does not take an action.

Stealth

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 DM requests a Perception skill check he may allow you to take a minimum value of 10 if the die roll is lower. The DM 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 DMs 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 +3 to Passive Perception for each applicable sense. This is separate from advantage (+5) or disadvantage (-5) 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.

Creature Alertness
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
Hiding Whilst Invisible

Whilst Invisible, you can forego your Movement action and gain advantage on Dexterity (Stealth) checks to Hide. Also, you may use your Action to keep still and hold your breath. If you do, you can increase your Dexterity (Stealth) check total by your Proficiency. You must keep spending your Action to maintain this increase.

Passive Stealth Modifiers

Similar to Passive Perception, situational factors such as dim light or loud sounds increase cover's Passive Stealth with an advantage (+5) modifier. Alternatively, having two or more enemy creatures located on opposite sides of the cover decrease its Passive Stealth with a disadvantage (-5) modifier.

Maintaining Stealth

When you take the Move action at more than half your speed, or attempt to use an item (such as picking a lock) the DM may require a new Dexterity (Stealth) check that supersedes the previous Stealth value and is immediately compared to the Passive Perception of all enemy creatures. If you take the Dash action, or your movement happens in a lightly or highly obscured area, you don't have to make the check.

Whilst hiding, you can Engage with cover that lets you benefit from your Passive Stealth value. Passive Stealth serves as a minimum result to your Dexterity (Stealth) check. If you are asked to reroll, you can choose between the check total or the Passive Stealth value of the cover you are engaging as part of the Movement or Dash action. The table provides example Passive Stealth values that the DM may use.

Passive Stealth
Value Examples
8 Half cover. Low wall, a large piece of furniture, a narrow column or a tree trunk, or a creature of a size larger than yours, whether enemy or friend.
12 Three-quarters cover. Portcullis, an arrow slit, or a thick tree trunk. A small group of creatures, whether enemies or friends.
16 Total-cover. A large wall, massive statue, dense foliage. A large group of creatures, whether enemies or friends, such as a busy street.

You can use your Action to keep still and hold your breath whilst hiding behind a cover. If you do so, you may add your Proficiency to the Passive Stealth value. You need to keep spending your Action to hold still to benefit from this increase.

If your cover is a moving object such as a street crowd, you must match its movement speed and direction. If you do, you remain Engaged with the cover and you do not provoke a new Dexterity (Stealth) check. The DM may require a Charisma (Persuasion or Deception) check to convince the crowd to not react to your presence, or Wisdom (Animal Handling) to not scare off animals.

Constitution

Endurance

Endurance is a completely new main skill based on Constitution. The Barbarian, Druid, Fighter, Monk, and Paladin classes can add Endurance to the list of skills they can choose from. 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.

Wisdom

Animal Handling

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.

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 react instantly 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. Using this option is a reaction, but recovering from this position is a bonus action (no check required).

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.

Animal Handling Skill DCs
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.

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

This 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.

Medicine

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 Wisdom (Medicine) check of DC 5 + 2x the wound points the creature is missing, the creature regains a number of wound points equal to your proficiency modifier, +1 for every 5 points by which your check result 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 for the treated injury.

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, that creature regains wound points equal to its proficiency modifier, in addition to those recovered from natural healing. The creature also benefits from an advantage to its next Constitution saving throw to resist poison or disease, 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

Proficienct Only; Requires Surgeon's Kit Use
You can perform surgery to heal a wounded creature's lost wound points, or to remove an injury effect. 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 wound damage equal to its proficiency modifier. If this damage reduces the creature to 0 wound points, it dies.

Heal Wound Damage

You can make a Wisdom (Medicine) check of DC 10 + 2x the wound points the creature is missing to perform surgery on a wounded creature, healing an amount of damage equal to your proficiency modifier. You can perform surgery on yourself to heal wound damage, but you have disadvantage on your skill check.

Remove Injury Effect

You perform surgery on a specific injury effect that a creature has, in orer to remove or lessen the effect. Not all injury effects can be removed by surgery. Ask your DM if this is possible. To remove an injury effect, make a Wisdom (Medicine) check of DC 30 - 2 for each position below the first the Injury holds in its Lasting Injury table. The procedure requires 1 hour of uninterrupted work and one use of a Surgeon's Kit for each 5 points of the DC. 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 or saving throw, 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 can immediately repeat the saving throw against the effect of the disease. 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 saving throw, 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 may immediately repeat the saving throw against the poison and 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 saving throw.

Survival

You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others.

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.

Survival DCs when Tracking
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.

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).

Survive in the Wilderness

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

Survival DCs by Task
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 Gain advantage on all Fortitude saves against severe weather 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.

Subskills

In Dungeons and Dragons 5th Edition, skills are intentionally vague and simple to appeal to new players. 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. DMs 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. DMs 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 players can often find a 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 DM 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

Hiding in place like a great cat stalking prey, 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. DMs 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 DM 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 DMs 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 DM 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 DM 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 DM 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 DM 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 DM 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.

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 Typical 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.

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 DM 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 DM 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 DM 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 DM 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 DM 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, as well as the DC for any saving throw made to resist their effects is equal to the result of your Wisdom (Survival) check.

Rest and Recuperate

Skill: Wisdom (Medicine)
You take your time to catch your breath properly, eat and drink, and dress your wounds. Make a Wisdom (Medicine) check. The DC depends on the severity of your wounds (see the Dress Wounds table). 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, you gain advantage to one related Constitution saving throw 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 12 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 they regain as having rolled their maximum value, during this rest. If your patient suffers from a sickness or disease, it gains advantage to one related Constitution saving throw during your 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 armor 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 saving throw 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. You must make a DC 15 Constitution saving throw to avoid vomiting. Your next saving throw to resist sickness is at disadvantage.

Sickness

At the end of each day of travel, every player makes a DC 12 Constitution saving throw. If you travel in hazardous weather (arctic or winter) or terrain (jungle or swamp) or someone in the party already suffers from a contagious disease, make that check at disadvantage. Remember that camp activities such as Rest and Recuperate and Tend to the Wounded helps negate this disadvantage. 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. It is 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 saving throws until you recover. Magic such as greater 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 and disadvantage to all saving throws until you recover. DMs may impose other risks, including death.

Hunting and Gathering

These tables help the DM 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 Autum Winter
Fruit/Berries 12 15 N/A
Mushrooms/ Edible Plants 10 12 N/A
Nuts/Roots 10 11 15
Forest
Type Summer/Spring Autum Winter
Fruit/Berries 10 15 N/A
Mushrooms/ Edible Plants 5 10 N/A
Nuts/Roots 10 12 15
Jungle/Swamp
Type Summer/Spring Autum 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 Autum 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 Autum 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 DM 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 DM 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
4-6 1d4 Deer 12 13 20+1d8
7-8 1d2 Elk 12 10 30+1d10
9-10 1d4 Wolves 15 13 1d12
1-11 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
4-6 1d4 Goats 11 13 10+1d8
7-8 1d2 Wild cats 14 10 10+1d8
9-10 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
4-6 1d6 Lizards 8 10 1d4
7-8 1d4 Turtles 8 12 1d6
9-10 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
4-6 1d4 Poisonous Snakes 10 13 1d2
7-8 1d2 Constrictor Snakes 10 12 1+1d4
9-10 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 DM quickly design and resolve blizzards, hailstorms, avalanches and earthquakes. Choose the appropriate tier of your player group and the danger level of the hazard: setback, dangerous or deadly. Each hazard has an associated saving throw (usually Dexterity or Constitution) that the players must make.

If they fail, they take damage appropriate for their level tier. If they succeed, they take half of that damage. If they critically fail, they suffer vulnerability to the full damage. If they critically succeed, they have resistance to the half damage.

Hazards Save DCs and Attack Bonuses
Hazard Danger Level Save DC
Setback 10-11
Dangerous 12-15
Deadly 16-20
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
    Any character in the area where the hazard occurs must make a Dexterity saving throw. On a failed save, a creature takes bludgeoning damage and is buried by the hazard, or half as much damage on a successful one. 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, it must make a Constitution saving throw, taking cold damage on a failed save or half as much damage on a successful one. If a creature is wearing warm clothing, it has advantage on the saving throw.
  • Earthquakes
    Any Level of Hazard
    A tremor shakes the area; each creature on the ground in that area must make a Dexterity saving throw or be 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, it must make a Constitution saving throw, taking cold damage on a failed save or half as much damage on a successful one.

  • 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, it must make a Constitution saving throw. On a failed save, it takes piercing damage, or half as much damage on a successful one. A creature that ends its turn in the cloud must roll another saving throw. 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 DM 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. Each creature in the geyser's area must make a Dexterity saving throw, taking fire damage on a failed save, or half as much on a successful one.

  • Poison Clouds and Spores
    Setback Hazard
    When a creature enters the cloud, it must make a Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud must make another saving throw.

  • Rapids
    Setback Hazard
    When a Large or smaller creature enters the rapids, it’s pushed 30 feet in the direction of the water flow and it must succeed on a Strength saving throw or take 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, it must succeed on a Strength saving throw or take bludgeoning damage, or half as much damage on a successful save. 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 wall must succeed on a Strength saving throw or take damage. 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
    Any creature in the sandstorm must make a Constitution saving throw or be blinded until the sandstorm ends. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 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

Wounds and 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 1d4 bludgeoning damage for every 10 feet it fell, to a maximum of 30d4. This damage is dealt directly to the creature's wound points. The creature lands prone, unless it avoids taking damage from the fall.

Interacting With Objects

A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such a moving a lever, and the DM 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 fiood 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 DM might call for a Strength check to see whether the character can wrench the lever into place. The DM 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 cano The DM determines an object's Damage Reduction and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (lt's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves.

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 DM sets the DC for any such check.

Breaking and Entering

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.

Armor Class: 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 Armor Class is equal to 8 + its size modifier + its Dexterity modifier. An inanimate object has not only a Dexterity of 0 (–5 penalty to AC). Furthermore, if you take an action to line up a shot, you get an automatic hit with a melee weapon and advantage on attack rolls with a ranged weapon.

Size and AC of Objects
Size AC Modifier
Colossal -8
Gargantuan -4
Huge -2
Large -1
Medium 0
Small +1
Tiny +2
Diminutive +4
Fine +8

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 hit point 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 hit points gain the broken condition (see Appendix). When an object’s hit points reach 0, it’s destroyed.

Very large objects have separate hit point 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 Armor, Shields, and Weapons: Each rarity category adds 2 to the DR of armor, 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.

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

Saving Throws: Nonmagical, unattended items never make saving throws. They are considered to have failed their saving throws, so they are always fully affected by spells and other attacks that allow saving throws to resist or negate. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character’s saving throw bonus).

Magic items always get saving throws. A magic item's save bonuses are equal to 3 + 1 per rarity category. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.

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

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

Breather

Taking a breather is a short period of rest, at least 3 minutes long, after a strenuous activity. During that time you may rest, slake your thirst and hunger, or check on a single wound and bandage it.

During a breather, you may spend one Hit Die for healing or spell point recovery (see Spell Points). If a Hit Die is spent to heal, you roll the die and add your Constitution modifier to it. You regain vigour equal to the total. For every additional three minutes you rest for, you may spend an additional Hit Die.

Short Rest

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

For every three minutes of the rest that have passed, you can spend one Hit Dice for recovery. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You regain vigour equal to the total. Alternatively, you can spend one HD to recover spell points, as described in Spell Points. At the end of the short rest, if you have exactly 1 level of Exhaustion, you can 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 - you must begin the rest again to gain any benefit.

During a long rest, you must be able to sleep with some comfort and consume food and drink. If these conditions are met you lose 1 level of Exhaustion. If one or both are lacking, you gain Exhaustion (see side bar). Sleeping in Hard armor prevents you from reducing your Exhaustion during lost rest.

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. A long rest also counts towards recovery for any serious Injuries. A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 wound 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 you sleep at least 6 hours, and perform light activity or non-strenuous physical or mental labour for up to 2 hours.

A full rest cannot be attempted whilst in the wilderness, whilst sleeping on dirt or stone, or whilst 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. If one or both are lacking, you gain Exhaustion (see side bar). At the end of a full rest, you recover all lost vigour and regain all spent Hit Dice.

A full rest also counts towards recovery for any serious injury effects, as described in Chapter 9: Combat.

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.

Realistic Going On without Rest

Xanathar's Guide to Everything (pg. 78) establishes simple rules for continuing without any sleep.

To improve realism, assume that Constitution checks and Exhaustion kicks in not after 24 hours but after 48 hours of no sleep.

Sleep must not be in one chunk. As long as a character manages to get 8 hours sleep per 48 hour period they are not at risk of exhaustion.

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 following 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 armors (such as barding), antitoxins, tanglefoot bags, sunrods, thunderstones.
Item Complexity, Crafting Times and DCs
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 armor 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:

Special Materials Modifiers
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 save 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.

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 saving throw, 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 saving throw, 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 saving throw, 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 saving throw, 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 Training Complications table.

Training Complications
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 Order of Combat

Initiative

Natural 20

If you roll a natural 20 on initiative you gain one free Hit Die, which may be spent on exertion (as described under Wounds and Vigour) without loss of vigour.

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 behavior 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. Also, if you enter combat and your Initiative result is 10 or higher you may use your reaction against the creatures before the start of your first combat turn rather than after it.

Initiative Rush

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. You do not benefit from Dominance until the start of your next non-rushed turn.

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

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.

Bonus Actions

You may use your action to take a bonus action.

Movement and Position

Diagonals

When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.

Prone and Supine

When knocked 'Prone' involuntarily, creatures are, in fact, commonly Supine. This can be derived from context and is decided by the gamemaster. Crossbows with the Stock property only benefit when, in fact, prone. Turning from Supine to Prone costs 5 feet of movement.

Actions in Combat

Help

You can lend your aid to another creature in the completion of a task. When you take the Help action, you must make a DC 10 ability check to perform a task. If you succeed, then the creature that you aid gains advantage on the next ability check that it makes to perform the task that you are helping it with.

In melee combat, you can help an ally attack or defend by distracting or interfering with an opponent. If you're in position to melee attack an opponent that is engaging an ally in melee combat, you can attempt to aid your ally as an action. You make an attack roll against AC 10. If you succeed, your friend gains either advantage on his next attack roll against that opponent or their opponent's next attack has disadvantage (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same ally, and similar bonuses stack.

Ready

Bonus actions may be readied as a bonus action.

Combat Options

Combat Options are common martial techniques available to anyone of any class. You can perform Combat Options only if you are proficient with the weapon you are wielding.

Combat Options marked with the icon take your whole Action. Actions marked with replace one of your Attacks, and if you can make multiple attacks, only one can be used performing a Combat Action. Combat Options with use your Movement. Actions with can be used anytime you can use your reaction.

Combat Options with icon allow classes with access to superiority dice to spend a die and add its total to both Attack and Damage roll without using a maneuver for that.

Melee Strikes

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 add double your Strength modifier (minimum 1) to the attack's damage. If you are attacking using a weapon wielded in two hands, you double your Strength modifier including the bonus for wielding the weapon in two hands.

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 and you benefit from Dominance against your target until the start of your next turn. 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.

Shove / 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 (see Player's Handbook pg. 195) without the need of a free hand. Make an Attack roll instead of a Strength (Athletics) check.

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.

New Condition: Dominance

When you have advantage on your attack rolls against your target and your target doesn't have the same benefit against you, or a hostile creature that attacks you has disadvantage to its attack rolls and you don't suffer the same penalty, this condition is called having Dominance. Additionally, if you are not standing on difficult terrain, but your opponent is, you are also considered to have Dominance.

Some Combat Options and Melee Weapon Properties require Dominance as prerequisite for their use during combat. Combat options or abilities may also allow you to benefit from Dominance even if you don't have the advantage prerequisite.

Ranged Actions

Aim (Ranged Weapon)

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.

Weapon Skill

Some weapon properties allow your target to resist your attacks or to find a weakness in your stance. In such a situation, the target must make a skill check against your Weapon Skill DC.

You can add your Proficiency to the Weapon Skill DC only if you are proficient with the weapon you are wielding.

Weapon Skill DC = 10 + Proficiency + Strength (or Dexterity Modifier, if weapon has Finesse)


Realistic Stand from Prone

Rising from a throw or fall is a difficult thing in the heat of battle. It takes training and skill to do so very quickly and even more so when faced with an aggressive adversary.

Standing provokes an opportunity attack from all threatening creatures unless you make a Dexterity (Acrobatics) or Strength (Athletics) ability check at DC 10 + 2 for each enemy engaged with you. If any opportunity attack roll beats your AC by 10 or more, you remain prone.

Creatures that are knocked prone usually fall in supine position. In order to attempt a Strength (Athletics) ability check to stand up, they must spend an additional 5 ft movement to turn around.

If you beat the Stand from Prone DC by 5 or more, you may also choose to tumble 5 feet into unoccupied space and stand up there.

Melee Reactions

Deflect

When a creature that you can see declares a melee attack against you and you have Dominance over your target, you may use your reaction to attempt to deflect the attack. You can attempt to deflect only before damage is rolled. Attacks by Flexible weapons (such as flails) cannot be deflected.

If you do and you are proficient with the weapon that you are currently wielding, roll your weapon damage dice without any modifiers. The damage is reduced by that result. If you are wielding your weapon in two-hands and it does not have the Slow property you have advantage on this roll.

Riposte. If your weapon has the Parry property and your Deflect result negates all attack damage, you can follow up with a single melee attack against the same target.

Counter

When a creature misses you with a melee attack by 10 or more, you may use your reaction to perform a single melee attack against that creature. You cannot Counter while using the Dodge action.

Raise Shield

If you are wielding a shield and another creature hits you with a melee attack you may use your reaction to interpose your shield between yourself and the attack and double your shield bonus to AC, potentially causing the attack to miss you. Your shield is damaged in the process and suffers a -1 penalty to its AC each time you block in this fashion. If your shield's AC reaches 0, it is destroyed.

Magical shields self repair AC equal to their enchantment bonus each long rest and may block critical hits that meet the above criteria.

Give Ground

When you are hit with a melee attack and you haven't moved during your last turn, you can use your reaction to move 5 feet away from the creature, reducing the damage you take by 1d6 points (minimum of 1), as long as your movement speed is greater than 0. This movement does not provoke an opportunity attack from the attacker, and the attacker may immediately follow you into the space you just left.

You cannot Give Ground while you are grappled by any creature, or knocked prone. You cannot Give Ground if
you are already on, or would walk into difficult terrain.

Opportunity Grapple (Free Hand)

Some combat options make attacks that provoke an opportunity attack from their target. When you are provoked in this way and the attacker's weapon has neither the Light nor Finesse property, you can use your reaction to perform an opposed Grapple check.

If you succeed, you grapple the target and manage to avoid all damage from the attack that you reacted to, otherwise, the attack you reacted to becomes a critical hit.

Movement Actions

Charge

When you move at least 20 feet towards a target, you may declare a charge attack as an action. You must have a clear path towards your target, and nothing should hinder your path (such as difficult terrain or obstacles). If you finish your movement within reach of your target, you may use your action to follow it with 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 your own.

Slam. You may perform the Shove action (Player's Handbook, pg. 195) with advantage. If you succeed, the creature is shoved twice the normal distance, or shoved as normal then knocked prone. You may choose to move up to five feet in the direction you are shoving your target. If you fail, you provoke an attack of opportunity from 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.

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. If you lose the contest and do not have Dominance over the target, you provoke an opportunity attack from the target and it may choose to use its reaction to perform a Drive Back action.

Brace

You can spend your movement to move up to half your speed to a solid object and brace yourself for additional support. This requires the use of both hands. For as long as you maintain your grip, any checks to move you or knock you prone are made with disadvantage. Furthermore, saving throws to resist being moved or knocked prone are made with advantage.

Once braced, you can maintain this effect 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 braced object, or knocked prone, the effect ends.

Lunge (Piercing, not Unwieldy or Light)

If you have Dominance over your target, 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.

Special Actions

Body-Shield (Restrained Target)

While a creature is Restrained or Pinned by you, you may use half your movement 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 at DC 15 plus 5 for each size category above yours. On a failure, you do not benefit from the cover.

Degrade Weapon

It is possible to push your weapon beyond its limits to achieve great effect, damaging it in the process. At any time you can choose from the actions below and your weapon suffers damage.

  • If you have Dominance over your target and 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.
  • If you have Dominance over a creature and it hits you, you may choose use the deflect reaction and roll double the normal number of dice. Your weapon takes the amount of damage that it deflects.
  • When you make a Strength or Dexterity saving throw against a threat, you may choose to have your weapon take the damage and gain advantage on the saving throw by bracing or stopping the threat with your weapon, if the DM allows it.
  • You may propose an unorthodox use of your weapon (as a lever to lift fallen rocks or a bar to hold a door). The DM may allow it if you choose to damage the weapon.
Dirty Fighting (Free Hand)

Dirty fighting is a catch-all name for many socially rejected grappling techniques that exploit the opponent.

If you have Dominance over your target, 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 Strength (Athletics) score. If you fail, you provoke an attack of opportunity from your opponent. If you succeed, apply the dirty move effect.

Restrain. The target is grappled and restrained by you.

Headlock. The target is grappled by you and suffocating (Player's Handbook, pg. 183) until the grapple is broken.

Eyejab. 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 trick again until end of combat.

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 made against the guarded ally has disadvantage if you can see the attacker, as long as the ally is within 5 feet of you.

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

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

Stealth Actions

Distraction

While you are hidden from a creature, you 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) skill 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.

Stealth Grapple

Whilst you are hidden from your target, as long as your Stealth check total or Passive Stealth are above the Passive Perception of all nearby targets, you can come out of stealth and perform a Grapple check with advantage. If you succeed, you may use your reaction to follow it with one of the following moves. If you fail, you provoke an attack of opportunity or grapple of opportunity from your target.

The effect applies as long as the stealth grapple is maintained. Whilst maintaining it, creatures other than your target have advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws.

Gag. You gag the target's mouth to prevent it from making any sound. Make another 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. You try to grab the creature by the throat and prevent it from breathing. Make another Grapple check vs your target with disadvantage. On a success, the target is also gagged and suffocating until the grapple ends.

Silent Takedown. If your target is already grappled and gagged, you may attempt to strike it with a weapon with the Finesse or Concealed 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 return to stealth. The Stealth check is made at disadvantage. On a success, the movement speed penalty from dragging a grappled creature does not apply.

Coup de Grace

When you make an attack that qualifies as an automatic critical hit against a defenceless target, roll a regular Attack roll. The target may not add their Dexterity bonus to its AC. If you hit, the creature takes damage equal to the total of its current wounds and vigour and is dying. If you do not hit, the creature instead loses half its current wounds and vigour. If your attack roll would critically hit a normal target, the creature dies immediately.

Dungeon Master's Guide Actions

Flanking

Dungeon Master's Guide (pg. 251) introduces flanking as an easy way to gain advantage and exploit a common enemy.

To make it more realistic, at the beginning of its turn whilst being flanked you may choose one of the attackers that are flanking you and deny them the benefit of flanking. All other attackers receive an additional dice of advantage. You can choose a different attacker that is flanking you during each of your turns.

Disarming

When using the Disarm action (Dungeon Master's Guide, pg. 271), the attacker's attack roll is no longer contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check, but is made against a DC equal to 10 + the attack bonus of the target.

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.

If you succeed, the weapon, shield or item is no longer held by the target. 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.

Overrun & Tumble

The Dungeon Master's Guide (pg. 272) introduces Overrun and Tumble as a way to pass through a hostile creature's space.

By spending an action or a bonus Action, you are enabled to pass through hostile creatures as part of your movement. If you succeed, you do not provoke an Opportunity Attack when leaving the hostile creature's reach that you passed through.

If you fail your check, you may still choose to pass through the hostile creature's space. If you choose so, treat the space as difficult terrain and you provoke an Opportunity Attack or a Grapple check from the hostile creature (their choice). If you miss by 5 or more, you are denied this option.

If you attempt to move through more than one hostile creature per turn, all checks after the first one are made at disadvantage.

Making an Attack

Attack Rolls

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.

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.

Rolling 1 or 20

If the d20 roll for a save is a 20, the save succeeds regardless of the DC.

If the d20 roll for a save is a 1, the save fails regardless of the DC. In addition, the attack is a critical hit, as explained later in this chapter.

Melee Attacks

Unarmed strikes, be they punches, kicks, head-butts, or any similar forceful blow, count as weapons.

Opportunity Attacks

You don't provoke an opportunity attack when you teleport or when moved rapidly. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy. Slow, uncontrolled movement, such as being shoved does provoke an opportunity attack.

Two-Weapon Fighting

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different 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 light shield or with different melee weapon with the concealed 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.

Grappling

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 a grapple check, a Strength (Athletics) or Dexterity (Acrobatics) against a DC of 10 plus the target's Strength (Athletics) or Dexterity (Acrobatics) modifier (the target chooses the ability to use). 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 a Strength (Athletics) or Dexterity (Acrobatics) check against a DC of 10 plus your Strength (Athletics) or Dexterity (Acrobatics) modifier (you choose the ability to use).

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.

Cover

If an attack misses a creature only due to an AC 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

Wounds and Vigour

Taking damage does not equate to actually being struck or injured. It refers instead to “plot armour” being removed, or if you prefer, your character growing too tired to dodge. Hit by a glancing blow from an Orc? It is far more likely that it simply bounced off your armour and left you staggered, or you deflected the strike but it left your muscles strained and sore. You may not be able to block it quite as easily next time.

Where this falls apart is in the last few hit points. Following this system, instead of slowly being whittled down with a dozen cuts and bruises, you go from “tired” to “nearly dead.” Here, we instead operate on a wound system. This allows for short (and potentially long) term injuries that will allow the character to keep on trekking forward, but with a very clear penalty. The goal with this particular system is making something simple and easy to learn with the possibility for injuries that hamper players but don't prevent them from moving forward, unless they choose to stay fighting and risk more significant injury.

Wound Points

Characters have Wound Points equal to:

Wound Points = your constitution score +

your proficiency bonus

Hit points are referred to as vigour. When a character is reduced to zero vigour, they remain conscious, and any further damage is subtracted from their wound points. Damage is always subtracted from vigour before wounds unless explicitly specified otherwise (such as in the case of a critical hit). Only once a creature has no vigour remaining, is further damage subtracted from its wound points.

Injuries

If a character takes wound damage they roll an injury save on the injury table of the corresponding damage type.

Injury Save Modifier = your constitution save +

your remaining Wound Points - your lost Wound points

Injury saves are considered to be constitution saves on which a "success" is considered an outcome of 17+ on the corresponding injury table. Resistance to the damage type grants advantage on this roll and vulnerability to it imparts disadvantage. When a natural 20 is rolled on this save, the character may regain some vigour as part of an adrenaline surge:

Vigour Gain from Adrenaline Surge = one rolled Hit Die +

your constitution modifier

When a natural 1 is rolled on this save, the character suffers the rolled wound and a failed death save. If a character rolls the same result on the wound table twice they either re-roll or keep the result but suffer additional penalties at the DM’s discretion.

If you roll less than 1 after applying all modifiers to an injury save, you suffer a permanent failed death save (attacking players can instead choose to inflict an injury of their choice). Additionally, you gain a level of exhaustion which cannot be removed by normal means. Magic such as the regenerate spell can heal this damage. Non-lethal damage does not provoke death saves or rolls on the wound tables.

Acting When Wounded

When a creature below full wounds takes an action they must make a DC 12 injury save or suffer a level of exhaustion.

You take 1 point of bleeding damage at the end of your combat turn for each wound point that you have lost since bleeding was last stopped. Like all damage, bleed damage is only subtracted from your wound points if you have no vigour remaining.

You can stop the bleeding during combat by applying magical healing that heals at least one wound point, or if you spend your action and make a Wisdom (Medicine) check of DC 10+bleed. When combat ends and heart rates slow, bleed occurs every 10 minutes.

Healing

  • Vigour is recovered fully after a long rest and may be recovered using HD as part of a short rest.
  • As part of a long rest, you recover a number of wounds equal to your constitution bonus.
  • As part of a full rest, you recover one additional wound.
  • Magical healing or healing with a healer's kit heals 1 wound per die and the bonus normally as Vigour. The healer may choose to heal wounds or Vigour.
  • When you take a long rest, if you have lost any wound points your injuries risk festering. Make a Constitution saving throw at DC 10 + the amount of wound points you have lost. If your wounds have been cleaned with a successful DC 13 Wisdom (Medicine) check, then you have advantage on this save.
  • Sometimes, a character suffers from a wound effect that requires a period of natural healing to be removed, such as a broken arm, or an internal injury. Days on which a character suffering from such an effect receives magical healing while at maximum wound points, count as two days for the purposes of determining the duration of such wound effects.

Variant: Itemised Bleed

If you prefer, you can individually track the bleed caused by each attack or failed saving throw. If you do this then each instance of bleed must be stopped individually, but the DC of the Wisdom (Medicine) check to do so is lower (10+bleed).

Exertion

Sometimes, vigour 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 or saving throw DC 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 or saving throw DC provides only one half or one third of the benefit, respectively.

Summons and Undead

Summons and undead have no Wound Points, only Vigour Points. When they suffer a critical hit or a debilitating blow (see additional rules), they take the additional damage to vigour instead of wounds and roll an unmodified Constitution save on the appropriate injury table.

Additional Rules

  • Caught Unawares: Any damage taken while a character is unconscious, stunned, paralyzed, or incapacitated goes directly to wound points.
    If damage is taken during a surprise round, the character must make a Dexterity or Constitution saving throw with a DC of 10 or half the damage, whichever is greater, and if they fail the damage goes directly to wound points. A character may remain hidden and observe their target for one round in order to treat it as surprised. If the character is suffering from one of the above conditions, they may not make such a saving throw.
    During a surprise round, if the attack roll on an attack exceeds the value of the target's AC plus their DR, then it ignores DR and deals full damage.
  • Critical Hits: Critical hits deal an additional amount of damage directly to wounds equal to the attacker's proficiency bonus.
  • Debilitating Blow: If a character takes vigour damage greater than or equal to 10 + their level + their constitution save modifier, subtract one wound and roll on the wounds table.
  • Falling: Falling damage is dealt directly to wound points.
  • Sneak Attacks: An attack made using sneak attack can forego the sneak attack damage in order to instead deal an amount of wound damage equal to the number of sneak attack dice they could have rolled.

Damage Rolls

Critical Hits

When you score a critical hit, you get to roll extra dice for 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.

Damage 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:

# of Instances of Resistance or Vulnerability Damage Change in Percent (%)
1 50%
2 70%
3 80%
4 85%
5 90%
6 95%
7 100%

Dropping to 0 Wounds

When you drop to 0 wound 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 wound points and there is damage remaining, you die if the remaining damage equals or exceeds your wound point maximum.

Falling Unconscious

If damage reduces you to 0 wound points and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any wound points.

Death Saving Throws

Whenever you start your tum with 0 wound points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, 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 a saving throw.

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. On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both.

The number of successful death saving throws is reset to zero when you regain any wound 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 save, or the spell greater restoration can remove all failed death saves 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. lf you roll a 20 on the d20, it counts as two successes.

Damage at 0 Wound Points. If you take any damage while you have 0 wound 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 wound point maximum, you suffer instant death.

Stabilising a Creature

The best way to save a creature with O wounds is to heal it. If healing is unavailable, the creature can at least be stabilized 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 stabilize 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 O 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.

Knocking a Creature Out

All weapons may be used to deal non-lethal strikes, but they deal bludgeoning damage equal to 1 plus Strength instead of their typical value. Only listed weapons with the non-lethal property can deal their full damage as non-lethal. All improvised weapons have this property if they deal bludgeoning damage.

Nonlethal damage does not provoke death saves or rolls on the wound tables.

Critical hits cannot deal non-lethal damage and may lead to accidental kills.

Acid Injury
Roll Injury
1 Destroyed Foot or Leg. Your speed on foot is halved, and you must use a crutch or cane to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. The regenerate spell can restore the damaged appendage.
2 Destroyed Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. The regenerate spell can restore the damaged appendage.
3 Blindness. Your eyes are destroyed; you gain the blinded condition. The regenerate spell can restore your sight.
4 Partial Blindness. Your eyes are damaged; you have disadvantage on Wisdom (Perception) checks that rely on sight and on attack rolls. The regenerate spell can heal the damage to your eyes. If you have already suffered partial blindness, you suffer blindness.
5-7 Horrible Disfigurement. You have acid burns 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, removes the acid burn scars.
8-10 Major Neuralgia. You are in constant pain from nerve damage. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 5th level or higher, such as greater restoration, cures the neuralgia, or if you spend 3 weeks doing nothing but resting it resolves itself.
11-13 Minor Neuralgia. This has the same effect as Major Neuralgia above, except the save DC is 10 and it only takes 2 weeks to resolve itself. Magic healing of 2nd level or higher, such as lesser restoration, cures the neuralgia.
14-16 Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After 7 successes, the blisters heal.
17+ Minor Disfigurement. You have acid burn scars, but they don't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the acid burn scars.
Bleeding Injury
Roll Injury
1 Brain Damage. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. The regenerate spell can restore your full brain function.
2 Systemic Damage. You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. The regenerate spell cures this damage.
3 Cardiac Injury. You gain a level of exhaustion that cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. The regenerate spell can heal your cardiac damage.
4 Severe Anemia. You gain 2 levels of exhaustion that cannot be removed by normal means. Magic such as the regenerate spell cures your anemia. Alternatively, it resolves itself in 5 weeks. You crave red meat until you have recovered from your anemia.
5-7 Blurred Vision. You have disadvantage on Wisdom (Perception) checks that rely on sight and on attack rolls. Magical healing of 6th level or higher, such as heal, cures your blurred vision. Alternatively, it resolves itself in 4 weeks.
8-10 Mild Anemia. You gain a level of exhaustion that cannot be removed by normal means. Magical healing of 5th level or higher, such as greater restoration, cures your anemia. Alternatively, it resolves itself in 3 weeks. You crave red meat until you have recovered from your anemia.
11-13 Dizziness. You have disadvantage on Dexterity checks and Dexterity saves. Magical healing of 2nd level or higher, such as lesser restoration, cures your dizziness. Alternatively, it resolves itself in 2 weeks.
14-16 Nausea. You have disadvantage on Constitution checks. Magical healing cures your nausea. Alternatively, it resolves itself in 1 week.
17+ Lightheaded. In order to stand from sitting or prone, you must succeed at a DC 10 Dexterity saving throw. Magical healing cures your lightheadedness. Alternatively, it will resolve on its own in 1 week.
Bludgeoning Injury
Roll Injury
1 Brain Damage. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. The regenerate spell can restore your full brain function.
2 Broken Leg. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. If your leg is splinted with a successful DC 15 Wisdom (Medicine) check, then it will heal naturally in 8 weeks. If it is not splinted before within a week, the effects remain until the leg is rebroken and splinted. The regenerate spell mends the broken leg.
3 Broken Arm. You can no longer hold anything with two hands, and you can hold only a single object at a time. If your arm is splinted with a successful DC 15 Wisdom (Medicine) check, then it will heal naturally in 8 weeks. If it is not splinted before within a week, the effects remain until the arm is rebroken and splinted. The regenerate spell mends the broken arm.
4 Major Concussion. You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. The regenerate spell cures the concussion. Alternatively, it resolves itself in 5 weeks.
5-7 Internal Injury. Before you take an action in combat, make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal, heals the injury, or if you spend 4 weeks doing nothing but resting, it will heal naturally.
8-10 Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10 and it only takes 3 weeks to resolve itself. Magical healing of 5th level or higher, such as greater restoration, mends the broken ribs.
11-13 Minor Concussion. You have disadvantage on Intelligence checks. Magical healing of 2nd level or higher, such as lesser restoration, cures your concussion. Alternatively, it resolves itself in 2 weeks. If you already have a minor concussion, you suffer a major concussion.
14-16 Severe Bruising. You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternatively, it heals on its own in 1 week.
17+ Broken Nose. Your broken nose is painful but doesn't have any adverse effect. Any magical healing mends your nose, although it may heal crooked if it is crooked when the healing is applied.
Cold Injury
Roll Injury
1 Systemic Damage. You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. The regenerate spell cures this damage.
2 Gangrene of the Foot. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. The regenerate spell can restore the frozen appendage.
3 Gangrene of the Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. The regenerate spell can restore the frozen appendage.
4 Ocular Damage. One of your corneas is damaged from frostbite. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. The regenerate spell can restore the damaged cornea. If you have no corneas that remain undamaged after sustaining this injury, you're blinded.
5-7 Major Neuralgia. You have constant, painful nerve damage over a large portion of your body. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal, cures the neuralgia, or if you spend 4 weeks doing nothing but resting it resolves itself.
8-10 Minor Neuralgia. This has the same effect as Major Neuralgia above, except the save DC is 10 and it only takes 3 weeks to resolve itself. Magical healing of 5th level or higher, such as greater restoration, cures the neuralgia.
11-13 Frostbitten hand. Choose one hand randomly. In order to grasp or manipulate an object with that hand, you must succeed at a DC 15 Dexterity check. Magical healing of 2nd level or higher, such as lesser restoration, cures the frostbite. Alternately, your hand can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in 2 weeks.
14-16 Frostbitten Foot. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing cures the frostbite. Alternately, your foot can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in 1 weeks.
17+ Anosmia. You lose your sense of smell and taste. You automatically fail any ability checks that involve your sense of smell or taste. The condition heals if you receive any magical healing.
Fire Injury
Roll Injury
1 Fourth Degree Burns. You have disadvantage on ability checks and Strength, Dexterity, and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. The regenerate spell cures this damage. If you already have fourth degree burns, you must succeed at a DC 15 Constitution saving throw or die.
2 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. The regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you are blinded.
3 Third Degree Burns. You have disadvantage on ability checks and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. The regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After 8 successes, the burns heal. If you already have third degree burns, you instead suffer fourth degree burns.
4 Second Degree Burns. You have disadvantage on Strength, Dexterity, and Constitution checks. The regenerate spell cures this damage. Alternately, it resolves itself in 8 weeks. If you already have second degree burns, you instead suffer third degree burns.
5-7 Horrible Disfigurement. You have burn scars to the extent that 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, removes the burn scars.
8-10 Major Neuralgia. You have constant, painful nerve damage over a large portion of your body. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 5th level or higher, such as greater restoration, cures the neuralgia, or if you spend three weeks doing nothing but resting, it resolves itself.
11-13 Minor Neuralgia. This has the same effect as Major Neuralgia above, except that the save DC is 10, and it only takes 2 weeks to resolves itself. Magical healing of 2nd level or higher, such as lesser restoration, cure the neuralgia.
14-16 Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After 7 successes, the blisters heal.
17+ First Degree Burns. You have superficial but painful burns. Whenever you take fire damage, you take an additional 1 point of damage. Magical healing cures the burns; alternately, they will heal on their own in 1 week. If you already have first degree burns, you instead suffer second degree burns.
Force Injury
Roll Injury
1 Brain Damage. You have suffered a brain injury. Your mind exists in two planes of reality, one real and one borne of raw magic. You constantly shift between the two, seeing or hearing things that may not exist. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. The regenerate spell can restore your full brain function.
2 Neuroregressive ataxia. Your limbs lose their sensation to temperature, pain, vibration and touch. Your muscles feel weakened and you have difficulty holding items. You suffer disadvantage to all Strength and Dexterity ability checks and saving throws. You also experience occasional loss of control over your limbs that make sudden and short subconscious actions (such as attempt to unsheath your weapon or write words on a nearby piece of paper, etc). The regenerate spell can restore your hand coordination.
3 Neurodegenerative disorder. Your hands are jittery and coordination is impeded by frequent muscle jolts that make you grab or squeeze hard on whatever you are holding. You suffer disadvantage to all Dexterity checks to manipulate items and you must make Dexterity saving throws against breaking fragile items you are holding. The regenerate spell can restore your hand coordination.
4 Sleep Disruption. You suffer from severe parasomnia and you are unable to force yourself to sleep unless you have at least one level of Exhaustion. When you sleep you suffer from terrifying nightmares and sleep paralysis. You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. The regenerate spell can cure your parasomnia.
5-7 Major Concussion. You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. You suffer regular vertigo, lose smell and taste sensitivity and suffer from colorblindness. Magical healing of 6th level or higher, such as heal, cures the concussion. Alternately, it resolves itself in 4 weeks.
8-10 Internal Injury. You suffer occasional phantom sensations of something touching an internal organ or moving inside you causing you discomfort. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 5th level or higher, such as greater restoration, cures the internal injury, or if you spend 3 weeks doing nothing but resting, it resolves itself.
11-13 Minor Concussion. You have disadvantage on Intelligence checks. You suffer occasional vertigo and lose smell and taste sensitivity. The concussion heals if you receive magical healing of 2nd level or higher, such as lesser restoration. Alternatively it heals on its own in 2 weeks. If you already have a minor concussion, you suffer a major concussion.
14-16 Severe Bruising. You suffer severe bruising over an extensive portion of your anatomy and lose tactile sensitivity over the area. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternately, it heals on its own in 1 week.
17+ Phantom Pain. Part of your body feels numb as if blood flow has stopped and feels phantom pain but doesn't have any adverse effect. Any magical healing relieves your pain, although sensation may linger until the end of your next long rest.
Lightning Injury
Roll Injury
1 Brain Damage. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function.
2 Cardiac Injury. You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage.
3 Explosive Grounding of the Foot. You lose a foot. 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.
4 Explosive Grounding of the Hand. You lose a 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.
5-7 Kidney Damage. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney damage. Alternatively, someone can tend to the kidney damage and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the kidney damage is resolved.
8-10 Arc Flash. Roll on the fire table.
11-13 Skeletal Muscle Breakdown. You have disadvantage on Strength checks and Strength saving throws. Magic such as the regenerate spell can cure your muscle breakdown. Alternatively, it will resolve on its own in 6 weeks.
14-16 Muscle Spasms. You have disadvantage on Dexterity checks. Magical healing cures your muscle spasms. Alternatively, they will resolve on their own in 2 weeks.
17+ Flash Burns. You have superficial burns. You turn red as a lobster, but otherwise suffer no mechanical effects. Magical healing cures your flash burns. Alternatively, they will heal on their own in 2 weeks.
Necrotic Injury
Roll Injury
1 Spiritual Injury. You are afflicted with intense apathy and depression. You have disadvantage on Intelligence, Wisdom, and Charisma ability checks and Intelligence, Wisdom, and Charisma saving throws. Magic such as the heal or regenerate spell can resolve your spiritual injury, but such spells must be cast by a cleric, druid, or other class that uses divine magic.
2 Withered Foot. Your speed on foot is halved, and you must use a cane or crutch to move. 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.
3 Withered Hand. You lose a 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.
4 Necrotic Stench. You smell like rotting flesh. You have disadvantage on Charisma (Persuasion) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the smell.
5-7 Major Organ Necrosis. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the Major Organ Necrosis.
8-10 Minor Organ Necrosis. This has the same effect as Major Organ Necrosis above, except that the save DC is 10.
11-13 Necrotizing 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.
14-16 Inflammation. Your muscles are irritated and inflamed. You have disadvantage on strength checks. Magical healing resolves the inflammation. Alternately, it will resolve on its own in two weeks.
17+ Necrotic Discoloration. You get white and gray spots on your cheeks. The spots don't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the spots.
Piercing Injury
Roll Injury
1 Cardiac Injury. You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage.
2 Throat Injury. You gain a level of exhaustion which cannot be removed by normal means. You are mute and cannot speak or perform the verbal components of spells. Magic such as the regenerate spell can heal your throat injury.
3 Groin Injury. Your speed on foot is halved, and you must use a cane or crutch to move. You cannot take the Dash action. You are also sterile. Magic such as the regenerate spell can heal the groin injury.
4 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on 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're blinded.
5-7 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.
8-10 Organ Damage. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magic such as the regenerate spell can cure your organ damage. Alternatively, someone can tend to the organ damage and make a DC 15 Wisdom (Medicine) check once every day. After ten successes, the organ damage is resolved.
11-13 Pierced Stomach. When you complete a long rest, you must succeed at a Constitution saving throw DC 10 or gain the poisoned condition until you complete a long rest. Magical healing of 6th level or higher, such as heal and regenerate, heals the pierced stomach, or if you spend ten days doing nothing but resting, it heals on its own.
14-16 Festering Wound. Your vigour maximum is reduced by 1 every 24 hours the wound persists. If your vigour maximum drops to 0, you die. This effect is considered a disease, and is healed as such. Alternatively, someone can make a DC 15 Wisdom (Medicine) check once every 24 hours. After 10 successes, the injury heals.
17+ 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.
Poison Injury
Roll Injury
1 Systemic Damage. You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage.
2 Cardiac Injury. You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage.
3 Major Liver Damage. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 3 (1d6) poison damage. Anytime you drink alcohol or take another drug, you take 3 (1d6) poison damage. Magic such as the regenerate spell can cure your liver failure.
4 Minor Liver Damage. When you complete a long rest, you must succeed at a Constitution saving throw DC 10 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 2 (1d4) poison damage. Anytime you drink alcohol or take another drug, you take 2 (1d4) poison damage. Magic such as the regenerate spell can cure your liver failure.
5-7 Major Kidney Damage. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney damage. Alternatively, someone can tend to the kidney damage and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the kidney damage is resolved.
8-10 Minor Kidney Damage. This has the same effect as Major Kidney Damage above, except that the save DC is 10 and only six Wisdom (Medicine) check successes are needed to resolve the Kidney Damage.
11-13 Vertigo. You have disadvantage on Dexterity checks. Magic such as the regenerate spell can cure your vertigo. Alternatively, it will resolve on its own in 8 weeks.
14-16 Nausea. You have disadvantage on Constitution checks. Magical healing cures your nausea. Alternatively, it will resolve on its own in 4 weeks.
17+ Minor Nausea. You must succeed at a DC 10 Constitution saving throw before you can consume food. Magical healing cures your nausea. Alternatively, it will resolve on its own in 1 week.
Psychic Injury
Roll Injury
1 Brain Damage. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function.
2 Severe headaches. You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can cure your severe headaches.
3 Phobia. You develop a debilitating fear of something in the situation from which you gained your injury. For example, if you were damaged by a mind flayer, you might have a fear of octopuses. The DM will decide. When you are confronted with your phobia, you have disadvantage on all ability checks and saving throws. Magic such as the regenerate spell can cure your phobia.
4 Weak Persona. You have suffered damage to your sense of self. You have disadvantage on Charisma checks. Magic such as the regenerate spell can heal your weak persona. Alternately, it will heal on its own in four weeks.
5-7 Indefinite Madness. Roll on the Indefinite Madness table in the Dungeon Masters' Guide.
8-10 Long-term Madness. Roll on the Long-term Madness table in the Dungeon Masters' Guide and double the duration.
11-13 Short-term Madness. Roll on the Short-term Madness table in the Dungeon Masters' Guide and double the duration.
14-16 Minor headaches. You have disadvantage on Wisdom checks. Magical healing cures your minor headaches. Alternately, they will resolve on their own in two weeks.
17+ Inappropriate Volume. You can’t regulate your volume. You shout when you intend to whisper, and whisper when you intend to shout. Magical healing cures your inappropriate volume.
Radiant Injury
Roll Injury
1 Blindness. Your eyes are destroyed; you gain the blinded condition. Magic such as the regenerate spell can restore your sight.
2 Partial Blindness. Your retinas are damaged; you have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have already suffered partial blindness, you're blinded.
3 Large Skin Tumors. You develop several large, painful skin tumors. You have disadvantage on Charisma and Wisdom checks. Magic such as the regenerate spell cures your large skin tumors. If your large skin tumors are not cured within six months, you develop Systemic Damage as per the poison table.
4 Small Skin Tumors. You develop several small, painless skin tumor. You have disadvantage on Charisma checks. Magic such as the regenerate spell cures your small skin tumors. If your small skin tumors are not cured within one year, you develop Large Skin Tumors.
5-7 Third Degree Burns. You have disadvantage on ability checks and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the burns heal. If you already have third degree burns, you instead suffer fourth degree burns as per the Fire chart.
8-10 Second Degree Burns. You have disadvantage on Strength, Dexterity, and Constitution checks. Magic such as the regenerate spell cures this damage. Alternately, they will heal on their own in 4 weeks. If you already have second degree burns, you instead suffer third degree burns.
11-13 Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal.
14-16 First Degree Burns. You have superficial but painful burns. Whenever you take fire damage, you take an additional 1 point of damage. Magical healing cures the burns; alternately, they will heal on their own in 2 weeks. If you already have first degree burns, you instead suffer second degree burns.
17+ Minor Nausea. You must succeed at a DC 10 Constitution saving throw before you can consume food. Magical healing cures your nausea. Alternatively, it will resolve on its own in 1 week.
Slashing Injury
Roll 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 a 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 Hamstrung. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magic such as the regenerate spell can cure your severed hamstring tendons.
4 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on 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're blinded.
5-7 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.
8-10 Major Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, heals the internal injury; alternately, if you spend ten days doing nothing but resting, it heals on its own.
11-13 Minor Internal Injury. This has the same effect as Major Internal Injury above, except that the save DC is 10.
14-16 Festering Wound. Your vigour maximum is reduced by 1 every 24 hours the wound persists. If your vigour maximum drops to 0, you die. This effect is considered a disease, and is healed as such. Alternatively, someone can make a DC 15 Wisdom (Medicine) check once every 24 hours. After 10 successes, the injury heals.
17+ 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.
Siege Critical 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 reduced you to 0 Wounds. 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 doesn't reduce you to 0 Wounds, you instead roll on the piercing (if siege damage was impaling), bludgeoning (if siege damage was crushing) or fire (if siege damage was explosive) table.

Roll 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 unusuable for the purpose of 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 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 Resurrection spell. Unless this infury 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 spell, but you suffer 3 wound effects that must be resolved immediately upon returning to life.
14-16 You are dying. You automatically fail 2 of your Death Saves. You take 2 Injury tokens that need to be resolved upon stabilization.
17+ You are dying. You automatically fail 1 of your Death Saves. You take 1 Injury token that needs to be resolved upon stabilization.
Thunder Injury
Roll Injury
1 Brain Damage. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function.
2 Deafness. Your eardrums have been destroyed; you gain the deafened condition. Magic such as the regenerate spell can restore your hearing.
3 Partial Deafness. Your eardrums have been damaged; you are hard of hearing. You have disadvantage on any ability check that requires hearing. Magic such as the regenerate spell can restore your hearing.
4 Severe Headaches. You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can cure your severe headaches.
5-7 Major Concussion. You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. Magical healing of 6th level or higher, such as heal and regenerate, cures the concussion. Alternately, it heals on its own in four weeks.
8-10 Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the internal injury, or if you spend ten days doing nothing but resting, it heals on its own.
11-13 Minor Concussion. You have disadvantage on Intelligence checks. The concussion heals if you receive any magical healing; alternately it heals on its own in two weeks. If you already have a minor concussion, you suffer a major concussion.
14-16 Minor Headaches. You have disadvantage on Wisdom checks. Magical healing of 6th level or higher, such as heal and regenerate, cures the headaches. Alternately, they will resolve on their own in two weeks.
17+ Severe bruising. You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternately, it heals on its own in 2 week.

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 fall unconscious or is knocked prone, you can use your reaction to attempt to dismount as it falls. Make a DC 15 Dexterity (Acrobatics) check to make a soft fall and take no damage. If the check fails, you are dismounted, fall prone in a space within 5 feet of your mount and take 1d6 points of bludgeoning damage. If you roll a natural 1, you take 6+1d6 points of bludgeoning damage and 2 points of bludgeoning damage directly to wounds that cannot be reduced or resisted.



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 saving throw or fall off the mount, as described above. If you're knocked prone while mounted, you must make the same saving throw.

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.

You can use ranged weapons while your mount is dashing, but you suffer disadvantage on the attack roll.

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.

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 5e 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.

Campaign specific house rules can be found in the house rules channel of that campaign's category on my discord.

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".