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# Black Flag Roleplaying - License & TOC
## ORC Notice
**_ORC Notice:_** This product is licensed under the ORC License, located at the Library of Congress at TX 9-307-067, and available online at various locations including koboldpress.com/orclicense and others.
All warranties are disclaimed as set forth therein.
**_Attribution:_** This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at <https://dnd.wizards.com/resources/systems-reference-document>.
The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at <https://creativecommons.org/licenses/by/4.0/legalcode>.
If you use our Licensed Material in your own published works, please credit us as follows:
> Black Flag Roleplaying Reference Document v0.2, © Open Design LLC d/b/a Kobold Press
**_Reserved Material:_** Reserved Material elements in this product include all elements designated as Reserved Material under the ORC License.
**_Expressly Designated Licensed Material:_** This product contains no Expressly Designated Licensed Material.
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# Character Creation & Leveling
## Character Creation
### Choose A Class
Your character class gives you class features—cool things your character can do—at 1st level as described in its features table. The class features table lists features you gain access to as your character levels up.
Your character class also gives you proficiencies, a game term that describes what kinds of equipment you are trained to use (such as armor, weapons, and tools) and what kinds of challenges you are best at handling (skills and saves).
### Determine Ability Scores
At their core, characters are defined by **six abilities**:
- **Strength (STR)**, representing your physical might. - **Dexterity (DEX)**, representing your agility and reaction time. - **Constitution (CON)**, representing your endurance and physical fortitude. - **Intelligence (INT)**, representing your ability to acquire and apply knowledge. - **Wisdom (WIS)**, representing your intuition and mental fortitude. - **Charisma (CHA)**, representing your self-confidence and your ability to influence others.
Each ability is assigned a number, called an ability score. Ability scores represent your various physical and mental abilities. Higher numbers in a score mean your character is better with that ability.
As you level up, you can increase these scores, but a PC can never have an ability score higher than 20. An average person has 10 in every ability score, so these numbers emphasize how powerful adventurers are!
#### Three Ways To Score
##### Method 1: Rolling
- Roll four d6s. Find the lowest die, and throw it out. Then add up the remaining three dice to get your total. Write that number down on scratch paper. - Do this five more times until you have six totals between 3 and 18. - Assign those six numbers to the ability scores however you like. - Finally, add 2 to one score of your choice that is 16 or below and add 1 to one score of your choice that is 17 or below.
##### Method 2: Point-Buy
- Start with 32 points to spend on your ability scores. - Each score costs a certain number of points. Find the cost of each potential score on the Point-Buy Cost table (For example, a score of 12 costs 4 points). - 18 is the highest ability score you can start with, and you can't have a score lower than 8. - Buy one score for each of the six abilities. - Don't add anything extra when you're done here. These numbers are already balanced without adding more.
###### Point-Buy Cost
| SCORE | COST | SCORE | COST |
| ----: | ---: | ----: | ---: |
| 8 | 0 | 14 | 7 |
| 9 | 1 | 15 | 9 |
| 10 | 2 | 16 | 11 |
| 11 | 3 | 17 | 13 |
| 12 | 4 | 18 | 16 |
| 13 | 5 | | |
##### Method 3: Standard Array
To just get going, use the standard array. Start with six numbers: 16, 14, 14, 13, 10, and 8. Assign them as ability scores however you want. Again, don't modify them any further. That's it!
#### Find Ability Modifiers
Once you assign scores, use the following charts to figure out your ability modifiers. Ability modifiers are the most important part of your ability scores. As the name suggests, these modify your dice when you roll for things.
You use modifiers much more than your score to calculate success or failure in the game.
##### Ability Modifiers
| ABILITY SCORE | MODIFIER | ABILITY SCORE | MODIFIER |
| ------------- | -------: | ------------- | -------: |
| 1 | -5 | 1213 | +1 |
| 23 | -4 | 1415 | +2 |
| 45 | -3 | 1617 | +3 |
| 67 | -2 | 1819 | +4 |
| 89 | -1 | 20 | +5 |
| 1011 | +0 | | |
### Choose A Lineage
Choose your character's lineage from the options in the Lineage section.
### Choose A Heritage
Choose your character's heritage from the options in the Heritage section.
### Choose A Background
Choose your character's background from the options presented in the Backgrounds section.
### Starting Equipment
There are two methods for determining what equipment your character starts with.
#### Method 1: Take Class & Background Equipment
The simple way to get starting equipment is to take all the starting equipment listed in your base class description combined with the additional equipment listed in your background. Write the equipment from those two sources on your character sheet, and you're ready to play!
#### Method 2: Determine Starting Wealth & Buy Equipment
The more involved method for determining starting equipment is to calculate your starting gold pieces (gp) by rolling 5d4 x 10 gp, and then purchase equipment using the equipment charts. Spend as much of your starting money as you want, then note any unspent gp on your character sheet along with your new equipment.
## Leveling Up
Characters start at 1st level and can advance up to 20th level by gaining experience points (XP) during their adventures. By default, PCs start with 0 XP.
When your PC gains a new level, you gain access to the benefits listed in the progression table for your class at the new level. You also gain 1 hit die and more hit points.
To calculate these new hit points, roll the new hit die, add your CON modifier to the roll, and add the total to your total hit points. If you don't want to roll, you can use the average hit die value (listed in each class description) plus your CON modifier.
### Leveling Methods
#### Awarding Xp
When a GM awards XP, they tally up the challenges that the PCs overcame during the session and tell players the amount at the end. The Level Advancement table details the XP you need to advance to new levels. Don't reset the XP total after each level.
##### Level Advancement
| LEVEL | XP | LEVEL | XP | LEVEL | XP |
| ----: | -----: | ----: | ------: | ----: | ------: |
| 1 | 0 | 8 | 34,000 | 15 | 165,000 |
| 2 | 300 | 9 | 48,000 | 16 | 195,000 |
| 3 | 900 | 10 | 64,000 | 17 | 225,000 |
| 4 | 2,700 | 11 | 85,000 | 18 | 265,000 |
| 5 | 6,500 | 12 | 100,000 | 19 | 305,000 |
| 6 | 14,000 | 13 | 120,000 | 20 | 355,000 |
| 7 | 23,000 | 14 | 140,000 | | |
### Tracking Milestones
When a GM tracks milestones, PCs level up when they achieve a goal established by the GM.
### Optional Rule: Multiclassing
Multiclassing is an optional rule that allows you to gain levels in multiple classes. This lets you mix class features to realize a character concept that might not be reflected in one of the standard class options.
If your GM approves use of this rule, you can gain a level in a new class whenever you advance in level, instead of gaining a level in your current class. Add all your class levels together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.
As you advance in levels, you might remain a member of your original class with a few levels in another class, or you might change course entirely. You might even start in a third or fourth class. Multiclass characters sacrifice focus for versatility.
### Prerequisites
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into druid must have both STR and WIS scores of 13 or higher.
Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by above average ability scores.
#### Multiclassing Prerequisites
| CLASS | Ability Score Minimum |
| --------- | --------------------------- |
| Barbarian | STR 13 |
| Bard | CHA 13 |
| Cleric | WIS 13 |
| Druid | WIS 13 |
| Fighter | STR 13 or DEX 13 |
| Mechanist | INT 13 |
| Monk | DEX 13 and WIS 13 |
| Paladin | STR 13 and CHA 13 |
| Ranger | STR 13 or DEX 13 and WIS 13 |
| Rogue | DEX 13 |
| Sorcerer | CHA 13 |
| Warlock | CHA 13 |
| Wizard | INT 13 |
### Experience Points
The experience point (XP) cost to gain a level is always based on your total character level, as shown in the Level Advancement table, not your level in a particular class. So, if you are a 6th-level cleric and 1st-level fighter, you must gain enough XP to reach 8th level before you can take your second level of fighter or your seventh level of cleric.
### Hit Points And Hit Dice
You gain hit points from your new class as described for levels after 1st. You don't use the 1st-level hit point calculation for the 1st level of a multiclass.
Add the hit dice granted by all your classes to form your pool of hit dice. If the hit dice are the same die type, pool them together. For example, both the fighter and the paladin have a d10, so if you are a 5th-level paladin and 5th-level fighter, you have ten d10 hit dice. If your classes give you hit dice of different types, track them separately. If you are a 5th-level paladin and 5th-level cleric, for example, you have five d10 hit dice and five d8 hit dice.
### Proficiency Bonus
Your proficiency bonus (PB) is always based on your total character level, not your level in a class. For example, if you are a 3rd-level fighter and 2nd-level rogue, you have the PB of a 5th-level character, which is +3.
### Proficiencies
When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.
#### Multiclassing Proficiencies
|CLASS|Proficiencies Gained|
| Barbarian | Shields, simple weapons, martial weapons |
| Bard | Light armor, one tool of your choice |
| Cleric | Light armor, medium armor, shields |
| Druid | Light armor, medium armor, shields |
| Fighter | Light armor, medium armor, shields, simple weapons, martial weapons |
| Mechanist | Light armor, medium armor, shields, simple weapons, martial weapons |
| Monk | Simple weapons, shortswords |
| Paladin | Light armor, medium armor, shields, simple weapons, martial weapons |
| Ranger | Light armor, medium armor, shields, simple weapons, martial weapons |
| Rogue | Light armor, one tool of your choice |
| Sorcerer | — |
| Warlock | Light armor, simple weapons |
| Wizard | — |
### Class Features
When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Multiattack, Unarmored Defense, and Spellcasting.
### Channel Divinity
If you already have the Channel Divinity feature and gain a level in a different class that grants the feature, you gain the Channel Divinity effects granted by that class, but you don't get an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you, and you don't add uses from multiple classes together. For example, if you are a 6th-level cleric and 4th-level paladin, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available from any of your classes.
### Multiattack
If you gain the Multiattack feature from more than one class, the features don't add together to give you more attacks. You gain additional uses only when you reach a class level that explicitly grants them to you, and you don't add uses from multiple classes together. For example, if you are a 9th-level fighter and 5th-level monk, you can use Multiattack to make three attacks, not five.
### Unarmored Defense
If you already have the Unarmored Defense feature, you can't gain it again from another class. For example, if you have levels of barbarian and monk, you only get the benefits of the Unarmored Defense feature from whichever class you chose for your first character level.
### Spellcasting
Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, follow the rules as described in that class.
Spells Known and Prepared. Determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a 4th-level ranger and 3rd-level wizard, for example, you know three 1st-circle Primordial spells based on your ranger class levels. As a 3rd-level wizard, you know three Arcane cantrips, and your spellbook contains ten Arcane spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-circle spells. If your Intelligence is 16, you can prepare six Arcane spells from your spellbook.
Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.
**Spell Slots.** Determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the **Multiclass Spellcaster** table.
If you have more than one spellcasting class, this table might give you spell slots of a circle that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-circle spells. If a lower-circle spell that you cast, like burning hands, has an enhanced effect when cast using a higher-circle slot, you can use the enhanced effect, even though you don't have spells of that higher circle.
For example, if you are a 4th-level ranger and 3rd level wizard, you count as a 5th-level character when determining your spell slots: you have four 1st-circle slots, three 2nd-circle slots, and two 3rd-circle slots. However, you don't know any 3rd-circle spells, nor do you know any 2nd-circle Primordial spells. You can use the spell slots of those circles to cast the spells you do know and potentially enhance their effects.
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# Lineage and Heritage
## Lineages
### Beastkin Lineage Traits
Your beastkin character has the following hereditary traits.
**_Age._** Beastkin mature far more quickly than most Humanoids, reaching adulthood within 5 years. Though they may live nearly a century, some beastkin live only 20 or 30 years.
**_Size._** Your size is Medium or Small. Beastkin vary in weight and height, depending on their Beast characteristics. Most are between 4 and 8 feet tall, but if you choose to play a beastkin shorter than 4 feet, you can choose your size to be Small. Your weight varies depending on your Beast characteristics. For example, a Medium beastkin descended from bears likely weighs upward of 350 pounds, while an avian beastkin of the same size is likely to weigh around 100 pounds.
**_Speed._** Your base walking speed is 30 feet.
**_Animal Instinct._** You have proficiency in either the Perception or Survival skill (your choice).
**_Natural Weapons._** You have claws, horns, hooves, fangs, spines, or a similar adaptation that serves as a natural weapon. Work with your GM to determine what type of natural weapon you possess and decide whether it does bludgeoning, piercing, or slashing damage. You can use your natural weapon to make unarmed strikes. When you hit with it, the strike deals 1d6 + your STR or DEX modifier damage (choose which during character creation) of your chosen type, instead of the bludgeoning damage normal for an unarmed strike.
**_Natural Adaptation._** You inherit one of the following traits determined by what kind of animal characteristics you want your character to have:
- **_Avian._** Leathery, feathery, or gossamer wings sprout from your back or connect to your outstretched arms. You have a flying speed equal to your walking speed. You can't fly while wearing medium or heavy armor. Carrying a heavy load or a creature of your size or larger while flying reduces your speed by half.
- **_Agile._** Sharp claws, cloven hooves, robust limbs, reversed joints, or suction pads on your hands and feet allow you to scrabble up trees, rock faces, and uneven surfaces with ease. You have a climbing speed equal to your walking speed. In addition, you have advantage on saves made to avoid being knocked prone.
- **_Aquatic._** Oily fur, scales, fins, webbed hands and feet, or long, gangly limbs are common for your people. You have a swimming speed equal to your walking speed. You can hold your breath for up to 20 minutes.
- **_Sturdy._** Powerful limbs, fat reserves, or a thick hide allow you to endure harm and accomplish feats of remarkable athleticism. When you aren't wearing armor, you have a natural AC of 13 + your DEX modifier. In addition, you count as one size larger when determining your carrying capacity and the weight you can push or drag.
### Dwarf Lineage Traits
Your dwarf character has the following hereditary traits.
**_Age._** Dwarves are physically mature around age 20, but most consider themselves young until they reach age 50. On average, they live about 350 years.
**_Size._** Your size is Medium. Dwarves vary little in height or size, with most standing between 4 and 5 feet tall. Even the smallest dwarves possess broad frames and rarely weigh less than 150 pounds.
**_Speed._** Your base walking speed is 30 feet. Darkvision. You have darkvision to a range of 60 feet. Dwarven Resilience. You have advantage on saves against becoming poisoned, and you are resistant to poison damage.
**_Dwarven Toughness._** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
### Elf Lineage Traits
Your elf character has the following hereditary traits.
**_Age._** Although elves reach physical maturity around age 20, mental and emotional faculties reach full maturity around the age of 100. Elves can live to be 750 years old.
**_Size._** Your size is Medium. Elves range from under 5 feet to over 6 feet tall and tend toward slender builds, averaging around 110 pounds.
**_Speed._** Your base walking speed is 30 feet.
**_Heightened Senses._** You have advantage on Perception checks that rely on sight or hearing. You can see through lightly obscured areas normally and areas of dim light as if it were bright light.
**_Magic Ancestry._** You have advantage on saves against being charmed, and magic can't put you to sleep.
**_Trance._** Elves don't need to sleep. Instead, they enter a meditative trance state, remaining semiconscious for 4 hours a day. You choose whether or not you can dream while meditating. After resting in this way, you gain the same benefit that other creatures do from 8 hours of sleep.
### Human Lineage Traits
Your human character has the following hereditary traits.
**_Age._** Humans reach adulthood in their late teenage years and rarely live to be more than 100 years old.
**_Size._** Your size is Medium or Small. Humans vary in height and weight, but most adults range between 5 feet and 6 feet tall and average around 150 pounds. If you choose to play a human shorter than 4 feet however, you can choose your size to be Small.
**_Speed._** Your base walking speed is 30 feet. Ambitious. You gain proficiency in one skill of your choice, and you gain one talent of your choice. This talent can be from any of the talent lists, but you must meet the talent's prerequisites if any are required.
### Orc Lineage Traits
Your orc character has the following hereditary traits.
**_Age._** Orcs reach adulthood within two decades and seldom live longer than 60 years. However, orcs remain in their prime for most of their lives, undergoing few physical changes or signs of aging between adulthood and the end of their natural lifespan.
**_Size._** Your size is Medium. Orcs stand between 6 and 8 feet tall and commonly range from 110 to 350 pounds in weight.
**_Speed._** Your base walking speed is 30 feet.
**_Heightened Senses._** You have advantage on Perception checks that rely on sight or hearing. You can see through lightly obscured areas normally and areas of dim light as if it were bright light.
**_Orcish Perseverance._** When you would die due to suffocating or gaining levels of exhaustion, you instead enter a death-like stasis. While in stasis you are incapacitated, can't move, can't speak, and are unaware of your surroundings. You also cease to age, and your body is protected from decay. You can remain in this state until you are restored by mundane or magical healing, or your body is completely destroyed.
**_Stalwart._** When you are subjected to an effect that requires you to make a save at the end of your turn, you can instead choose to make the save at the start of your turn.
### Smallfolk Lineage Traits
Your smallfolk character has the following hereditary traits.
**_Age._** Smallfolk reach adulthood around 20 and typically live to be around 150 years old, though gnomes sometimes live twice as long.
**_Size._** Your size is Small. Smallfolk are rarely more than 3 feet tall and average about 40 pounds.
**_Speed._** Your base walking speed is 30 feet.
**_Grounded._** Once per day, when you fail a save, you can reroll the die and use the new roll. Regardless of whether the new roll is a success or failure, you generate 1 Luck.
**_Small Stature._** You can move through the space of any creature that is Medium or larger size. You can also attempt to hide when you are obscured by a creature of Medium or larger size.
**_Natural Adaptation._** You inherited one of the following unique traits, determined by whether your characteristics are gnomish or halfling:
- **_Gnomish._** Your ancestors made their homes underground or in dark woodlands, providing you with darkvision to a range of 60 feet. In addition, you learn the minor illusion cantrip. Choose whether INT, WIS, or CHA is your spellcasting ability for this spell during character creation.
- **_Halfling._** Your ancestors made their homes on the surface, displaying outsized pluck to drive back hostile wildlife and monsters. You have advantage on saves against being charmed or frightened.
## Heritages
### Cosmopolitan Heritage
**_Street Smarts._** While in a city or other urban environment, you have advantage on ability checks made to avoid getting lost and checks made to find a particular kind of business or other destination open to the public. In addition, while you are in such environments, you can't be surprised unless you are asleep or otherwise incapacitated.
**_Worldly Wisdom._** You have proficiency with the History skill. When you make a check related to understanding the purpose or significance of a building, rite, or object from a culture you aren't familiar with, you can add your PB to the roll. If you have proficiency in a relevant skill or tool, double your PB for the roll.
**_Languages._** You know Common and three additional languages of your choice. Typical cosmopolitan heritage characters choose Dwarvish and Elvish.
### Cottage Heritage
**_Comforts of Home._** As part of a long rest, you can cook a meal, tell stories, or perform some other activity that comforts your allies. Choose a number of creatures who participated in the long rest equal to your PB (this can include you). Those creatures gain temporary HP equal to twice your PB. These temporary HP last until expended or until you complete your next long rest.
**_Homesteader._** You have proficiency in either the Animal Handling or Nature skill.
**_Languages._** You know Common and one additional language of your choice. Typical cottage heritage characters choose Halfling or Gnomish.
### Diaspora Heritage
**_Preserved Traditions._** You gain proficiency with the History skill. You also gain proficiency with one type of martial weapon of your choice.
**_Timeless Resolve._** When you or an allied creature within 5 feet of you makes a save against becoming frightened, you and the ally have advantage on the save.
**_Languages._** You know Common and one additional language of your choice. Many diaspora communities learn the languages most common to soldiers, mercenaries, and traders near the area in which they reside, most often Orcish or Dwarven.
### Grove Heritage
**_Canopy Walker._** You have a climbing speed equal to your walking speed.
**_Nature's Camouflage._** You have advantage on DEX (Stealth) checks made while you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. While in such conditions, you can always attempt to take the Hide action, even if circumstances would not normally allow you to do so.
**_Languages._** You know Common and one additional language of your choice. Typical grove heritage characters choose Elvish.
### Nomadic Heritage
**_Resilient._** You have advantage on checks or saves made to resist debilitating weather effects, such as those caused by extreme heat or cold. In addition, when you complete a short rest, you can reduce your exhaustion level by one. Once used, you can't reduce your exhaustion level in this way again until you complete a long rest.
**_Traveler._** You have proficiency in the Survival skill.
**_Languages._** You know Common and one additional language of your choice. Depending on the regions your people frequent or the kinds of communities your people trade with, typical nomadic heritage characters choose Dwarvish or Elvish.
### Slayer Heritage
**_Natural Predator._** You have proficiency in the Intimidation skill. You have advantage on Intimidation checks to influence Beasts and creatures with the Animal tag.
**_Tracker._** When you make a check to locate, spot, or track a creature, you can add your PB to the roll. If you have proficiency in the skill or tool being used, double your PB for the roll.
**_Languages._** You know Common and one additional language of your choice. Typical slayer heritage characters choose Primordial or Sylvan.
### Stone Heritage
**_Ancestral Arts._** You gain proficiency with Construction tools. Double your PB for any ability check you make that uses them. You also gain proficiency with one type of martial weapon of your choice.
**_Eye for Quality._** When you make an ability check related to the origin or purpose of an object or structure made of metal or stone, you can add your PB to the roll. If you have proficiency in a relevant skill or tool, double your PB for the roll.
**_Languages._** You know Common and one additional language of your choice. Typical stone heritage characters choose Dwarvish.
### Supplicant Heritage
**_Scurry._** As a bonus action, you can move up to 10 feet without provoking opportunity attacks. This movement doesn't trigger traps or hazards that you are aware of, even if they are armed.
**_Supplicant._** You have proficiency in either the Insight or Persuasion skill. When a creature within 30 feet of you spends Doom, you have advantage on ability checks and saves until the beginning of your next turn.
**_Languages._** You know Common and one additional language of your choice, typically the language favored by your current or previous overlord (such as Draconic, Giant, or Undercommon).
### Wildlands Heritage
**_Beast Affinity._** Using gestures and sounds, you can communicate simple ideas with Beasts and creatures with the Animal tag, and you have advantage on checks made to interact with such creatures.
**_Shepherd's Gift._** You have proficiency in the Animal Handling skill. Any Beast or creature with the Animal tag whose CR is equal to or less than your PB that targets you with an attack must first make a WIS check contested by your WIS (Animal Handling). If you succeed, the creature must choose a new target or lose the attack.
**_Languages._** You know Common and one additional language of your choice. Typical wildlands heritage characters choose Sylvan.
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# Backgrounds and Talents
## Backgrounds
### Criminal
**Skill Proficiencies:** Choose two from Stealth, Investigation, Insight, or Deception.
**Additional Proficiencies:** You know Thieves' Cant. If you already know this language, you learn a different language of your choice. Gain proficiency with a tool and a vehicle.
**Equipment:** Five pieces of chalk, a grappling hook, a set of dark traveler's clothes or a costume, and a pouch containing 10 gp.
#### Talent
You have eked out a living on the fringes of lawful society. Choose a talent from this list to represent your experience: Covert, Scrutinous, or Touch of Luck.
### Scholar
**Skill Proficiencies:** Choose two from Arcana, History, Nature, or Religion.
**Additional Proficiencies:** Learn two additional languages of your choice or gain proficiency with a tool or vehicle relevant to your field of study.
**Equipment:** A bottle of ink, a quill, a small knife, a reference book on a highly specific subject, a set of common clothes, and a pouch containing 10 gp.
#### Talent
You have spent time researching particular academic subjects at an institute of learning or under a knowledgeable teacher. Choose a talent from this list to represent your experience: Polyglot, Ritualist, or School Specialization.
### Soldier
**Skill Proficiencies:** Choose two from Animal Handling, Athletics, Medicine, or Survival.
**Additional Proficiencies:** Gain proficiency with a tool and a vehicle of your choice.
**Equipment:** A symbol of rank (like a letter, badge, or identification tags), a mess kit, a pack of playing cards or a set of dice, a set of common clothes, and a pouch containing 10 gp.
#### Talent
You have received special training or honed natural capabilities that kept you safe during your service. Choose a talent from this list to represent your experience: Combat Casting, Combat Conditioning, or Field Medic.
## Talents
### Magic Talents
#### Arcanist
_Prerequisite: Spellcasting Class Feature_
Your focus on magical studies yielded incredible results, granting these benefits:
- Double your PB for any ability check you make that uses the Arcana skill.
- You can replace one cantrip or spell that you know (not a spell in a spellbook) with a different cantrip or spell of the same circle from your Spellcasting feature's source list. The spell must be of a circle you can cast.
- You learn one additional cantrip from your Spellcasting feature's source list.
#### Combat Casting
Experience on the battlefield has given you superior focus to cast your spells. You gain these benefits:
- When you make a CON save to maintain concentration on a spell, treat any d20 roll of 7 or less as though you rolled an 8.
- When a creature provokes an opportunity attack from you, you can use your reaction to cast a cantrip instead of making a melee attack.
- You can use a shield or weapon you wield as a spellcasting focus. As normal, you can use the same hand or hands holding this focus to perform somatic spell components.
#### Elemental Savant
_Prerequisite: Ability to Cast at Least One Spell that Deals Damage_
Choose one of the following elemental damage types: acid, cold, fire, lightning, or thunder. When you cast a spell that deals damage, you can convert the damage type of that spell to your chosen elemental damage type. You must decide to convert the damage type when you declare you are casting the spell.
In addition, when you roll damage for a spell that naturally uses your chosen elemental damage type-not a spell you convert to your chosen type-you can reroll any damage dice results of 1. You must keep the new result.
You can select this talent multiple times, selecting a different damage type each time.
#### Mental Fortitude
Through rigid mental exercise, you have fortified yourself against mind-altering effects. You gain these benefits:
- Once per short rest, when you fail an INT, WIS, or CHA save, you can choose to reroll the save and take the new result.
- When you start your turn charmed, frightened, paralyzed, or stunned, you gain 1 Luck.
#### Psycanist
_Prerequisite: INT 13 or Higher_
Through magic, you learned to influence and manipulate the world around you with your mind. You gain one of the following benefits:
- You can telepathically speak with any creature within 30 feet of you. A creature doesn't need to share a language with you to communicate this way, but it must understand at least one language. Creatures you speak to can reply to you telepathically, but can't initiate a telepathic conversation.
- As a bonus action, you can read the aura of a single creature that you can see within 30 feet of you until the end of your next turn. For the duration, the target isn't invisible or heavily obscured to you. You know its current hit points, its resistances, immunities, and vulnerabilities, and learn the creature's emotional state, including whether it is hostile or docile.
- As a bonus action, you can attempt to lift, push, pull, or shove one Medium or smaller creature or object (up to 200 pounds) that you can see within 30 feet of you. A creature that succeeds on a STR save against your spell save DC is unaffected. On a failed save, the creature or object is pulled, pushed, or lifted 5 feet in the direction of your choice.
You can select this talent multiple times, choosing a different benefit each time.
#### Ritualist
_Prerequisite: Spellcasting Class Feature_
Your study of magic has unlocked the mysteries of ritual spells. When you gain this talent, you also gain a ritual book, which contains the rituals you know. To cast a ritual spell, you must have your ritual book in hand.
Choose a spell source: Arcane, Divine, Primordial, or Wyrd. You must choose your rituals from that source's spell list. Regardless of which source you choose, you use your normal spellcasting ability for these spells.
When you gain your ritual book, add one ritual of each spell circle you have already unlocked via your spellcasting class. For example, a cleric who selects this talent at 4th level has spell slots for 1st and 2nd circles, so they would add one 1st-circle ritual and one 2nd-circle ritual to their book.
Each time you gain access to a new circle of spell slots by gaining a level in your spellcasting class, add one new ritual spell to your book. This new ritual must be from the same circle of magic you originally chose, and it must be of a circle for which you have spell slots. For example, when a cleric reaches 5th level, they gain access to 3rd-circle spells, so the cleric would select one ritual spell of 3rd circle or lower to add to their ritual book.
#### School Specialization
Choose one of the eight schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. You gain these benefits:
- When you cast spells of your chosen school, your spell attack bonus and spell save DC are both increased by 1.
- If you use a spellbook to cast your spells, the gold and time you must spend copying a spell of that school into your spellbook is halved.
- When you spend two or more sorcery points while casting a spell of that school, you regain 1 sorcery point at the end of your turn.
You can select this talent multiple times, selecting a different school of magic each time.
#### Spell Duelist
_Prerequisite: Ability to Cast One or More Cantrips_
When a creature you can see damages you with a spell, you can use your reaction to cast a cantrip targeting that creature. In addition, when you cast a spell that requires an attack roll, you gain these benefits:
- Double the range of the spell. If the spell's range is touch, its range increases to 15 feet.
- The spell ignores any AC bonus granted by cover.
### Martial Talents
#### Athletic
You focused on honing your athletic capabilities. You gain these benefits:
- Double your PB for any ability check you make that uses the Athletics skill.
- When factoring your carrying capacity, multiply your STR score by 18 instead of 15. When factoring the amount you can push, drag, or lift, multiply your STR score by 35 instead of 30.
- You can stand up from being prone on your turn by expending 5 feet of movement.
- The length of your running long jump increases by 10 feet. The height of your running high jump increases by 3 feet.
#### Armor Expert
_Prerequisite: STR 13 or Higher_
Your experience with armor allows you to weather mighty onslaughts. While you are wearing medium or heavy armor with which you are proficient, you gain these benefits:
- Your AC increases by 1.
- You have advantage on saves to avoid being pulled, shoved, or knocked prone.
#### Armor Training
_Prerequisite: Proficiency with Light or Medium Armor_
You've trained to improve your use of armor. You gain these benefits:
- If you are proficient with light armor, you gain proficiency with medium armor. If you are proficient with medium armor, you gain proficiency with heavy armor and shields.
- If you are wearing armor that would normally impose disadvantage on DEX (Stealth) checks, you instead roll normally and can't have advantage or disadvantage on the check.
- You can add up to +3 (instead of +2) to your AC based on your DEX while wearing medium armor.
Combat Conditioning
You've endured extensive training to withstand the rigors of combat. You gain these benefits:
- Your hit point maximum increases by 2 for each character level you have. Each time you gain a level after taking this talent, your hit point maximum increases by 2.
- When you roll hit dice to recover hit points, treat any roll lower than your current PB as though it were equal to your PB.
#### Furious Charge
You've learned to press every advantage and hammer into enemies. Each time you move 20 feet in a straight line toward a creature and hit it with a melee weapon attack or an unarmed strike, the attack gains your choice of two of the following benefits:
- The attack deals additional damage of your weapon's damage type equal to your PB.
- If the target is one size larger than you or smaller, it is pushed 10 feet directly away from you.
- The target must succeed on a STR save or be knocked prone. The save DC equals 8 + your PB + your STR modifier.
- If the target is Huge or smaller, you swap places with it.
To gain any of these benefits, you must be wielding a melee weapon with which you are proficient that doesn't have the Light property.
#### Hand To Hand
You mastered techniques that allow you to efficiently fight barehanded. You gain these benefits:
- The damage of your unarmed strikes increases from 1 + STR modifier to 1d6 + STR modifier.
- You gain proficiency with improvised weapons. While wielding an improvised weapon with one hand, the weapon deals a minimum of 1d8 + STR modifier damage. While wielding an improvised weapon with two hands, the weapon deals a minimum of 1d10 + STR modifier damage.
- You have advantage on ability checks made to initiate or escape a grapple. When you start your turn grappled with or restrained by a creature, that creature takes bludgeoning damage equal to your STR modifier.
#### Heavy Weapon Mastery
_Prerequisite: Character 4th Level or Higher_
You have great skill with two-handed weapons. While wielding a melee weapon with the Heavy property in two hands, you gain these benefits:
- When you score a critical hit, you can make one additional melee weapon attack as part of that Attack action.
In addition, your attacks become overpowering. As a bonus action on each of your turns, you can give yourself one of the following benefits:
- The next melee attack you make with a Heavy weapon ignores resistance to your weapon's damage.
- Your next melee attack with a Heavy weapon has a -5 penalty to the attack roll. If the attack hits, it deals extra damage equal to half your STR score.
#### Opportunist
You find openings in your targets' defenses.
You gain these benefits:
- When you make an opportunity attack, you have advantage on the attack roll.
- A creature within reach of your melee weapon provokes an opportunity attack from you when they stand up from being prone or take the Use an Object action.
Physical Fortitude
You've fortified yourself against physically debilitating effects. You gain these benefits:
- Once per turn, when you fail a STR or CON save, you can expend one of your hit dice to reroll the save. You must take the new result.
- When you start your turn blinded, deafened, restrained, or poisoned, you gain 1 Luck.
- You have advantage on checks and saves to avoid being knocked prone, pulled, or pushed.
#### Shield Mastery
_Prerequisite: Character 4th Level or Higher_
You can wield a shield as an extension of your own body.
While wielding a shield, you gain these benefits:
- As a bonus action, you can attempt to shove a creature within 5 feet of you with your shield. If you move 10 feet or more directly toward a creature before using this bonus action, you have advantage on the check.
- When you use your action to Dodge, your AC increases by an amount equal to the armor bonus of your shield.
- When you make a DEX save to avoid taking damage, you can use your reaction to halve any damage taken by taking shelter behind your shield.
#### Vanguard
You trained in capitalizing on every opening and stopping enemies in their tracks. You gain these benefits:
- When a creature within reach makes a melee attack against a target other than you, as a reaction you can make a melee weapon attack against the attacking creature.
- You can make an opportunity attack against a creature that leaves your reach even if their movement doesn't provoke opportunity attacks.
- When you take the Ready action to attack with a melee weapon, you gain a bonus to your attack and damage rolls equal to your PB when the trigger occurs. On a hit, the creature's speed is reduced to 0 feet until the end of its next turn.
#### Weapon Discipline
_Prerequisite: Proficiency with at Least One Martial Weapon_
You seek perfection with a single weapon. Choose a simple or martial weapon (such as spear, heavy crossbow, or greataxe) you are proficient with. While wielding that weapon, you gain these benefits:
- You gain a +1 bonus to attack and damage rolls made with your chosen weapon.
- When you score a critical hit with your chosen weapon, you can roll one additional weapon damage die for damage.
- When you reduce a creature to 0 HP with your chosen weapon, you gain temporary hit points equal to your PB. These temporary hit points last for 1 minute or until expended.
You can select this talent multiple times, selecting a different weapon each time.
### Technical Talents
#### Aware
You have exceptional situational awareness. When you select this talent, you gain these benefits:
- When you roll for initiative, treat any d20 roll of 9 or lower as though you rolled a 10.
- As long as you are conscious, you can't be affected by the surprised condition.
- Hidden targets don't have advantage on attack rolls made against you.
#### Covert
_Prerequisite: Proficiency with the Stealth Skill, DEX 13 or Higher_
You trained in the art of espionage. You gain these benefits:
- You can attempt to hide while in three-quarters cover or while lightly obscured.
- Creatures that rely on darkvision can't see you while you remain motionless in dim light or darkness. This effect ends if you move, take an action or bonus action, or use a reaction while in the creature's line of sight.
- You don't have disadvantage on attack rolls and WIS (Perception) checks against targets in dim light.
- If you make a ranged attack against a creature or if a creature spots you while you are hidden, you can use your reaction to make a DEX (Stealth) check at disadvantage opposed by the creature's Perception. On a success, you remain hidden and the creature is unaware of your position. Once used on a creature, the target can't be affected by this feature again for 24 hours.
#### Dungeoneer
You've studied-or at least survived-your share of hazards and learned a thing or two about sniffing out secrets. You gain these benefits:
- You can add your PB to checks made to disarm traps and open doors, even if you aren't proficient with the tools to do so. The first time you fail an ability check while disarming a trap, opening a door, or passing a hazard, the failure doesn't trigger the trap, block the door, or force you into the hazard's area-no consequence befalls you from the failure.
- You have advantage on Perception and Investigation checks made to search for secret doors, find traps, and see through illusions.
- You have advantage on saves made to avoid or resist traps or hazards. You are resistant to damage from traps and hazards.
- When combat begins, you and allies within 5 feet of you can attempt a DEX (Stealth) check for the purpose of determining who is surprised.
#### Far Traveler
You have traveled the world and been to many fantastical places. You gain these benefits:
- You and your allies can travel up to 10 hours each day, instead of the standard 8, before you must make a CON save for a forced march.
- Traveling at a fast pace doesn't impose the standard -5 penalty to your passive Perception.
- You have advantage when you make a WIS (Survival) check to determine if you become lost.
- You ignore the effects of having one level of exhaustion.
When you have two or more levels of exhaustion, you suffer the effects of exhaustion normally.
#### Field Medic
You trained to provide emergency medical assistance. When you select this talent, you gain these benefits:
- When you make a WIS (Medicine) check, treat any d20 roll of 9 or lower as though you rolled a 10.
- As an action, you can tend to the wounds of a creature you can see and touch. When you do, the creature regains a number of hit points equal to your PB + their CON modifier. A creature healed in this way can't receive the benefits of this feature again until it finishes a short or long rest.
- When you spend hit dice to regain hit points during a short rest, you can reroll a number of dice equal to your PB and must take the new result.
#### Polyglot
You have studied language extensively. You can communicate in multiple languages and puzzle out critical information from languages you don't know. When you select this talent, you gain these benefits:
- Learn three languages of your choice.
- When you converse with a creature in a language you both know (other than Common) you have advantage on a single CHA ability check made to influence or interact with that creature. Once you use this feature, you can't do so again until you finish a long rest.
- When you make an ability check related to understanding the meaning of a verbal or written language you don't know, you can add your PB to the result. If you have proficiency in a relevant skill or tool, double your PB for the roll.
#### Quick
You are uncommonly agile. While not wearing medium or heavy armor, you gain these benefits:
- Your speed increases by 10 feet.
- When you take the Dash action, you can move along vertical surfaces during your movement.
- If you fall, as a reaction you can ignore a number of feet equal to 5 times your PB, lessening any fall damage you take. If this allows you to ignore the entire distance of a fall, you can land on your feet.
- As a bonus action you can move up to 5 feet without provoking an opportunity attack or expending movement.
#### Scrutinous
You have a keen eye for detail. You gain these benefits:
- When a creature you can see speaks in a language that you know, you can discern what they are saying even if you can't hear them.
- You gain a +5 bonus to your passive Perception and passive Investigation.
- When you spend 1 minute or longer examining an object for fine or hidden details, you can ask your GM one question about it, and they must answer truthfully.
- If you hear a creature speak for 1 minute or longer, you can mimic its voice. A creature familiar with your target can succeed on a WIS (Insight) check opposed by your CHA (Deception) to understand the ruse.
#### Trade Skills
You honed your skills to work in a particular profession. When you select this talent, decide what that profession is and gain these benefits:
- Gain proficiency with one skill and a tool or vehicle relevant to your chosen profession. Alternatively, gain proficiency with any combination of two tools or vehicles relevant to your chosen profession.
- Double your PB for one skill you are proficient with. That skill must not already double your PB.
- You have advantage on checks you make where both a tool and skill you are proficient with would apply to the check. For example, when identifying a plant, if you are proficient with the herbalism kit and the Nature skill, your check would have advantage.
You can select this talent multiple times, but you must choose a different profession each time.
#### Touch Of Luck
Fortune's favor always makes its way back to you. You gain these benefits:
- When you would gain 1 Luck as a result of failing an attack roll or save, you instead gain 2 Luck.
- If you have 5 Luck and would gain a 6th, your Luck total resets to 1d4 + 1.
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# Gods & Pantheons
## Fantasy Historical Pantheons
The Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical Earth religions. Mix and match these deities outside of a historical context to serve your game's needs.
### Egyptian Pantheon
These gods are a dynasty of an ancient divine family, heirs to the rulership of the cosmos. They maintain the universal forces of truth, justice, law, and order. As kings and queens lead their vassals, these gods guide their worshippers through mortality and beyond.
#### Table: Egyptian Deities
| DEITY | SUGGESTED DOMAINS | SYMBOL |
| ---------------------------------------------- | ------------------- | ------------------------------- |
| Anubis, god of judgment and guide to the dead | Death | Black jackal |
| Bast, goddess of cats and vengeance | War | Cat |
| Hathor, goddess of love, music, and motherhood | Life, Light | Horned cow |
| Isis, goddess of fertility and magic | Knowledge, Life | Ankh and star |
| Nephthys, goddess of death and grief | Death | Horns around a lunar disk |
| Osiris, god of nature and the underworld | Life, Nature | Crook and flail |
| Ptah, god of crafts and secrets | Crafting, Knowledge | Bull |
| Ra, god of the sun, ruler of the gods | Life, Light | Solar disk encircled by serpent |
| Set, god of darkness and disaster | Tempest, Trickery | Coiled cobra |
| Sobek, god of water | Nature, Tempest | Crocodile head |
| Thoth, god of knowledge and wisdom | Knowledge | Ibis |
### Greek Pantheon
These gods rule from a sky-high mountain realm called Olympus, but they are far from removed from mortal affairs. Deities of this pantheon possess terrifying power over natural forces but are ruled by all-too-human passions that cause them to perpetually bicker, fall in love, and war with one another—often at the expense of mortal bystanders caught in their wake.
#### Table: Greek Deities
| DEITY | SUGGESTED DOMAINS | SYMBOL |
| ------------------------------------------ | ---------------------- | ---------------------------- | ------------------- |
| Aphrodite, goddess of love and beauty | Light | Seashell |
| Apollo, god of light, music, and healing | Knowledge, Life, Light | Lyre |
| Ares, god of war and strife | War | Spear |
| Artemis, goddess of hunting and childbirth | Life, Nature | Bow and | arrow on lunar disk |
| Athena, goddess of wisdom and civilization | Knowledge, War | Owl |
| Demeter, goddess of agriculture | Life, Nature | Cornucopia ( | horn-of-plenty) |
| Dionysus, god of mirth and wine | Life | Thyrsus (staff tipped with a | pinecone) |
| Hades, god of the underworld | Death | Black ram |
| Hecate, goddess of magic and the moon | Knowledge, Trickery | Setting | moon |
| Hephaestus, god of smithing and craft | Crafting | Hammer and anvil |
| Hera, goddess of family and intrigue | Life, Trickery | Peacock feather |
| Hermes, god of travel and commerce | Trickery | Caduceus (winged staff | and serpents) |
| Pan, god of nature | Nature | Syrinx (pan pipes) |
| Poseidon, god of the sea | Tempest | Trident |
| Zeus, god of the sky, ruler of the gods | Tempest | Lightning bolt |
### Norse Pantheon
These gods hold court over harsh lands that can claim the lives of mortals not strong or clever enough to survive. This struggle is mirrored in the pantheon's cosmic struggle: perpetual warfare against forces working to end everything. Their powers and bombastic personalities reflect the strong leadership and decisive action required to survive, while embracing life's pleasures.
#### Table: Norse Deities
| DEITY | SUGGESTED DOMAINS | SYMBOL |
| ----------------------------------------- | ----------------- | --------------------------------- |
| Baldur, god of beauty and poetry | Life, Light | Gem-encrusted silver chalice |
| Forseti, god of justice and law | Light | Head of a bearded man |
| Freya, goddess of fertility and love | Life, Light | Falcon |
| Heimdall, god of watchfulness and loyalty | Light, War | Curling musical horn |
| Hel, goddess of the underworld | Death | Woman's face, rotting on one side |
| Loki, god of thieves and trickery | Trickery | Flame |
| Njord, god of sea and wind | Nature, Tempest | Gold coin |
| Sif, goddess of war | War | Raised sword |
| Odin, god of knowledge and war | Knowledge, War | Watching blue eye |
| Thor, god of thunder, strength, and war | Tempest, War | Hammer |
| Uller, god of hunting and winter | Nature | Longbow |
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# Conditions
## Blinded
- A blinded creature can't see and automatically fails any ability check that requires sight.
- Attack rolls against a blinded creature have advantage, and a blinded creature's attack rolls have disadvantage.
## Charmed
- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
- The charmer has advantage on any ability check to interact socially with the creature.
## Deafened
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
## Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering two levels of exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect's description. All exhaustion effects end if a creature's exhaustion level is reduced below one.
Finishing a long rest reduces a creature's exhaustion level by one, provided that the creature has also had some food and drink.
### Exhaustion (Table)
| LEVEL | EFFECT |
| ----: | -------------------------------------- |
| 1 | Disadvantage on ability checks |
| 2 | Speed halved |
| 3 | Disadvantage on attack rolls and saves |
| 4 | Hit point maximum halved |
| 5 | Speed reduced to 0 |
| 6 | Death |
## Frightened
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.
## Grappled
- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- The condition ends if the grappler is incapacitated (see the incapacitated condition).
- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
## Incapacitated
- An incapacitated creature can't take actions or reactions.
## Invisible
- An invisible creature is impossible to see without the aid of magic or a special sense. A creature with the invisible condition can always attempt to hide and has advantage on DEX (Stealth) checks to do so. The creature's location can be detected by any noise it makes or any tracks it leaves.
- Attack rolls against an invisible creature have disadvantage, and an invisible creature's attack rolls have advantage.
## Paralyzed
- A paralyzed creature is incapacitated (see the incapacitated condition) and can't move or speak.
- The creature automatically fails Strength and Dexterity saves.
- Attack rolls against a paralyzed creature have advantage.
- Any attack that hits a paralyzed creature is a critical hit if the attacker is within 5 feet of the creature.
## Petrified
- A petrified creature is transformed, along with any nonmagical objects it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
- The creature is incapacitated (see the incapacitated condition), can't move or speak, and is unaware of its surroundings.
- Attack rolls against a petrified creature have advantage.
- The creature automatically fails Strength and Dexterity saves.
- The creature has resistance to all damage.
- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
## Poisoned
- A poisoned creature has disadvantage on attack rolls and ability checks.
## Prone
- A prone creature's only movement options are to crawl or to stand up. Standing up costs an amount of movement equal to half the creature's speed and ends the condition.
- The creature has disadvantage on attack rolls.
- An attack roll against a prone creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
## Restrained
- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- Attack rolls against a restrained creature have advantage, and a restrained creature's attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saves.
## Stunned
- A stunned creature is incapacitated (see the incapacitated condition), can't move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity saves.
- Attack rolls against a stunned creature have advantage.
## Surprised
- A surprised creature can't move or take an action on its first turn of combat, and it can't take a reaction until after its first turn ends.
## Unconscious
- An unconscious creature is incapacitated (see the incapacitated condition), can't move or speak, and is unaware of its surroundings.
- The creature drops whatever it's holding and falls prone (see the prone condition).
- The creature automatically fails Strength and Dexterity saves.
- Attack rolls against an unconscious creature have advantage.
- Any attack that hits an unconscious creature is a critical hit if the attacker is within 5 feet of the creature.