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# A5E Creative Commons License
The A5E System Reference Document (A5ESRD) by EN Publishing is licensed under a Creative Commons Attribution 4.0 International License and is based on Level Up: Advanced 5th Edition, which can be found at at levelup5e.com.
You may use the content in the A5ESRD in any manner permitted by the license as long as you include the following attribution in your own work:
> This work includes material taken from the A5E System Reference Document (A5ESRD) by EN Publishing and available at A5ESRD.com, based on Level Up: Advanced 5th Edition, available at www.levelup5e.com. The A5ESRD is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. Section 5 of CC-BY-4.0 includes a Disclaimer of Warranties and Limitation of Liability that limits our liability to you.
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# Introduction
## The Core Rule
The twenty-sided die (d20) is at the heart of the action resolution mechanic. To make an attack, ability check, or saving throw, players roll a d20 and add their relevant modifiers. Apply any bonuses and penalties, and compare the total to the appropriate difficulty rating (Armor Class, Difficulty Class, and so on). If the total equals or exceeds the rating, the roll is a success. Otherwise, its a failure.
## Group Checks
Sometimes the Narrator will call for a group check. Group checks take place when the entire party is engaged in a single task.
In a group check, every player makes an ability check as described above. If more than half of the group succeeds in their check, the group as a whole succeeds. If half or less of the group succeed, the group as a whole fails.
## Criticals and Fumbles
When you roll a 20 on a d20 attack roll, saving throw, or ability check (before applying any modifiers, bonuses, and penalties), this is referred to as a “natural 20”. Rolling a 1 on a d20 attack roll, saving throw, or ability check (before applying any modifiers, bonuses, and penalties) is referred to as a “natural 1”.
**Critical Hits and Fumbles.** A natural 20 on an attack roll is a critical hit and is always successful. On the flip side, rolling a natural 1 on an attack roll is considered a critical fumble and always misses.
**Critical Saves.** A natural 20 on a saving throw is a critical save and always succeeds. A natural 1 on a saving throw is always a failure. When you choose to fail a saving throw, your result is a natural 1\.
**Critical Successes.** A natural 20 on an ability check is a critical success so long as the creature attempting it would normally have succeeded on the check. On a critical success the objective of the check is achieved and something else happens as well.
**Critical Failures.** A natural 1 on an ability check is a critical failure so long as the creature attempting it would normally have failed on the check. On a critical failure, the objective of the check is failed, and something unfortunate happens as well.
***Group Criticals.*** When making a group check, a critical success is achieved if all members of the party succeed in their checks, while a critical failure takes place if all members of the party fail.
Criticals and fumbles also provide opportunities for additional positive and negative consequences. At the Narrators discretion, a fumble might also result in a complication for the attacker.
# Advantage, Disadvantage, and Expertise
Some circumstances grant advantage or disadvantage on an ability check, attack roll, or saving throw. To make a roll with advantage or disadvantage, roll two twenty-sided dice instead of one. For advantage, you use the higher of the two die rolls. For disadvantage, you use the lower of the two. When you have both advantage and disadvantage (regardless of from how many sources), they cancel each other out and you roll normally.
Some class features or traits grant you an expertise die for an attack roll or saving throw, or in a specific skill or tool proficiency. When you make a d20 roll with which you have gained an expertise die, roll 1d4 and add the number rolled to the result of your check.
You can never roll more than one expertise die on the same roll. If another class feature or situation grants an expertise die of any size that applies to the same roll, you dont gain another die; instead, the size of the largest expertise die increases by one step for that check, from 1d4 to 1d6, or 1d6 to 1d8. If you have a 1d8 expertise die on a check, further expertise dice have no effect.If you have advantage or disadvantage at the same time as an expertise die, only the d20 is rolled twice, not the expertise die.
While advantage is most commonly used to represent circumstantial factors affecting a situation, expertise dice typically represent the particular training a character takes into the adventure.
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# Character Creation
## Determine Ability Scores
There are six key ability scores that factor into everything that your character does in the game: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These abilities and their uses are described in detail in later chapters.
Ability scores are generated randomly by rolling four 6-sided dice and recording the total of the highest three dice on a spare sheet of paper. You continue to do this until you have a total of six numbers.
Choose where youd like to assign these numbers by recording each next to an ability score.
After thats done, modify your ability scores to account for any additional bonuses your character gained from their background.
The final ability scores will determine your ability modifiers, which can be seen in the Ability Scores and Modifiers table.
To figure out your ability modifier without the table, subtract 10 from an ability score and then divide the result by 2 (round down). Record the modifier next to your ability scores.
## Variant: Standard Ability Array
Instead of rolling dice to determine your six ability scores, you may choose to use the following scores instead: 15, 14, 13, 12, 10, 8\.
## Variant: Ability Score Point Buy
With the Narrators approval, you can use the following method to create ability scores.
You have 27 points to spend on ability scores. The cost of each score is shown on the Ability Score Point Cost table. This approach to ability score generation limits the highest score to 15 before the application of ability score increases from other sources.
**TABLE: ABILITY SCORE POINT COST**
| SCORE | COST |
| :---: | :---: |
| 8 | 0 |
| 9 | 1 |
| 10 | 2 |
| 11 | 3 |
| 12 | 4 |
| 13 | 5 |
| 14 | 7 |
| 15 | 9 |
# Gear Up for Adventure
Your character begins the game with starting equipment determined by their background and class. Starting equipment includes everything from weapons and armor to general tools and items. Be sure to record your starting equipment on the character sheet.
If youd like to have more flexibility in the gear your character starts the game with you can alternatively use your class gold pieces (gp) to buy your own.
Be sure to keep in mind that your character has to carry everything you buy\! Strength scores determine the maximum amount of equipment characters can carry. Avoid going over a total weight in pounds greater than your Strength score times 15, and be mindful of any bulky items that weigh over 40 pounds or are larger than 2 feet across.
If your character is going on a journey, they will also need to carry food and water with them (or whatever it is they eat and drink). You can carry a number of days Supply equal to your Strength score, in addition to your equipment, weapons, and armor.
## Defense
Your Armor Class (AC) represents your characters ability to avoid sustaining damage in battle. Numerous things affect your AC in various ways, such as armor, traits, features, Dexterity and more.
Unarmored, your characters AC is 10 \+ their Dexterity modifier. While wearing armor, utilizing shields, or taking advantage of traits and features, the AC calculation will differ based on the circumstances. For equipment the details of AC calculation are available as part of an items description, and the criteria and effects of other options are listed in your characters class, heritage, or culture.
When your character is subject to more than one way to calculate their AC, you can choose which one to apply.
One of the key things to remember when making your character is that not everyone can use armor and shields. Your character must be proficient with armor and shields in order to use them with any efficiency, and there are certain drawbacks from struggling to use either without knowing how to properly do so.
## Save Difficulty Classes
Some of your attacks and spells may force your target to make a saving throw to resist it. You have two saving throw difficulty classes (DCs), one used for combat maneuvers, and the other for spellcasting.
**Maneuver save DC** \= 8 \+ your proficiency bonus \+ your Strength or Dexterity modifier.
**Spell save DC** \= 8 \+ your proficiency bonus \+ your spellcasting ability modifier.
## Offense
Weapons are the bread and butter of any savvy adventurer, even those who use them as only a last resort.
Weapon attacks are made by rolling a d20 and adding your proficiency bonus (as long as your character is actually proficient with the weapon) and the appropriate ability modifier. Weapon damage is calculated by rolling the weapons damage die and adding any applicable modifiers.
Melee weapons use your characters Strength modifier or Dexterity modifier for attack and damage rolls.
Meanwhile, ranged weapons use Dexterity for attack and damage rolls. Some weapons with the thrown property, such as javelins, allow you to use your characters Strength modifier instead.
All attacks also indicate the type of damage they deal. A sickle deals slashing damage while a heavy maul deals bludgeoning damage. Damage types, besides being cool aspects of your character, also come into play as some situations may call for one type of damage type over the other.
Some special attacks (basic combat maneuvers that you use to grapple or shove a creature) instead do an amount of damage called basic melee damage. This is equal to 1 \+ your Strength modifier.
# Beyond the First Steps
the activities of your character and their party members gains them experience points. As these accumulate a character will eventually gain a level when theyve acquired a certain number of experience points as seen on Table: Character Advancement.
At tier 0 (levels 1st2nd) your characters are novices. They are taking their very first steps towards destiny, perhaps traveling further from their homes than ever before. The obstacles and foes they face are only slightly more perilous than what commoners contend with, albeit more frequent.
When your character gains a level their class offers additional features, and at certain levels their proficiency bonus increases. Leveling up will eventually provide the opportunity to increase your ability scores; however no ability score can surpass 20\.
As part of the process, each level provides your character with an additional Hit Die. You may either roll this die or take the average result of the die (rounded up), add your Constitution modifier, and increase your hit point maximum by that amount.
# The World and You
The challenges your characters face and the adventures they take can be classified into five main tiers of play. Tiers of play help give you an idea of what to expect involving the scale of the challenges you face and how the world generally reacts to you.
At tier 0 (levels 1st2nd) your characters are entirely new to adventuring, just beginning to learn how dangerous the world around them can really be.
At tier 1 (levels 3rd4th) your characters are coming into their own as adventurers and learning the basic elements of their classes. Threats are small in scale and scope.
At tier 2 (levels 5th10th) your characters are regional heroes. They are accessing new levels of martial or magical power and can use skills, features, and magic that attract attention and acclaim.
At tier 3 (levels 11th16th) your characters are masters of their craft, well beyond the abilities of other people and even other adventurers. Spells can bend the definition of whats possible while martial characters taking to the battlefield can and have turned the tides of massive battles.
At tier 4 (levels 17th20th) your characters have reached a point where the challenges they face are of world-changing size and proportion. At this tier, your characters actions have the potential to fundamentally alter the lives and wellbeing of those that rely on (or fear) them.
**TABLE: CHARACTER ADVANCEMENT**
| EXPERIENCE | LEVEL | PROFICIENCY BONUS |
| :---- | :---: | :---: |
| 0 | 1st | \+2 |
| 300 | 2nd | \+2 |
| 900 | 3rd | \+2 |
| 2,700 | 4th | \+2 |
| 6,500 | 5th | \+3 |
| 14,000 | 6th | \+3 |
| 23,000 | 7th | \+3 |
| 34,000 | 8th | \+3 |
| 48,000 | 9th | \+4 |
| 64,000 | 10th | \+4 |
| 85,000 | 11th | \+4 |
| 100,000 | 12th | \+4 |
| 120,000 | 13th | \+5 |
| 140,000 | 14th | \+5 |
| 165,000 | 15th | \+5 |
| 195,000 | 16th | \+5 |
| 225,000 | 17th | \+6 |
| 265,000 | 18th | \+6 |
| 305,000 | 19th | \+6 |
| 355,000 | 20th | \+6 |
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# Multiclassing
Whenever you gain a character level, you can choose to gain a level in a different class instead of gaining the next level in your current class. Your character level is the total number of levels you have in any classes.
Multiclassing allows you to freely develop your adventurer in whatever direction you see fit. Compared to an adventurer of a single class, youll have a wider range of options, but you will reach more powerful class features later than most.
# Experience Points
If your game is utilizing experience points (XP), your XP cost to gain new class levels is based on your character level and not your level in any class.
# Hit Points and Hit Dice
You gain a classs hit points described for 1st level only from your very first level as a 1st level character. Any levels gained from multiclassing gain the hit points as described for levels after 1st level, even if they would be the first level gained in a particular class.
If your classes both provide the same hit die type, you can simply pool them together. If your classes provide different hit die types, you must keep track of them separately and you may spend them as you choose for any features that require hit dice.
# Proficiency Bonus
Your proficiency bonus is based on your character level, not on any one class.
# Proficiencies
You only gain some of the 1st level proficiencies from classes taken after your first class, as shown in the Multiclassing Proficiencies table.
**TABLE: MULTICLASSING PROFICIENCIES**
| CLASS | PROFICIENCIES GAINED |
| :---- | :---- |
| Adept | Simple weapons, shortswords |
| Berserker | Light armor, medium armor, shields, simple weapons, martial weapons |
| Bard | Light armor, one skill of your choice, one musical instrument of your choice |
| Cleric | Two from Culture, History, Medicine, or Religion |
| Druid | Light armor, medium armor, shields (characters with druid levels lose proficiency with metal armor and shields and cannot gain it) |
| Fighter | Light armor, medium armor, shields, simple weapons, martial weapons |
| Herald | Light armor, medium armor, shields, simple weapons, martial weapons |
| Marshal | Light armor, medium armor, shields, simple weapons, martial weapons |
| Ranger | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class skill list |
| Rogue | Light armor, one skill from the class skill list, thieves tools |
| Sorcerer | Arcana |
| Warlock | Light armor, simple weapons |
| Wizard | Arcana |
# Starting Equipment
You only gain the starting equipment of your first class at 1st level. You do not gain any additional starting equipment from your first levels in additional classes.
# Class Features
Whenever you gain a new level in a class, you gain the class features for that level. Some features are found in multiple classes and need additional rules when combined: **Alternate Armor Class**, **Combat Maneuvers**, **Extra Attack**, and **Spellcasting**.
# Alternate Armor Class
Multiple instances of any feature that provides an alternate Armor Class calculation do not stack and cannot combine in any way. If you have multiple features that provide an alternate Armor Class calculation, your AC is equal to the highest Armor Class calculation that currently applies.
# Combat Maneuvers
If you gain the Combat Maneuvers class feature from more than one class, you gain any additional combat traditions or maneuvers the features provide but your exertion pool remains the same and does not stack.
***Heralds.*** The herald is an exception to this rule. If your first levels are in the herald class, you gain an exertion pool equal to twice your proficiency bonus. You regain exertion spent from this pool at the end of a rest.
You use your class levels in every class that grants combat maneuvers to determine the highest degree of combat maneuvers you can learn, determined by the class with the greatest access.
# Extra Attack
You cannot stack multiple instances of the Extra Attack feature from multiple classes, and additional instances of the feature do not add additional attacks.
***Fighters and Marshals.*** The additional 11th level Extra attack feature gained by fighters and marshals are both exceptions to this rule (a fighter 5/marshal 6 can attack 3 times with the Attack action.)
# Spellcasting
If you gain the Spellcasting feature from only one class you follow the spellcasting rules found in that class. However, if you gain the Spellcasting feature from different classes you must use the following rules.
## Spells Known and Prepared
You know and prepare the spells of each of your classes as if you only had levels in that class. Each spell you know and prepare uses the Spellcasting feature of the associated class, including spellcasting ability and any spellcasting focus.
##
## Spell Slots
**TABLE: MULTICLASS SPELLCASTER**
| LEVEL | 1ST | 2ND | 3RD | 4TH | 5TH | 6TH | 7TH | 8TH | 9TH |
| ----- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: |
| 2nd | 3 | — | — | — | — | — | — | — | — |
| 3rd | 4 | 2 | — | — | — | — | — | — | — |
| 4th | 4 | 3 | — | — | — | — | — | — | — |
| 5th | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Your total number of spell slots is determined by adding together all the class levels you have from classes with the Spellcasting feature, but some classes do not count as highly as others when determining your spell slots.
Your class levels in the bard, cleric, druid, sorcerer, and wizard classes all count fully towards your spell slots.
Half your levels in the herald class count towards your spell slots.
One third of your levels in the ranger class with the Wildborn archetype count towards your spell slots.
Use this total to determine your spell slots using the Multiclass Spellcaster table.
This table may provide you with spell slots at levels higher than you can prepare or know. While you cannot use these slots for spells you dont know or cant prepare, you can still use them to enhance many lower level spells.
## Pact Magic
If you have a Spellcasting class feature and the warlocks Pact Magic class feature, you may spend spell points gained from your Pact Magic feature to cast spells you know from your Spellcasting class feature. Similarly, you can use spell slots gained from your Spellcasting feature to cast warlock spells you know.
#
# Feats
A feat grants an adventurer special abilities beyond their class features.
Whenever your class gives you the Ability Score Improvement feature, you can instead choose a feat. Unless otherwise noted, you can take each feat only once.
In order to take a feat or gain its benefits, you must meet its prerequisites (if any).
# Magical Feats
If you are a warlock and select a feat that allows you to choose your spellcasting ability (such as taking Power Caster and choosing a warlock cantrip), you must use the spellcasting ability chosen when you became a warlock. When taking multiple feats that allow you to choose your spellcasting ability and selecting options to cast warlock spells, you must use the spellcasting ability chosen when you took the first of these feats.
## Ace Driver
*Prerequisite: Proficiency with a type of vehicle*
* You gain an expertise die on ability checks made to drive or pilot a vehicle.
* While piloting a vehicle, you can use your reaction to take the brake or maneuver vehicle actions.
* A vehicle you load can carry 25% more cargo than normal.
* Vehicles you are piloting only suffer a malfunction when reduced to 25% of their hit points, not 50%. In addition, when the vehicle does suffer a malfunction, you roll twice on the maneuver table and choose which die to use for the result.
* Vehicles you are piloting gain a bonus to their Armor Class equal to half your proficiency bonus.
* When you Brake, you can choose to immediately stop the vehicle without traveling half of its movement speed directly forward.
## Athletic
* Your Strength or Dexterity score increases by 1, to a maximum of 20\.
* Standing up from being prone uses only 5 feet of your movement (instead of half).
* Your speed is not halved from climbing.
* You need only 5 feet (instead of 10 feet) to make a running jump.
## Attentive
* When rolling initiative you gain a \+5 bonus.
* You can only be surprised if you are unconscious.
* A creature attacking you does not gain advantage from being hidden from you or unseen by you.
## Battle Caster
*Prerequisite: The ability to cast at least one spell of 1st-level or higher*
* You gain a 1d6 expertise die on concentration checks to maintain spells you have cast.
* You can perform the seen components of your spells while using a weapon or shield with your hands.
* Instead of making an opportunity attack with a weapon, you may use your reaction to cast a spell with a casting time of 1 action at the creature instead. The spell must be one that only targets that creature.
## Bladechanter
*Prerequisites: 3 levels in fighter, 3 levels in wizard, Fighting Style (Two-Weapon Fighting)*
If you wield a melee weapon in each hand, you may use them to perform seen spell components and as a spellcasting focus for wizard spells. In addition, whenever you are concentrating on a spell while using melee weapons as a spellcasting focus in this way, you enter a special trance-like state called bladechanting. If you lose concentration on your spell while bladechanting, you also stop bladechanting. While bladechanting you gain the following benefits.
* While you are wearing no armor, light armor, or medium armor, you gain a bonus to your Armor Class equal to your Intelligence modifier.
* Whenever you would need to make a concentration check to maintain a spell due to taking damage, you may spend 2 exertion to automatically succeed.
* When you hit a target with a melee weapon attack, you can use your reaction and choose a spell of 1st-level or higher, casting it through your weapon. The spell must have a casting time of 1 action, and target a single creature or have a range of Touch. If a spell cast in this way requires an attack roll and targets the same target as the triggering melee weapon attack, it also hits as part of that attack. You may choose not to deal damage with a melee weapon attack used to cast a spell.
### Whirling Incantor
*Prerequisite: Bladechanter feat*
While bladechanting you gain the following additional benefits:
* Your Speed increases by 10 feet.
* You gain a bonus to Dexterity checks and saving throws equal to your Intelligence modifier.
* You gain a bonus to Intelligence checks and saving throws equal to your Dexterity modifier.
* When you are targeted by an attack but before the attack is rolled, you may expend a spell slot to attempt a whirling arcane evasion. If you do, make a Dexterity saving throw and add a \+2 bonus for every spell slot level above 1st spent this way. If this Dexterity saving throw exceeds the triggering attack roll the attack becomes a miss, and you may immediately move up to 10 feet in any direction. This movement does not provoke opportunity attacks.
### Eldritch Whirlwind Master
*Prerequisite: Whirling Incantor feat*
Whenever you use your reaction to cast a spell through a melee weapon attack using bladechanting, you may choose a number of additional targets for that spell up to the spell level of the spell slot used to cast it. These additional targets must all be within 10 feet of you and are each treated as if they were the spells original target.
## Brutal Attack
Once per turn immediately after you roll damage for a melee weapon attack, you can roll the weapons damage dice a second time and use either total.
## Bull Rush
When you take the Dash action and move at least 10 feet in a straight line toward a target, you can immediately take a bonus action to perform one of the following:
**Attack**. You make one melee weapon attack, dealing an extra 5 damage on a hit.
**Shove**. You use the Shove maneuver. On a success, you push the target up to 10 feet away from you.
## Combat Thievery
* You gain proficiency with the Deceptive Stance and Painful Pickpocket maneuvers, and do not have to spend exertion to activate them.
* You gain an expertise die on Sleight of Hand checks.
## Covert Training
* You gain proficiency with thieves tools, the poisoners kit, or a rare weapon with the stealthy property.
* You gain two skill tricks of your choice from the rogue class.
## Crafting Expert
* Choose one of the following: armor, engineered items, potions, rings and rods, staves and wands, weapons, wondrous items. You gain advantage on checks made to craft, maintain, and repair that type of item.
* You gain an expertise die on checks made to craft, maintain, and repair items.
* You gain proficiency with two tools of your choice.
This feat can be selected multiple times, choosing a different type of crafted item each time.
## Crossbow Expertise
* If proficient with a crossbow, you ignore its loading property.
* You do not have disadvantage on ranged attack rolls from being within 5 feet of a hostile creature.
* When you attack with a one-handed weapon using the Attack action, you can use a bonus action to attack with a hand crossbow wielded in your off-hand.
## Deadeye
*Prerequisite: 8th level or higher*
* You gain proficiency with the Farshot Stance and Ricochet maneuvers, and do not have to spend exertion to activate them.
* Before you make an attack with a ranged weapon you are proficient with, you can choose to take a penalty on the attack roll equal to your proficiency bonus. If the attack hits, you deal extra damage equal to double your proficiency bonus. This extra damage does not double on a critical hit.
* You ignore half cover and three-quarters cover when making a ranged weapon attack.
## Deflector
*Prerequisite: Dexterity 13 or higher*
When you are wielding a finesse weapon with which you are proficient and would be hit by a melee attack, you can use your reaction to add your proficiency bonus to your Armor Class against that attack.
## Destinys Call
* An ability score of your choice increases by 1\.
* When you gain inspiration through your destinys source of inspiration, you can choose one party member within 30 feet of you. That party member gains inspiration if they dont have it already. Once you inspire a party member in this way, you cant use this feature again on that party member until you finish a long rest.
## Dual-Wielding Expert
* While wielding a separate melee weapon in each hand, you gain a \+1 bonus to Armor Class.
* You can use two-weapon fighting with any two one-handed melee weapons so long as neither has the heavy property.
* When you would normally draw or sheathe a one-handed weapon, you can instead draw or sheathe two one-handed weapons.
## Dungeoneer
* You have advantage on Investigation and Perception checks made to detect secret doors.
* You have advantage on saving throws against traps.
* You have resistance to damage dealt by traps.
* You dont take a 5 penalty on your passive Perception score from traveling at a fast pace.
##
## Eldritch Archer
*Prerequisites: 3 levels in fighter, 3 levels in wizard, Fighting Style (Archery)*
* Whenever you make a ranged weapon attack you can choose to conjure magical ammunition and select one of the following damage types: acid, cold, fire, or lightning. Your ranged weapon attacks using this conjured ammunition deal the chosen damage type instead of whatever damage type they would normally deal, and are considered magical for the purpose of overcoming resistance and immunity. Ammunition conjured in this way disappears at the end of the turn it was fired.
* When you hit a target with a ranged weapon attack, you can use your reaction and choose a spell of 1st-level or higher, casting it through your ammunition. The spell must have a casting time of 1 action, and target a single creature or have a range of Touch. If a spell cast in this way requires an attack roll and targets the same target as the triggering ranged weapon attack, it also hits as part of that attack. You may choose not to deal damage with a ranged weapon attack used to cast a spell.
### Arrow Enchanter
*Prerequisite: Eldritch Archer feat*
Whenever you make a ranged weapon attack, you can choose to expend a 1st-level or higher spell slot to enhance the attack to be empowered or unerring. You cannot enhance more than one attack in a turn in this way.
**Empowered.** The shot deals an additional 2d6 force damage, and an additional 1d6 force damage for each spell slot level above 1st.
**Unerring.** The shot gains a \+2 bonus to the attack roll, and an additional \+2 bonus for each spell slot level above 1st.
### Eldritch Volley Master
*Prerequisite: Arrow Enchanter feat*
Whenever you cast a spell with a Cone area, you may additionally make ranged weapon attacks with a ranged weapon you are wielding against targets within that conical area. You may make up to a number of attacks equal to the level of the spell cast, each against a different target. Ranged attacks made in this way ignore the loading quality of weapons and use your conjured magical ammunition.
## Empathic
* Your Wisdom or Charisma score increases by 1\.
* You gain an expertise die on Insight checks made against other creatures.
* When using a social skill and making a Charisma check another creature, you score a critical success on a roll of 1920.
## Fear Breaker
* You gain proficiency with the Victory Pose maneuver and do not have to spend exertion to activate it. In addition, you may use this maneuver with up to three different weapons you select instead of just one, and affect allies within 60 feet.
* An ally affected by your Victory Pose gains an expertise die on their next saving throw against fear, and if they are rattled the condition ends for them.
## Fortunate
You gain 3 fate points. Whenever you make an attack roll, ability check, or saving throw and do not have disadvantage, you can spend a fate point to roll an additional d20 and choose whichever result you wish. You may do this after the initial roll has occurred, but before the outcome is known. If you have disadvantage, you may instead spend a fate point to choose one of the d20 rolls and reroll it.
Alternatively, when you are attacked, you can choose to spend a fate point to force the attacking creature to reroll the attack. The creature resolves the attack with the result you choose.
You regain all expended fate points when you finish a long rest.
## Grappler
*Prerequisite: Strength 13 or higher*
* You gain advantage on attack rolls against a creature you are grappling.
* You can use your action to try to pin a creature you are grappling. The creature makes a Strength or Dexterity saving throw against your maneuver DC. On a failure, you and the creature are both restrained until the grapple ends.
## Guarded Warrior
* A creature that takes the Disengage action still provokes opportunity attacks from you.
* You gain proficiency with the Warning Strike maneuver and do not have to spend exertion to activate it.
* You can use your reaction to make a melee weapon attack against a creature within 5 feet that makes an attack against a target other than you if the target does not also have this feat.
## Hardy Adventurer
* When you take this feat, you gain a number of hit points equal to twice your level.
* Whenever you gain a new level, you gain an additional 2 hit points to your hit point maximum.
* During a short rest, you regain 1 additional hit point per hit die spent to heal.
##
##
## Heavily Outfitted
*Prerequisite: Proficiency with medium armor*
* Your Strength score increases by 1, to a maximum of 20\.
* You gain proficiency with heavy armor.
## Heavy Armor Expertise
*Prerequisite: Proficiency with heavy armor*
* Your Strength score increases by 1, to a maximum of 20\.
* While wearing heavy armor, you reduce all bludgeoning, piercing, and slashing damage from nonmagical weapons by 3\.
## Heraldic Training
* You gain proficiency in your choice of one martial weapon, one rare weapon, or shields.
* You gain two divine lessons of your choice from the herald class.
## Idealistic Leader
* Any stronghold you have or buy that is of frugal quality is automatically upgraded to average quality at no additional cost.
* You gain a new follower for every 50 staff you have in your stronghold, rather than every 100 staff.
* When you fulfill your destiny, choose a number of followers equal to your proficiency bonus. Each is upgraded to their most expensive version.
## Intuitive
* Your Intelligence or Wisdom score increases by 1, to a maximum of 20\.
* Your passive Perception and passive Investigation scores increase by 5\.
* If you can see a creatures mouth while it is speaking a language you know, you can read its lips.
## Keen Intellect
* Your Intelligence score increases by 1, to a maximum of 20\.
* You can recall anything youve seen or heard within a number of weeks equal to your Intelligence modifier.
* You know how long it will be before the next sunset or sunrise.
* You know which way is north.
## Lightly Outfitted
* Your Strength or Dexterity score increases by 1, to a maximum of 20\.
* You gain proficiency with light armor.
## Linguistics Expert
* Your Intelligence score increases by 1, to a maximum of 20\.
* You learn three languages of your choice.
* You can invent ciphers and are able to teach a cipher you create to others. Anyone who knows the cipher can encode and read hidden messages made with it; the apparent text must be at least four times longer than the hidden message. A creature can detect the ciphers presence if it spends a minute examining it and succeeds on an Investi- gation check against a DC of 8 \+ your proficiency bonus \+ your Intelligence modifier. If the check succeeds by 5 or more, they can read the hidden message.
## Martial Scholar
*Prerequisite: Proficiency with at least one martial weapon*
* You gain proficiency in a combat tradition of your choice.
* You learn two combat maneuvers from a combat tradition you know. If you dont already know any combat maneuvers, both must be 1st degree. Combat maneuvers gained from this feat do not count toward the maximum number of combat maneuvers you know.
* Your exertion pool increases by 3\. If you do not have an exertion pool, you gain an exertion pool with 3 exertion, regaining your exertion whenever you finish a rest.
## Medium Armor Expert
*Prerequisite: Proficiency with medium armor*
* Medium armor doesnt impose disadvantage on your Dexterity (Stealth) checks.
* When you are wearing medium armor, the maximum Dexterity modifier you can add to your Armor Class increases to 3\.
## Moderately Outfitted
*Prerequisite: Proficiency with light armor*
* Your Strength or Dexterity score increases by 1, to a maximum of 20\.
* You gain proficiency with medium armor and shields.
## Monster Hunter
*Prerequisites: Proficiency with Survival, 8th level or higher*
* You gain an expertise die on checks made to learn legends and lore about a creature you can see.
* You learn the *altered strike* cantrip.
* You gain proficiency with the Douse maneuver and do not have to spend exertion to activate it.
* You gain the tracking skill specialty in Survival.
## Mounted Warrior
* You gain proficiency with the Lancer Strike maneuver and do not have to spend exertion to activate it.
* When your mount is targeted by an attack, you can instead make yourself the attacks target.
* When your mount makes a Dexterity saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure.
## Mystical Talent
Choose a class: bard, cleric, druid, herald, sorcerer, warlock, or wizard.
* You learn two cantrips of your choice from the classs spell list.
* Choose a 1st-level spell to learn from that spell list. Once between long rests, you can cast this spell without expending a spell slot. You can also cast this spell using a spell slot of the appropriate level (or the appro- priate number of spell points if you have warlock levels).
Your spellcasting ability for these spells is Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock.
## Mystic Arcanist
*Prerequisites: 3 levels in cleric, 3 levels in sorcerer*
* Your Wisdom or Charisma score increases by 1, to a maximum of 20\.
* When you cast a spell that restores hit points, you restore an additional number of hit points equal to your Charisma modifier.
* You can spend sorcery points to temporarily gain a spell from the cleric or sorcerer spell lists. Gaining a spell in this way costs a number of sorcery points equal to the spells level. You cannot gain a spell that has a level higher than your highest level spell slot. When you gain a cleric spell in this way, it is considered prepared for the day. When you gain a sorcerer spell in this way, it is considered a spell you know for the day. You lose all spells gained in this way whenever you finish a long rest.
### Pure Arcanist
*Prerequisite: Mystic Arcanist feat*
You gain the following manifestations:
**Divine (Radiant).** When you cast a spell that deals radiant damage, you can spend 1 sorcery point and choose one creature you can see within 60 feet. That creature regains a number of hit points equal to 1d8 × the spells level.
**Pure Arcanum (Force).** When you cast a spell that deals force damage, you can spend 2 sorcery points and choose one creature you can see. After the spells damage is resolved, if the creature was damaged by the spell it makes an Intelligence saving throw or becomes stunned until the end of its next turn.
### Arcanum Master
*Prerequisite: Pure Arcanist feat*
Whenever you cast a spell that deals damage, you may choose the type of damage that spell deals and the appearance of the spells effects.
## Natural Warrior
* Your Speed increases by 5 feet.
* When making an Acrobatics or Athletics check during combat, you can choose to use your Strength or Dexterity modifier for either skill.
* You gain proficiency with the Bounding Strike maneuver and do not have to spend exertion to activate it.
* You can roll 1d4 in place of your normal damage for unarmed strikes. When rolling damage for your unarmed strikes, you can choose to deal bludgeoning, piercing, or slashing damage.
# Newblood
*Prerequisite: Must have been bitten by a vampire or taken necrotic damage equal to quadruple your level from a single attack or spell*
You gain resistance to necrotic damage (or if you already have it, immunity to necrotic damage) and darkvision to a range of 30 feet (or if you already have it, the range of your darkvision increases by 30 feet). You also gain a bite natural weapon and the Charming Gaze feature.
**Bite.** You gain a bite natural weapon you are proficient with. You are only able to bite grappled, incapacitated, restrained, or willing creatures. You can use Dexterity instead of Strength for the attack rolls of your bite. On a hit your bite deals piercing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest). In addition, once per turn you can choose for your bite to also deal 1d6 necrotic damage × your proficiency bonus. You regain hit points equal to the amount of necrotic damage dealt to your target. This necrotic damage can only be increased by a critical hit.
**Charming Gaze.** Once between long rests, you magically target a creature within 30 feet, forcing it to make a Wisdom saving throw (DC 8 \+ your proficiency bonus \+ your Charisma modifier). On a failure, the target is charmed by you for a number of hours equal to your proficiency bonus. While charmed it regards you as a trusted friend and is a willing target for your bite. The target repeats the saving throw each time it takes damage, ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it, it is immune to your charm for 24 hours.
Additionally, you have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. In addition, you cannot use your Charming Gaze while you are in direct sunlight.
###
###
###
### Vampire Spawn
*Prerequisite: Newblood*
Your bite damage increases to 1d8, a creature affected by your Charming Gaze remains charmed for a number of hours equal to your level, and you regain the use of Charming Gaze when you finish any rest.
You also gain the Spider Climb and Vampiric Regeneration features.
**Spider Climb.** You gain a climb speed equal to your Speed, and you can climb even on difficult surfaces and upside down on ceilings.
**Vampiric Regeneration.** Whenever you start your turn with at least 1 hit point and you havent taken radiant damage or entered direct sunlight since the end of your last turn, you gain a number of temporary hit points equal to twice your proficiency bonus.
When you end your turn in contact with running water, you take 20 radiant damage.
### Vampire Lord
*Prerequisite: Vampire Spawn*
You gain the following benefits.
* Your Speed increases by 10 feet.
* You gain an expertise die on Stealth checks.
* The range of your darkvision increases to 120 feet.
* Your bite damage increases to 1d10.
* You can use Charming Gaze twice between rests.
* When using Charming Gaze, a target with at least one level of strife makes its saving throw with disadvantage.
You also gain the Vampiric Shapechange feature.
**Vampiric Shapechange.** You can use an action to transform into the shape of a Medium or smaller beast of CR 3 or less, a mist, or back into your true form.
While transformed into a beast, you have the beasts size and movement modes. You cant use reactions or speak. Otherwise, you use your statistics. Any items you are carrying transform with you.
While transformed into a mist, you have a flying speed of 30 feet, cant speak, cant take actions or manipulate objects, are immune to nonmagical damage from weapons, and have advantage on saving throws and Stealth checks. You can pass through a space as narrow as 1 inch without squeezing but cant pass through water. Any items you are carrying transform with you.
Additionally, you gain the undead type in addition to being a humanoid, and you take 20 radiant damage when you end your turn in contact with sunlight.
##
## Nightstalker
*Prerequisites: 3 levels in adept, 3 levels in rogue*
* Your Dexterity or Wisdom score increases by 1, to a maximum of 20\.
* You can deal Sneak Attack damage when making attacks using unarmed strikes or adept weapons.
* You gain a bonus equal to your Wisdom modifier on Acrobatics, Deception, and Stealth checks.
In addition, you gain the following special focus feature:
**Twilight Vanish.** On your turn you can use a reaction and spend 2 exertion to move up to 30 feet with such incredible speed that you seem to disappear: after moving this way you may immediately take the Hide action.
### Subtly Skilled
*Prerequisite: Nightstalker feat*
You can add your martial arts die as a bonus to Acrobatics, Culture, Deception, Engineering, Intimidation, Investigation, Sleight of Hand, Stealth, Perception, Performance, and Persuasion checks.
### Night Master
*Prerequisite: Subtly Skilled feat*
You can spend exertion to cast any spells from the air, earth, fear, fire, movement, obscurement, plants, poison, senses, shadow, transformation, unarmed, or water schools at the cost of 2 exertion per spell level. You use your focus save DC for spells cast this way, and your spell attack modifier is equal to your proficiency bonus \+ your Wisdom modifier.
## Physician
* When you use a healers satchel to stabilize a dying creature, it regains a number of hit points equal to your Wisdom modifier.
* You can spend an action and one use of a healers satchel to tend to a creature. The creature regains 1d6 \+ 4 hit points, plus one hit point for each of its hit dice. The creature cant regain hit points from this feat again until it finishes a rest.
## Polearm Savant
* When you attack with a glaive, halberd, quarterstaff, or spear and no other weapon using the Attack action, as a bonus action you can make a melee attack with the weapons opposite end. This attack uses the same ability modifier as the primary attack, dealing 1d4 bludgeoning damage on a hit.
* While you are wielding a glaive, halberd, pike, quarterstaff, or spear, a creature that enters your reach provokes an opportunity attack from you. A creature can use its reaction to avoid provoking an opportunity attack from you in this way.
## Power Caster
*Prerequisite: The ability to cast at least one spell*
* The range is doubled for any spell you cast that requires a spell attack roll.
* You ignore half cover and three-quarters cover when making a ranged spell attack.
* Choose one cantrip that requires an attack roll. The cantrip must be from the bard, cleric, druid, herald, sorcerer, warlock, or wizard spell list. You learn this cantrip and your spellcasting ability for it depends on the spell list you chose from: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock.
## Powerful Attacker
* You gain proficiency with the Cleaving Swing maneuver and do not have to spend exertion to activate it. In addition, you can use Cleaving Swing with a versatile weapon wielded with two hands.
* Before you make a melee attack with a two-handed weapon or versatile weapon wielded with two hands, if you are proficient with the weapon and do not have disadvantage you can declare a powerful attack. A powerful attack has disadvantage, but on a hit deals 10 extra damage.
## Proclaimer
*Prerequisites: 3 levels in bard, 3 levels in herald*
* Whenever the Narrator calls for you to roll for initiative, you may activate a use of your Divine Sense feature to warn yourself and up to a number of creatures equal to your Charisma modifier within 30 feet, granting advantage on the initiative check.
* You can use your voice Art Specialty to cast herald spells.
* You can spend exertion to cast spells from the divination school that you know at a cost of 1 exertion per spell level.
* When you gain this feat, you gain one of the following alignment traits: Chaotic, Evil, Good, or Lawful. Once chosen your alignment trait cannot be changed, but you can gain a second alignment trait that is not opposed.
### Divine Orator
*Prerequisites: Proclaimer feat*
You learn the Divine Inspiration and Persuasive Speech battle hymns. These special battle hymns can only be performed while you are using your voice Art Specialty as a spell focus.
**Divine Inspiration.** When an ally within 15 feet hits a creature with a melee weapon attack, your ally can deliver a Divine Smite just as if you had delivered it yourself using your Divine Smite feature (expending one of your uses). If you are able to empower your smites, you may choose to empower it as normal.
**Persuasive Speech.** Hostile creatures within 60 feet take a 1d4 penalty on attack rolls. You can sustain this battle hymn for up to 3 rounds without expending additional uses of Bardic Inspiration. When a hostile creature begins its third consecutive turn within range of this battle hymn it becomes charmed by you and will not attack you or your allies. If this causes combat to end early, the creatures remain charmed by you for up to 1 minute afterward or until one of them is damaged by you or an ally. For the next 24 hours after the battle hymn ends, you gain an expertise die on Charisma checks made against creatures that were charmed in this way. A creature that either shares your alignment or worships a deity that has your alignment becomes charmed on its second consecutive turn instead. Creatures that have an opposite alignment or worship a greater entity that has an opposite alignment cannot be charmed in this way.
#### Harbinger of Things to Come
*Prerequisite: Divine Orator feat*
You learn the Preach Despair and Preach Hope battle hymns. These special battle hymns can only be performed while you are using your voice Art Specialty as a spell focus.
**Preach Despair.** A hostile creature within 60 feet of you suffers a level of strife. Creatures with an opposite alignment from yours or that worship a greater entity that has an opposite alignment suffer two levels of strife instead. A creature cannot suffer more than two levels of strife from Preach Despair in the same 24 hours.
**Preach Hope.** Creatures of your choice within 60 feet of you gain advantage on saving throws. When the battle hymn ends, allies within 30 feet of you remove one level of strife. An ally that shares your alignment or worships a greater entity removes two levels of strife instead.
## Primordial Caster
*Prerequisite: The ability to cast at least one spell*
Upon gaining this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
* When you cast a spell that deals damage, your spells damage ignores damage resistance to the chosen type.
* When you cast a spell that deals damage of the chosen type, you deal 1 additional damage for every damage die with a result of 1\.
This feat can be selected multiple times, choosing a different damage type each time.
## Rallying Speaker
*Prerequisite: Charisma 13 or higher*
When you spend 10 minutes speaking inspirationally, you can choose up to 6 friendly creatures (including yourself) within 30 feet that can hear and understand you. Each creature gains temporary hit points equal to your level \+ your Charisma modifier. A creature cant gain temporary hit points from this feat again until it has finished a rest.
## Resonant Bond
Youre able to form a greater bond with magic items. During a short rest, you can focus on a non-consumable magic item and create a unique bond with it called resonance. You can have resonance with only one item at a time. Attempting to resonate with another item fails until you end the resonance with your current item. When you resonate with an item, you gain the following benefits.
* If the resonant item requires attunement and you meet the prerequisites to do so, you become attuned to the item. If you dont meet the prerequisites, both the attunement and resonance with the item fails. This attunement doesnt count toward the maximum number of items you can be attuned to. Unlike other attuned items, your attunement to this item doesnt end from being more than 100 feet away from it for 24 hours.
* Once per rest, as a bonus action, you can summon a resonant item, which appears instantly in your hand so long as it is located on the same plane of existence. You must have a free hand to use this feature and be able to hold the item.
* If the resonant item is sentient, you have advantage on Charisma checks and saving throws made when resolving a conflict with the item.
* If the resonant item is an artifact, you can ignore the effects of one minor detrimental property.
You lose resonance with an item if another creature attunes to it or gains resonance with it. You can also voluntarily end the resonance by focusing on the item during a short rest, or during a long rest if the item is not in your possession.
## Rite Master
*Prerequisite: Intelligence or Wisdom 13 or higher*
You gain a ritual book containing spells that you can cast as rituals while holding it.
Choose one of the following classes: bard, cleric, druid, herald, sorcerer, warlock, or wizard. When you acquire this feat, you create a ritual book holding two 1st-level spells of your choice from that class spell list. These spells must have the ritual tag. The class you choose determines your spellcasting ability for these spells: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock.
If you come across a written spell with the ritual tag (like on a *spell scroll* or in a wizards spellbook), you can add it to your ritual book if the spell is on the spell list for the class you chose and its level is no higher than half your level (rounded up). Copying the spell into your ritual book costs 50 gold and 2 hours per level of the spell.
##
## Shadowdancer
*Prerequisites: 3 levels in rogue, 3 levels in warlock*
* You gain darkvision to a range of 60 feet. Unlike other forms of darkvision you can see color in this way as if you were seeing normally. If you already had darkvision or would gain it later from another feature, its range increases by 30 feet.
* You can use a bonus action and spend 1 spell point to teleport up to 30 feet to an unoccupied area of darkness or dim light you can see. You must currently be in an area of darkness or dim light to teleport in this way. You can bring along objects if their weight doesnt exceed what you can carry. You can also bring one willing creature of your size or smaller, provided it isnt carrying gear beyond its carrying capacity and is within 5 feet. You can increase the range of this teleport by 30 additional feet per each additional spell point you spend.
### Shadowmancer
*Prerequisite: Shadowdancer feat*
You gain the following benefits.
* You regain 1 spell point whenever you cast a spell from the shadow school.
* You gain a Stealth skill specialty for hiding while in areas of darkness or dim light, and you have advantage on Dexterity (Stealth) checks made to hide while in areas of darkness or dim light.
* Whenever you use your Shadowdancer ability to teleport, after teleporting you can use your reaction to take the Dodge action.
### Shadow Assassin
*Prerequisite: Shadowmancer feat*
While you are hidden from a target and are in an area of darkness or dim light, you can apply your Sneak Attack damage to an eldritch blast.
## Shield Focus
You gain the following benefits while wielding a shield:
* When you take the Attack action on your turn, as a bonus action you can make a Shove maneuver against a creature within 5 feet of you.
* When you make a Dexterity saving throw against a spell or harmful effect that only targets you, if you arent incapacitated you gain a bonus equal to your shields Armor Class bonus.
* When you succeed on a Dexterity saving throw against an effect that deals half damage on a success, you can use your reaction to take no damage by protecting yourself with your shield.
## Skillful
Choose three skills, tools, languages, or any combination of these. You gain proficiency with each of your three choices. If you already have proficiency in a chosen skill, you instead gain a skill specialty with that skill.
## Skirmisher
* Your Speed increases by 10 feet.
* You can Dash through difficult terrain without requiring additional movement.
* Whenever you attack a creature, for the rest of your turn you dont provoke opportunity attacks from that creature.
## Spellbreaker
* You gain proficiency with the Purge Magic maneuver and do not have to spend exertion to activate it.
* When a creature concentrating on a spell is damaged by you, it has disadvantage on its concentration check to maintain the spell it is concentrating on.
* You have advantage on saving throws made against spells cast within 30 feet of you.
## Stalwart
* Your Constitution score increases by 1, to a maximum of 20\.
* You regain an additional number of hit points equal to double your Constitution modifier (minimum 2\) whenever you roll a hit die to regain hit points.
## Stealth Expert
*Prerequisite**:** Dexterity 13 or higher*
* You can try to hide from a creature even while you are only lightly obscured from that creature.
* Your position isnt revealed when you miss with a ranged weapon attack against a creature you are hidden from.
* Dim light does not impose disadvantage when you make Perception checks.
## Street Fighter
* Your Strength or Constitution score increases by 1, to a maximum of 20\.
* You can roll 1d4 in place of your normal damage for unarmed strikes.
* You are proficient with improvised weapons.
* You can use a bonus action to make a Grapple maneuver against a target you hit with an unarmed strike or improvised weapon on your turn.
##
## Surgical Combatant
* You gain proficiency with the Dangerous Strikes maneuver and do not have to spend exertion to activate it.
* You gain proficiency in Medicine. If you are already proficient, you instead gain an expertise die.
* You gain an expertise die on Medicine checks made to diagnose the cause of or treat wounds.
## Survivor
* When you are reduced to 0 or fewer hit points, you can use your reaction to move up to your Speed before falling unconscious. Moving in this way doesnt provoke opportunity attacks.
* On the first turn that you start with 0 hit points and must make a death saving throw, you make that saving throw with advantage.
* When you take massive damage that would kill you instantly, you can use your reaction to make a death saving throw. If the saving throw succeeds, you instead fall unconscious and are dying.
* Medicine checks made to stabilize you have advantage.
* Once between long rests, when a creature successfully stabilizes you, at the start of your next turn you regain 1 hit point.
## Swift Combatant
*Prerequisite: 8th level or higher*
* Your Speed increases by 5 feet.
* You gain proficiency with the Charge, Rapid Drink, and Swift Stance maneuvers, and do not have to spend exertion to activate them.
## Tactical Support
* When using the Help action to aid an ally in attacking a creature, the targeted creature can be up to 30 feet away instead of 5 feet.
* If an ally benefiting from your Help action scores a critical hit on the targeted creature, you can use your reaction to make a single weapon attack against that creature. Your attack scores a critical hit on a roll of 1920. If you already have a feature that increases the range of your critical hits, your critical hit range for that attack is increased by 1 (maximum 1720).
* When a creature is damaged by an attack that was aided by the use of your Help action, you dont provoke opportunity attacks from that creature until the end of your next turn.
## Tenacious
Choose one ability score. The chosen ability score increases by 1, to a maximum of 20, and you gain proficiency in saving throws using it.
## Thespian
* Your Charisma score increases by 1, to a maximum of 20\.
* You have advantage on Deception and Performance checks made when attempting to mimic another creatures looks, mannerisms, or speech.
* You have a natural talent for perfectly mimicking the sounds of other creatures youve heard make sound for at least 1 minute. A suspicious listener can see through your perfect mimicry by succeeding on a Wisdom (Insight) check opposed by your Charisma (Deception) check.
## Untamed
*Prerequisites: 3 levels in berserker, 3 levels in druid (Skinchanger archetype)*
* Your Strength or Wisdom score increases by 1, to a maximum of 20\.
* You may enter a rage and assume a wild shape using the same bonus action.
* While using a wild shape, you can use Furious Critical with attacks made using natural weapons.
* Any temporary hit points you gain from assuming a wild shape while raging become rage hit points instead.
* You may cast and concentrate on druid spells with a range of Self or Touch while raging.
### Living Stampede
*Prerequisite: Untamed feat*
Whenever you enter a rage you may choose up to a number of creatures equal to your Wisdom modifier within 60 feet that are beasts, fey, or plants. These chosen creatures gain the following benefits for as long as you rage, but are unable to take the Fall Back reaction:
* Advantage on Strength checks and Strength saving throws.
* Resistance to bludgeoning, piercing, and slashing damage.
* Temporary hit points equal to your level.
* A bonus to damage rolls equal to your proficiency bonus.
### Wild Rioter
*Prerequisite: Living Stampede feat*
While raging, you and any creatures benefiting from your Living Stampede emit 5-foot auras of fury. When a creature other than you or your allies enters a fury aura or starts its turn there it makes a Wisdom saving throw against your druid spell save DC. On a failed save, a creature becomes confused, except instead of rolling to determine their actions as normal for the confused condition, they are always considered to have rolled the 7 or 8 result. At the end of each of a confused creatures turns it repeats the saving throw, ending the effect on itself on a success. Once a creature successfully saves against this effect, it is immune to it for the remainder of your rage.
## Vendetta
Something or someone has had a profound impact on your life—and earned your unending rancor. You gain an expertise die on attack rolls and initiative checks made against creatures that are part of your vendetta, and when making a saving throw to resist an attack, feature, maneuver, spell, or trait from a creature that is part of your vendetta. Whether or not a creature is part of your vendetta is at the Narrators discretion.
### Revenant
*Prerequisites: Vendetta, one other feat or previous Ability Score Improvement, dead*
You may choose to select this feat when you die, replacing your most recently chosen feat other than Vendetta or reducing your ability scores to reverse your last Ability Score Improvement. The next midnight your corpse rises and your soul returns to it. You gain the undead type in addition to being a humanoid, as well as the following benefits:
* Your destiny changes to Revenge.
* You gain resistance to necrotic and psychic damage.
* You gain darkvision to a range of 60 feet (or if you already have it, its range increases by 30 feet).
* You become immune to poison damage and the poisoned condition.
* If your vendetta has not ended, you regain all of your hit points when you finish a short rest or 1 hour after you are reduced to 0 hit points.
* You gain an expertise die on saving throws made against spells and other magical effects, and on saving throws made to resist being charmed, fatigued, frightened, paralyzed, or stunned.
* You gain an expertise die on ability checks made to find or track a creature that is part of your vendetta.
### True Revenant
*Prerequisite: Revenant feat*
One year and one day after you select this feat or when your vendetta has ended, you are doomed. Until then, you gain the following benefits.
* You cannot be charmed, fatigued, frightened, paralyzed, or stunned.
* You have advantage on saving throws against spells and other magical effects.
* You regain all of your hit points after you do not take any damage for 1 minute.
In addition, you also gain the Fearsome Pursuit and Burning Hatred features.
**Fearsome Pursuit.** You can spend 1 minute focusing on a creature that is part of your vendetta. If the creature is dead or on another plane of existence, you learn that. Otherwise, after focusing, you know the distance and direction to that creature, and so long as youre moving in pursuit of that creature, you and anyone traveling with you ignore difficult terrain. This effect ends if you take damage or end your turn without moving for any reason.
**Burning Hatred.** You can use an action to target the focus of your Fearsome Pursuit if it is within 30 feet. The creature makes a Wisdom saving throw (DC 8 \+ your proficiency bonus \+ your highest mental ability score modifier). On a failure, it takes psychic damage equal to 1d6 × your proficiency bonus and is stunned until the end of its next turn. On a success, it takes half damage and is rattled until the end of its next turn. Once you have used this feature a number of times equal to your proficiency bonus, you cant use it again until you finish a long rest.
## Vengeful Protector
*Prerequisite: Proficiency with shields*
* You gain proficiency with shields as weapons.
* You gain proficiency with the Double Team maneuver and do not have to spend exertion to activate it.
* When a creature reduces a party member (not including animal companions, familiars, or followers) to 0 hit points, you gain an expertise die on attacks made against it until the end of combat.
## Vigilante
*Prerequisites: 3 levels in adept, 3 levels in ranger*
* Your Wisdom or Dexterity score increases by 1, to a maximum of 20\.
* You have an alter ego, an identity associated with a costume or disguise. This alter ego can be as complicated as a full outfit with a history or legends surrounding it or a simple mask or cowl. You can assume or remove this alter ego as an action and it can be worn with all types of armor.
* You gain a 1d8 expertise die and advantage on Deception checks made regarding your alter ego, Persuasion checks made to dissuade others from connecting you to your alter ego, and on disguise kit checks.
* Your alter ego has its own Prestige rating that may increase or decrease as you perform deeds while in your alter ego. In addition, while in your alter ego you gain a 1d8 expertise die on Prestige checks.
* While in your alter ego, you may make a Prestige check and use that result in place of any Intimidation or Persuasion check you would otherwise make.
### Equipped for Justice
*Prerequisite: Vigilante feat*
* You gain proficiency with all types of artisans tools and miscellaneous tools. If you already have proficiency with any of these tools, you instead gain an expertise die with those tools.
* You gain proficiency with Engineering and a 1d8 expertise die on Engineering checks. In addition, you build a nonmagical grappling gun that only functions in your hands. Replacing your grappling gun requires 3 days of crafting and 500 gp.
* You may add your Wisdom modifier to the DC of any saving throws used for miscellaneous adventuring gear items and to attack rolls made using miscellaneous adventuring gear items.
### A Symbol That Strikes Fear
*Prerequisite: Equipped for Justice feat*
Creatures with a CR lower than your alter egos Prestige rating are frightened of you while you are in your alter ego.
In addition, you become particularly adept at subduing your enemies rather than outright killing them. Whenever you begin a turn grappling a creature, you can attempt to non-lethally subdue it. The grappled creature makes a Constitution saving throw against your maneuver DC. On a failed saving throw, a creature is knocked unconscious for the next hour. A creature with more than 25% of its maximum hit points automatically succeeds on this saving throw.
## Weapons Specialist
* Your Strength or Dexterity score increases by 1, to a maximum of 20\.
* You gain proficiency with four weapons of your choice. Three of these must be a simple or a martial weapon. The fourth choice can be a simple, martial, or rare weapon.
## Well-Heeled
*Prerequisite: Prestige rating of 2 or higher*
* You are treated as royalty (or as closely as possible) by most commoners and traders, and as an equal when meeting other authority figures (who make time in their schedule to see you when requested to do so).
* You have passive investments and income that allow you to maintain a high quality of living. You have a rich lifestyle and do not need to pay for it.
* You gain a second Prestige Center. This must be an area where you have spent at least a week of time.
## Woodcraft Training
* You gain proficiency with the herbalism kit, navigators kit, a simple ranged weapon, or a martial ranged weapon.
* You gain two exploration knacks of your choice from the ranger class.
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# Ability Scores
Every creature has six ability scores to describe their physical attributes and mental characteristics: **Strength** for muscle, **Dexterity** for agility and reflexes, **Constitution** for health and hardiness, **Intelligence** for memory and wits, **Wisdom** for awareness and intuition, and **Charisma** for charm and force of personality.
An ability score of 10 or 11 is average. Adventurers can reach scores as high as 20, and monsters can have ability scores as high as 30\.
# Ability Score Modifiers
**TABLE: ABILITY SCORES AND MODIFIERS**
| SCORE | MODIFIER |
| :---: | :---: |
| 1 | 5 |
| 23 | 4 |
| 45 | 3 |
| 67 | 2 |
| 89 | 1 |
| 1011 | \+0 |
| 1213 | \+1 |
| 1415 | \+2 |
| 1617 | \+3 |
| 1819 | \+4 |
| 2021 | \+5 |
| 2223 | \+6 |
| 2425 | \+7 |
| 2627 | \+8 |
| 2829 | \+9 |
| 30 | \+10 |
Each ability has a modifier derived from its score. Table: Ability Score Modifiers lists the ability modifiers for the range of possible ability scores, from 1 to 30, but note only through extraordinary circumstances can a player character have an ability score below 8 or above 20\.
The most common rolls of the game—ability checks, attack rolls, and saving throws—rely on the ability modifiers derived from the six ability scores. Because ability modifiers affect almost every roll, they come up during play more often than their associated scores.
# Ability Checks
An ability check is made to determine whether a creature succeeds at a task other than an attack. The Narrator chooses which ability the creature should use and assigns a number representing the tasks Difficulty Class or DC. The more difficult the task, the higher its DC (see Table: Typical Difficulty Classes).
**TABLE: TYPICAL DIFFICULTY CLASSES**
| TASK DIFFICULTY | DC |
| :---- | :---: |
| Very easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very hard | 25 |
| Nearly impossible | 30 |
To make an ability check for a certain ability, roll a d20 and add the abilitys modifier and any other relevant bonuses and penalties. If the total equals or exceeds the DC, the creature succeeds at the task. Otherwise, the creature fails, making little or no progress towards its goal.
# Passive Checks
A passive check is an ability check made without die rolls. It can represent a creatures typical result on a repeated task. To determine a characters total for a passive check, add 10 to the abilitys modifier and any other relevant bonuses and penalties. If the character has advantage on the check, add 5, and if they have an expertise die add 3\. If the character has disadvantage, subtract 5\.
The most common use of a passive check is a passive Wisdom (Perception) check. When a character first experiences a new scene or location, the Narrator describes what they sense based on their perceptiveness. A highly perceptive character might automatically detect dangers a less perceptive character wouldnt notice, such as hidden opponents or traps.
# Contests
When one creatures efforts directly oppose anothers, the outcome is determined by contested ability checks—a contest.
Each contestant makes an ability check as normal. Instead of comparing the results to a DC, the participant with the higher check wins the contest. If the results are tied, the situation remains the same as it was before the contest.
An initiative check is a type of contested ability check to determine the order of action during an encounter.
# Advantage, Disadvantage, Expertise, and DC Modifiers
When the Narrator asks for an ability check, it might be modified by circumstances, spells, features, or traits that grant advantage (roll twice and use the higher result), disadvantage (roll twice and use the lower result), or expertise dice (roll and add an extra die).
When the player knows about the factors which affect their action, these usually take the form of expertise dice or advantage or disadvantage. Expertise dice represent training and other details, and the character taking the action is fully aware of these effects.
Sometimes the Narrator knows about factors which affect the difficulty of a task that the player is not aware of. In these situations the Narrator secretly applies modifiers to the DC of the ability check.
# Using Each Ability
## Strength
### Strength Checks
Strength is used for any attempt to move or break something, to jump, climb, or swim beyond your usual physical limits, and to otherwise apply brute force to a situation.
### Attack Rolls and Damage
When you make an attack roll using a weapon, you add your Strength modifier to the attack roll and the damage roll. Some weapons, such as the javelin, can also be thrown to make a ranged attack using Strength.
### Lifting and Carrying
Your Strength score and modifier are both used to determine how much you can carry.
**Carrying Capacity.** Your carrying capacity is your Strength score × 15\. This is the weight (in pounds) you can carry as you go about day-to-day business. If you exceed your carrying capacity, you are encumbered.
**Bulky Items.** You can carry a number of bulky items equal to 1 \+ your Strength modifier (minimum 1). If you exceed this number, you are encumbered.
**Supply.** You can carry a number of supplies equal to your Strength score in addition to the rest of your gear.
**Drag, Lift, or Push.** You can drag, lift, or push up to your Strength score × 30\. While moving weight in excess of your carrying capacity you are encumbered.
**Size and Strength.** A Tiny creatures carrying capacity is halved and it cant carry bulky objects. For each size category above Medium, larger creatures double their carrying capacity, the number of bulky items they can carry, and the amount they can push, drag, or lift.
## Dexterity
### Dexterity Checks
Dexterity is used for any attempt to balance, move quietly, or to perform tasks focused on deft-fingered movements rather than force.
### Attack Rolls and Damage
When you make an attack roll using a ranged weapon, you add your Dexterity modifier to the attack roll and the damage roll. When using a melee weapon with the finesse property, you can choose to use your Dexterity modifier instead of your Strength modifier.
### Armor Class
The armor you wear determines whether you add any, some, or all of your Dexterity modifier to your Armor Class.
## Constitution
### Constitution Checks
Constitution is used for any attempt to physically push beyond normal limits over a period of time.
### Hit Points
Whenever you increase your hit point maximum when gaining a level or roll Hit Dice to recover hit points, you add your Constitution modifier. When rolling Hit Dice, you add the modifier to each dice roll.
If your Constitution modifier changes, your hit point maximum also changes as if you always had the new modifier.
## Intelligence
### Intelligence Checks
Intelligence is frequently used to recall details of the shared adventure world, representing memory and education—knowledge obvious to a character even if unknown or forgotten by their player. It is also used to represent reasoning.
### Bonus Knowledge
Having a higher Intelligence means having more knowledge than other characters. During character creation, for each point of your Intelligence modifier above 0 you can choose a skill specialty chosen from lore skills (Arcana, Culture, Engineering, History, Nature, Religion). If you are not proficient in any lore skills you instead either gain proficiency with a lore skill, choose an extra language known, or pick a tool proficiency in one artisans tool, gaming kit, instrument, or vehicle.
If your Intelligence modifier changes, it affects your bonus knowledge. When your Intelligence modifier increases, you can choose an additional skill specialty in the skills listed above as if you always had the new modifier. If your Intelligence modifier decreases you must remove the last benefit from your bonus knowledge. If your Intelligence modifier drops below 0, you dont lose more knowledge than you gained from bonus knowledge.
If you lose bonus knowledge due to a decrease in Intelligence, at the Narrators discretion you might choose a new bonus knowledge the next time your Intelligence modifier increases (instead of regaining the lost bonus knowledge).
### Spellcasting Ability
Wizards and some warlocks use Intelligence as their spellcasting ability to determine their spell attack bonus and the saving throw DCs of the spells they cast. Intelligence also determines the number of spells a wizard can prepare each day.
## Wisdom
### Wisdom Checks
Wisdom is frequently used to notice details of the shared adventure world immediately around you, representing what you perceive in the moment—the present world obvious to your character as described by the Narrator. It is also used to understand feelings and emotions, and discern cryptic omens on an intuitive rather than logical level.
### Spellcasting Ability
Clerics, druids, and some warlocks use Wisdom as their spellcasting ability, which determines their spell attack bonus and the saving throw DCs of the spells they cast. Wisdom also determines the number of spells a cleric or druid can prepare each day.
## Charisma
### Charisma Checks
Charisma is used in social situations to determine first impressions, to fit in or stand out, and to influence others.
### Spellcasting Ability
Bards, heralds, sorcerers, and some warlocks use Charisma as their spellcasting ability, which determines their spell attack bonus and the saving throw DCs of the spells they cast. Charisma also determines the number of spells a herald can prepare each day.
# Working Together
When multiple characters cooperate on a task, one character makes the ability check. They do so with advantage. While in initiative, the Help action is used for cooperative efforts.
A character cant help with a task that they couldnt attempt alone, or that doesnt benefit from multiple participants.
## Group Checks
When all individuals in a scene are attempting the same thing as a group, such as climbing a cliff or sneaking up on an enemy camp, the Narrator calls for a group check (described in the Introduction).
# Proficiency Bonus
Every creature has a proficiency bonus determined by its level (for PCs) or its challenge rating (for monsters and most NPCs). The bonus is used for ability checks, attack rolls, and saving throws when a creature has a relevant proficiency.
When applicable, you add your proficiency bonus to a d20 roll. If two different rules say you can add your proficiency bonus to a roll, you still only add the bonus once.
Some rules might modify your proficiency bonus before it is applied to a roll. If multiple rules modify the proficiency bonus in the same way, you still only modify it that way once.
# Saving Throws
A saving throw (sometimes called a save) gives a creature a chance to avoid a threat. You make a saving throw when youre at risk of harm. Each saving throw is made against a Difficulty Class, which is set by the effect that causes it. Although you typically will not want to, you can always choose to fail a saving throw.
To make a saving throw, roll a d20 and add the ability modifier called for by the circumstances as well as any other relevant modifiers. A saving throw can have advantage, disadvantage, or expertise dice applied.
All characters, and some monsters, gain saving throw proficiencies. Proficiency in a saving throw for a certain ability lets you add your proficiency bonus to saving throws using that ability.
A successful save usually means that a creature avoids or reduces harm, while a failure means that the creature suffers more serious consequences.
# Skills
While abilities provide broad descriptions of a characters capabilities, a skill represents their training in a particular task such as Acrobatics or Deception. A character who has training in a skill is said to be proficient in it. Most skill proficiencies are acquired by adventurers during character creation from their choice of culture, background, and class.
## Using Skills
When a character attempts an ability check, the Narrator may decide that a specific skill is relevant to the check. If a character is proficient in that skill, they may add their proficiency bonus to their ability check.
Any skill can be used with any ability check, although some pairings are more common than others. For instance, the Deception skill is commonly used with Charisma ability checks.
Sometimes the Narrator will ask for an ability check using a certain skill. Other times, a Narrator may ask for an ability check, and a player might ask whether one of their skills applies to the check. The Narrator is the sole arbiter of which skill, if any, applies to an ability check. The rules sometimes refer to a check with a skill but no ability specified. This refers to all ability checks using that skill regardless of which ability score is used.
## Skill Specialties
In addition to having proficiency in a skill, a character may be an expert at a narrow area of specialization within that skill.
A character gains two skill specialties at 1st level (plus bonus knowledge granted by Intelligence), and gains an additional specialty whenever their proficiency bonus increases (at levels 5th, 9th, 13th, and 17th level). A character may choose any specialty in a skill in which they are proficient. A character may not gain the same skill specialty twice.
When a character makes an ability check to which their skill specialty applies, they gain an expertise die for that ability check. The Narrator determines whether the skill specialty applies.
The Narrator may expand the list of skill specialties to meet the needs of the campaign world. Each of its cultures, historical eras, important organizations, and other unique details might furnish a specialty.
## List of Skills
Characters can gain proficiency in the following skills. The Narrator determines which ability score is called for in a given situation.
**Acrobatics.** An Acrobatics check allows a character to perform gymnastic feats such as rolling under a closing gate, swinging across a chasm on a rope, or keeping their balance on a narrow ledge. The most commonly used ability score is Dexterity. A character might use Strength to perform acrobatics while carrying a heavy burden or Constitution to do so against a heavy wind.
Specialties: balancing, escape artistry, swinging, tumbling.
**Animal Handling.** Animal Handling allows a character to train or control a domesticated animal, to handle a steed, or to communicate nonaggression to a wild beast. The most commonly used ability score is Wisdom. A character might use Charisma to command an animals attention, Strength to stay mounted on a rampaging bull, or Dexterity to stand on the back of a galloping horse.
Specialties: calming, driving, farming,
riding, training.
**Arcana.** Arcana measures a characters knowledge of magic and magical creatures. It can also be used to sense whether an area has magical qualities. The most commonly used ability score is Intelligence. A character might use Dexterity to trace a complicated magical rune, or Wisdom to read very carefully and protect their sanity while interpreting forbidden eldritch secrets.
Specialties: aberrations, constructs, detection, dragons, elementals, fey, forbidden knowledge, monstrosities, oozes, the planes.
**Athletics.** A character makes an Athletics check to perform unusually difficult feats of swimming, running, climbing, or jumping. The most commonly used ability score is Strength. A character might use Dexterity to climb a smooth wall for a short distance or to jump onto a moving creature, Constitution to perform an athletic activity for more than a minute, or Intelligence to keep track of opposing players in a complex sport.
Specialties: climbing, jumping, lifting, running, swimming, throwing.
**Culture.** A Culture check allows a character to know the customs, laws, trade in regional products, and etiquette of cultures other than their own (a character is presumed to know about their own culture and background without requiring an ability check). Culture can also be used to communicate simple concepts with creatures whose language is unknown to a character. The most commonly used ability score is Intelligence. A character might use Wisdom to avoid social blunders, Dexterity to perform an unfamiliar dance, or Charisma to track down a seller of a hard-to-find item.
Specialties: courtly manners, etiquette, laws, linguistics, regional goods, streetwise, trade.
**Deception.** The Deception skill is used when a character lies, misleads, or hides the truth whether verbally or otherwise. This ability check may be made against a DC set by the Narrator or may be opposed by a targets Insight check. The most commonly used ability score is Charisma. A character might use Intelligence to compose a cipher or Constitution to conceal the effect of a wound or attack.
Specialties: boasting, ciphers, concealing emotions, mimicry.
**Engineering.** An Engineering check allows a character to know a fact or advance a project involving building, invention, or mathematics. The most commonly used ability score is Intelligence. A character might use Dexterity to construct a tiny device or Strength to build a wall without assistance.
Specialties: architecture, chemistry, explosives, gadgetry, mathematics, mechanical traps, siegecraft.
**History.** The History skill measures a characters knowledge of past events. Intelligence is nearly always the ability score used with this skill.
Specialties: arts, empires, genealogy, legends, wars.
**Insight.** An Insight check can be used for reading a creatures intentions or motives. The most commonly used ability score is Wisdom. A character might use Dexterity to interrupt an enemys sudden action.
Specialties: detecting lies, reading emotions, sensing motives.
**Intimidation.** A character makes an Intimidation check to alter someones behavior by frightening or threatening them. A single Intimidation check can also be used as part of an interrogation, though further checks rarely offer different results. The Narrator sets the DC of the check based on the targets bravery and the circumstances of the check; some creatures cant be intimidated. The most commonly used ability scores for Intimidation checks are Charisma (for verbal threats) and Strength (for physical threats). A character might use Wisdom to discern a creatures weak point, and a spellcaster might use their spellcasting ability score to summon frightening energies.
Specialties: authority, ferocity, interrogation, subtle threats, weapon displays.
**Investigation.** Investigation is used for actively searching, looking for clues, gathering information, experimentation, and research. The most commonly used ability score is Intelligence. A character might use Charisma to gather rumors or Wisdom to intuit which tomes and books in a library will be the most efficacious.
Specialties: appraisal, deciphering, forensics, gathering rumors, research, trapfinding.
**Medicine.** A character can perform a Medicine check to stabilize a dying creature, treat or diagnose a disease or poison, or determine a cause of death. The most commonly used ability score is Wisdom. A character might use Intelligence to diagnose a rare poison or Constitution to nurse someone through a lengthy and dangerous illness.
Specialties: animals, autopsy, diseases, herbalism, poisons.
**Nature.** The Nature skill measures a characters knowledge of natural terrains, beasts, plants, and hazards. It can also be used to sense whether a creature is the product of this world or of another plane of existence. Unlike Survival, the Nature skill doesnt necessarily imply practical experience with a phenomenon. The most commonly used ability score is Intelligence. A character might use Wisdom to recognize a hazard or Charisma to bring calm to an errant elemental presence disrupting an abandoned druids grove.
Specialties: astronomy, beast lore, farming, fey, plant lore, weather.
**Perception.** A characters Perception measures what they are able to see, hear, or otherwise sense (unlike Investigation, Perception doesnt involve approaching, searching, or handling an object of study.) The most commonly used ability score is Wisdom. A character might use Constitution for a long stretch of sentinel duty, or Intelligence to pick up on changes to the type of stone bricks used deeper than elsewhere in a dungeon.
Specialties: farsight, invisible objects, listening, scent.
**Performance.** A Performance check allows a character to entertain an audience with singing, acting, or the like. It also allows a character to write or compose music, literature, or other artistic endeavors to entertain future audiences. The most commonly used ability score is Charisma, especially for performances before an audience. Writing, composing, or painting might instead use Intelligence or Wisdom. A display of martial prowess might require Dexterity or Strength.
Specialties: acting, composing, dancing, fine art, singing, speaking, writing.
**Persuasion.** A character makes a Persuasion check to convince or influence someone through logic, flattery, or negotiation (unlike a Deception check, a Persuasion check is made in some degree of good faith.) The Narrator sets the DC of the Persuasion check based on what the character is asking for and how the target feels about the character; some persuasion attempts may be impossible. The most commonly used ability score is Charisma. Wisdom might be used for gauging what offers would sway a creature, or Intelligence if it is a matter entirely about logic.
Specialties: bribery, flattery, leadership, negotiation, peacemaking.
**Religion.** Religion measures a characters knowledge of gods, religions, rites, and systems of morality. A character can also try to use it to sense if a place, person, or object has the Good or Evil alignment traits or a holy or unholy aura. The most commonly used ability score is Intelligence. Wisdom is used for sensing alignment and determining whether an action is moral according to a particular philosophy. Charisma can be used for preaching.
Specialties: alignment, celestials, cults, fiends, holy symbols, gods, morality, prophecy, undead.
**Sleight of Hand.** A character makes a Sleight of Hand check to perform legerdemain, pickpocket, hide an object on another creature, make a concealed hand signal, or otherwise deceive the eyes with feats of agility. Dexterity is nearly always the ability score used with this skill.
Specialties: distraction, pickpocketing, legerdemain.
**Stealth.** Stealth is used to hide or avoid notice. A creatures Stealth check is usually opposed by a potential observers Perception check. The most commonly used ability score for Stealth is Dexterity. Constitution might be used for staying still for a very long time, Intelligence for casing out an unfrequented route, and Charisma for blending anonymously into a crowd.
Specialties: anonymity, camouflage, casing.
**Survival.** The Survival skill allows a character to perform the tasks necessary to thrive in the wilderness: hunting, tracking, avoiding natural hazards, and traveling without getting lost (unlike Nature, a Survival check doesnt imply knowledge of the trouble youre avoiding or tracking.) The most commonly used ability score is Wisdom. A character might use Constitution to weather a storm or Intelligence to follow a route marked on an old map.
Specialties: dungeoneering, foraging, hunting, tracking, wayfinding.
## Stealth and Hiding
To attempt to hide from a creature, you must be unseen (behind something, obscured, invisible, or otherwise out of sight) and unheard by that creature, as well as undetected by any other special senses that it might possess. Make a Stealth check. This checks total is used until you stop hiding or are discovered. If a creature sees you while you are hiding or makes a successful Perception check to locate you, or you make a noise that it can overhear, you are discovered and are no longer hidden from that creature.
#
# Ability Check Criticals
When you use a skill and roll a natural 20 and succeed, or roll a natural 1 and fail, roll 1d6 to determine what special effect occurs. Because of the benefits of ability check criticals, some players may try a variety of easy ability checks to get a critical effect. The Narrator is always the arbiter of these critical effects and can rule that if an ability check is superfluous or insignificant, any resulting natural 20s and natural 1s have no special effect.
**Tool Kits.** Whether or not a tool kit is appropriate for an Ability Check Critical and for which type it qualifies is at the Narrators discretion.
## Arcane
Arcane criticals only occur when an active magical effect is involved. This might be the response to a *counterspell* or *dispel magic,* the activation of a specific magic item, or interaction with a ritual or permanent enchantment. When an arcane critical success or critical failure would not apply to the effect that activated it, reroll.
### Critical Success
1. **Arcane Surge.** You gain temporary hit points equal to your proficiency bonus. These temporary hit points last 1 hour.
2. **Comfort in the Arcane.** For the next 24 hours, when making Arcana checks, you can choose to gain a result as if you had rolled a 10 on the die instead of rolling.
3. **Expanded Use.** If the magic item or effect targets a set number of targets, you may add one additional target within range.
4. **Free Use.** If activating a scroll or item with charges (such as a wand), you do not expend the scroll or any charges.
5. **Lucky Magic.** You gain an expertise die on Arcana checks for the next 24 hours.
6. **Metamagic Use.** Choose one minor metamagic effect from those found in the sorcerer class and apply it to the spell.
### Critical Failure
1. **Arcane Feedback.** You take 1 point of damage per spell level.
2. **Break Device.** The activated item gains the broken condition or, in the case of a scroll, it is destroyed entirely.
3. **Delayed Activation.** At some point within the next 1d12 hours, the magic device randomly activates. The target is chosen by the Narrator.
4. **Misaligned Aiming.** The device activates, but the target of the items effect or spell changes to a target of the Narrators choosing.
5. **Unlucky Magic.** You are rattled for the next 2d4 hours.
6. **Wasteful Usage.** If activating an item with charges (such as a wand), you use 5 charges (even if the device does not activate).
## Facts and Discoveries
Includes skills such as Arcana, Culture, Engineering, History, Investigation, Nature, Perception, Religion, and Survival.
### Critical Success
1. **Doctorate.** This subject is one of your areas of study and some of it is coming back to you. For the next 24 hours, you gain an expertise die on ability checks using this skill so long as the check is for similar subjects.
2. **Forgotten Language.** Choose the language most closely associated with the target (if none or if you already know the language, roll again). If this is your first time getting a critical success with that language, you remember that you studied it long ago. Write down the language. The next time you roll this result, you permanently learn the language.
3. **Moment of Revelation.** You gain the benefits of a single *augury* spell (although no magic is involved).
4. **Related Expertise.** For the next hour, you may add half your proficiency bonus to any Intelligence or Wisdom check that doesnt already include your proficiency bonus.
5. **Relevant Tidbit.** You recall some important bit of information relevant to the target.
6. **View Auras.** For 1 minute, you gain the benefits of *detect magic* against targets related to your check.
### Critical Failure
1. **Aggressive Handling.** If you are examining something, you either break it or worsen a creatures attitude towards you (as Gossip, page 416). When this does not apply, reroll.
2. **Arcane Fatigue.** You lose one of your highest level spell slots. When this does not apply, reroll.
3. **Boring Topic.** You find this topic incredibly boring. For the next 24 hours, you take a 2 penalty on checks against similar targets.
4. **Earworm.** You are trying to concentrate but all you can remember is an annoying tune. For the next hour, you cannot gain expertise dice on Intelligence and Wisdom checks.
5. **Frightening Revelation.** You become frightened for 1d4+1 rounds. There is no direct source of your fear.
6. **Misinformation.** You are positive of the veracity of some false bit of information.
##
## Medicine
### Critical Success
1. **Buffer.** The target gains a number of temporary hit points equal to your proficiency bonus. These temporary hit points last 1 hour.
2. **Comprehensive Checkup.** The target heals 1 level of fatigue or strife (reroll if neither applies).
3. **Expertise.** For the next 24 hours, when making Medicine checks, you can choose to gain a result as if you had rolled a 10 on the die instead of rolling.
4. **Repeat the Procedure.** You may treat your next Medicine check as a natural 20 so long as it is made before you complete a long rest. This does not result in a critical success.
5. **Spur Natural Healing.** The targets natural healing improves dramatically. For the next 24 hours, double the hit points the target regains from spending Hit Dice during a short rest.
6. **Superb Healing.** The target regains additional hit points equal to your proficiency bonus.
### Critical Failure
1. **Amputate Toe.** You accidentally amputate the patients little toe (or similar non-vital extremity). Now, how did you do that?
2. **Disgusting Procedure.** You and the target are poisoned for 1 minute.
3. **Harm.** The target takes 1d4 bludgeoning, piercing, or slashing damage.
4. **Infect Wound.** The target must make a DC 12 Constitution saving throw or becomes infected with sewer plague.
5. **Open Wound.** The target takes 1 ongoing damage for 1 minute. Each turn the target can use its bonus action to make a Constitution saving throw (DC 20 1 per previous save) to stop the bleeding. Any amount of magical healing also stops the bleeding.
6. **Organ Damage.** The target suffers one level of fatigue (Narrators choice).
## Physical Skills
Includes skills such as Acrobatics, Athletics, Sleight of Hand, and Stealth.
### Critical Success
1. **Cool Confidence.** For the next 24 hours, when making a skill check of the same type, you can choose to gain a result as if you had rolled a 10 on the die instead of rolling.
2. **Impressive Success.** You impress others with your physical feat. For the next hour, you gain an expertise die on Intimidation and Persuasion checks against targets who saw your success.
3. **Lead the Way.** Your allies who attempt a similar check in the next 5 minutes gain an expertise die.
4. **Like Wearing Nothing at All.** For the next hour, you ignore any disadvantage to Stealth checks gained from wearing armor.
5. **Satisfying Exhaustion.** Youll sleep well tonight. For the next 24 hours, double the hit points you regain from spending Hit Dice during a short rest.
6. **Speedy.** You can immediately use your reaction to move half your Speed.
### Critical Failure
1. **Fumble.** An item held in your hands (Narrators choice) gains the broken condition.
2. **Jam.** You jam your fingers or toes, and for the next 10 minutes your melee attack bonus or AC are reduced by 1 (Narrators choice).
3. **Loosened Latch.** Something you are wearing inexplicably gains the broken condition (Narrators choice).
4. **Off Balance.** You fall prone.
5. **Pull a Ligament.** Your Speed is reduced by 5 feet for the next hour.
6. **Pushed Too Hard.** You suffer 2 levels of fatigue. After 1 round one of these levels of fatigue is removed, and the other is gone after 1 hour.
## Social Skills
Includes skills such as Animal Handling, Deception, Insight, Intimidation, Performance, and Persuasion. *Special*: When using a disguise kit, the effect of the natural 20 or natural 1 is “stored” until a particularly opportune or inopportune time.
### Critical Success
1. **Clever Banter.** Improve the targets attitude toward you—someone that was put off might become apathetic, and an apathetic person might become friendly.
2. **Friendly Crowd.** The target calls over some friends that are friendly to you and interested in what you are doing.
3. **Gift.** The target wants to give you some small gift outside the scope of this conversation.
4. **Good Reputation.** After this conversation, the attitudes of the targets closest allies improve towards you (as Clever Banter).
5. **Loose Lips.** The target accidentally reveals a useful piece of information.
6. **Love Interest.** The target may become romantically interested with you.
### Critical Failure
1. **Accidental Reveal.** You accidentally reveal a piece of information best kept hidden.
2. **Escalating Tension.** The target calls over some friends that are not fans of you and your cause.
3. **False Negative.** You believe something truthful that the target says to be a lie.
4. **Gossip.** After this conversation, the attitudes of the targets close allies worsen towards you. Someone who was apathetic might be put off, and someone put off might become borderline hostile.
5. **Suspicious.** The target believes something truthful to be a lie.
6. **Unfriendly Banter.** Worsen the targets attitude toward you by one step (as Gossip).
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# Adventuring
# Time
The shortest span of game time is a round, which takes place during combat and other situations where time is of the essence. A round lasts 6 seconds.
Minutes are the second most common. Most involved actions, such as exploring a room, take a length of time using minutes. Hours are appropriate for exploring a city or a limited area of land. Days are generally used for long periods of time during a journey or adventure.
# Movement
When it comes to determining movement, the most important factors are the **Speed** of an individual or party and the **terrain** being traversed.
## Speed
Every creature capable of movement has a Speed, measured in feet, that it can move in a single round. Travel pace is used when it comes to longer time periods of movement that take place over minutes, hours, or days.
### Vehicles
Land-based vehicles can choose at which pace to move while water-based vehicles are restricted by the speed of the vehicle. A water-based vehicle gains no benefits from a slow pace, but has no penalties for moving at a fast pace. Depending on the vehicle and crew size, a ship can travel up to 24 hours a day.
## Special Movement
### Climbing, Swimming, and Crawling
Movement using these three methods is similar to traveling through difficult terrain though there are some key differences. First, it costs a creature an extra foot to move for every foot spent. Worse, if a creature is moving in actual difficult terrain, it costs two feet to move for every foot spent. Moving by climbing or swimming through normal terrain by a creature with the corresponding speed costs no additional movement.
A Narrator may apply additional checks in certain scenarios, such as climbing a particularly slippery surface or swimming in churning water.
### Jumping
The distance a creature can jump is determined both by the method attempted and their Strength score.
A **running** **long jump** requires a creature to move at least 10 feet by foot immediately before making its jump and the distance covered is a number of feet up to its Strength score. Each foot covered by a jump costs the same in movement. A standing long jump allows a creature to jump up to half its Strength score.
A Narrator can also request a DC 10 Strength (Athletics) check to clear low obstacles, which must be no taller than a quarter of the jumps distance. A failure indicates that instead of jumping over such an obstacle, a creature crashes into it.
Landing is also a fair challenge. Should a creature land in difficult terrain, the creature must make an additional DC 10 Dexterity (Acrobatics) check to land on its feet. Should it fail, it falls prone.
A **high jump** is a bit more complex. To make a running high jump, a creature must move 10 feet on foot immediately before the jump, clearing a number of feet equal to 3 \+ its Strength modifier (minimum of 0 feet). To make a standing high jump, a creature need not move beforehand, but only jumps half the distance it would have doing a running high jump.
When a creatures jumping distance exceeds its Speed, it can jump up to a distance equal to twice its Speed in a single leap so long as it takes no other movement on that turn other than to move up to 10 feet beforehand and make the jump. In either case, a creature uses up a foot of movement for every foot it covers jumping.
There are a few special scenarios for high jumping.
First, a creature can raise its arms up to half its height during a jump. Thus a jumping creature can reach the height of the jump plus 1.5 times its height. In addition, the Narrator may allow a creature to make a Strength (Athletics) check to jump higher than it could otherwise.
## Traveling
### Marching Order
When its relevant to the game, the Narrator should have the party establish who is in the lead (and therefore the most likely to be targeted if a trap is triggered) and who is in the back (the first targeted in a flanking ambush). When it isnt an important element to whats currently happening in the game, whichever character is taking the lead on roleplaying is assumed to be in front of their companions.
### Encounters and Threats
Whether or not creatures notice a hidden threat is determined by their passive Perception scores.
When players encounter other characters or creatures while traveling, either party can choose to attack, talk, flee, or wait. In addition, a Narrator can decide whether or not a party is surprised by the other if combat ensues.
### Stealth
A party looking to avoid threats can choose to travel at a slow pace and employ stealth, making a group Stealth check, typically using Dexterity. A party with reasonable cover can do more than avoid ambushes—they may well surprise or sneak past their enemies.
# The Environment
## Falling
When a creature falls, it takes 1d6 bludgeoning damage for every 10 feet it falls (maximum 20d6) and lands prone.
A creature that falls into water takes half damage, or no damage if it dives with a successful Athletics check (DC equal to the distance it falls divided by 5).
## Suffocating
A creature can hold its breath for 1 plus its Constitution modifier minutes (minimum of 30 seconds). Once a creature is out of breath, it begins suffocating. After suffocating for a number of rounds equal to its Constitution modifier (minimum 1 round), at the start of its turn the suffocating creature drops to 0 hit points and is dying. It cannot regain hit points or be stabilized until it can breathe again.
## Underwater
A creature that cannot breathe water begins to suffocate underwater once it cannot hold its breath. In addition, creatures without swim speeds have disadvantage on attacks made using any weapon other than a dagger, dueling dagger, javelin, shortsword, spear, or trident. Ranged weapon attacks automatically miss beyond their normal range underwater, and bludgeoning and fire damage are halved. A creature that takes damage while holding its breath underwater must succeed on a concentration check or immediately begin suffocating as if its breath had run out.
## Vision and Light
Most creatures rely on sight for even the most mundane, everyday tasks. Adventurers are no different, and the amount of light in a given area impacts their ability to perform both in and out of combat.
A **lightly obscured** area is one that creates a minimal, but not insignificant, amount of visual impairment. When within this area, creatures have disadvantage on Perception checks that rely on sight.
An area that is **heavily obscured** obstructs vision completely. A creature in this area is considered blind.
Three types of lighting exist within an area: bright light, dim light, and darkness.
Most creatures suffer no penalties from being in an area of **bright light**.
**Dim light** creates a lightly obscured area.
An area of **darkness** is heavily obscured.
### Blindsight
A creature with blindsight is not affected by darkness or other heavily or lightly obscured areas, and can see through invisibility, within a certain radius. Creatures adapted to the darkness or creatures without eyes have blindsight.
**Figments.** Creatures that do not rely on visual sight, noted as having blindsight (blind beyond this range), are immune to visual illusions (such as those created by *minor illusion*).
### Darkvision
Some creatures have darkvision within a certain radius. Darkvision allows a creature to see within darkness as if it were dim light, and dim light as if it were bright light, though the creature cannot perceive colors while in darkness, only shades of gray.
### Truesight
Some especially powerful creatures have truesight. This allows a creature to see in darkness (both mundane and magical), perceive invisible creatures and objects, automatically recognize illusions and succeed on its saving throw against them, and discern the true form of a shapechanger or a magically transformed creature. A creature with truesight can also see into the Ethereal Plane.
# Objects
## Interacting with Objects
Most physical interactions with the environment simply require a player to announce their intentions to the Narrator. Some interactions, however, may require an ability check. The Narrator sets the DC for the check based on the difficulty of the task. A Strength check can also be used to break an object. The Narrator sets the DC for the check.
Creatures can damage objects with both physical attacks and spells. Objects are immune to psychic and poison damage, and the Narrator determines any other resistances, immunities, and vulnerabilities, as well as an objects AC and hit points. Objects always fail Strength and Dexterity saving throws, but are immune to effects that require other saves. Reducing an object to 0 hit points breaks the object.
### Armor Class
An objects Armor Class represents how tough the object is to damage. The Object Armor Class table has suggested values for objects based on the materials they are made from.
**TABLE: OBJECT AC**
| OBJECT | ARMOR CLASS |
| :---- | :---: |
| Cloth, paper, rope | AC 11 |
| Crystal, glass, ice | AC 13 |
| Wood, bone | AC 15 |
| Stone | AC 17 |
| Iron, steel | AC 19 |
| Mithral | AC 21 |
| Adamantine | AC 23 |
### Hit Points
An objects hit points determine how much damage it can take before it is destroyed. A particularly sturdy object (resilient) might have more hit points than more delicate objects (fragile). The Object Hit Points table has suggested hit points for objects based on their size.
**TABLE: OBJECT HIT POINTS**
| OBJECT | SIZE | HIT POINTS (FRAGILE) | HIT POINTS (RESILIENT) |
| :---- | :---: | :---: | :---: |
| Game piece, vial | Tiny | 2 (1d4) | 5 (2d4) |
| Chair, painting | Small | 3 (1d6) | 10 (3d6) |
| Crate, Medium door, table | Medium | 4 (1d8) | 18 (4d8) |
| Large door, 10 ft. × 10 ft. section of wall | Large | 5 (1d10) | 27 (5d10) |
### Huge and Gargantuan Objects
Against a castle wall or treasure vault door, a hammer or sword wont get the job done—but determined creatures might try just the same. If the Narrator decides a Huge or Gargantuan object is vulnerable to a creatures attacks, divide it into separate smaller sections that are each Large-sized and track the hit points of each section independently.
### Objects and Damage Types
When damaging an object some damage types might be more effective than others, depending on the objects composition. For example, wooden objects might be vulnerable to fire. The Narrator determines the effectiveness of any given attack on an object.
### Damage Threshold
Objects built to endure attack often have an extra measure of protection: a damage threshold. If an object has a damage threshold it is immune to damage unless an attack or effect deals damage equal to or greater than the damage threshold. Any attack or effect that deals damage less than the damage threshold instead deals no damage at all.
# Social Interaction
## Ability Checks
Roleplaying can affect an NPCs attitude or demeanor, but the Narrator may decide an ability check is warranted to determine the outcome of a conversation or social interaction. While Charisma is the ability utilized in most social interactions, other abilities may come into play. When approaching a social situation, your party should consider the character best equipped to handle each interaction the same way youd approach a role in combat.
# Resting
## Short Rest
A **short rest** is a period of no less than an hour, in which the character performs light activities like reading, writing, talking, eating, and binding wounds. At the end of a short rest, a character can expend one or more of their Hit Dice to restore any lost hit points. For each Hit Die expended, the player rolls the dice (as determined by their class) and adds their Constitution modifier. A player can decide to roll an additional Hit Die after each roll.
## Long Rest
A **long rest** is a period of at least 8 hours, 6 of which must be spent asleep. The remaining hours can be spent doing light activity like eating or standing watch. If the rest is interrupted for more than an hour, for instance by walking, fighting, or casting spells, the characters gain no benefit and the time period resets.
After a long rest has been completed, a character regains all lost hit points. The character also regains a number of expended Hit Dice equal to half of their total number of Hit Dice (minimum of 1).
A character cannot benefit from more than one long rest in a 24-hour period, and must have at least 1 hit point at the start of the long rest to benefit from it. Any character that does not consume at least 1 Supply suffers a level of fatigue when they finish a long rest, and adventurers are only able to truly recuperate within a haven (see Exploration). A character recovers from one level of fatigue and one level of strife after finishing a long rest in a haven where they have consumed Supply. When taking a long rest and consuming Supply without a haven, a character can recover only from the first level of fatigue or strife.
## Roughing It
If any of the following conditions apply to you during a long rest, you regain half the usual number of hit dice. Should you have any levels of fatigue or strife, neither is reduced upon finishing the long rest.
* Slept in medium or heavy armor other than hide.
* Slept without a bedroll or similar bedding on rocky, wet, or uneven terrain.
* Slept exposed to the elements during inclement weather conditions.
* Slept without warmth in an environment of extreme cold.
* Slept without mosquito netting or similar precautions while in a swampy or otherwise insect-ridden area.
Some adventurers, such as rangers, may have features which allow them to ignore the effects of roughing it.
# Between Adventures
## Lifestyle
A characters lifestyle (poor, moderate, or rich) impacts some of their downtime activities.
An adventurers lifestyle can also impact their interactions with those around them. The Narrator may provide advantage or disadvantage on Intelligence, Wisdom, and Charisma checks made against people that perceive a PC to be of a different lifestyle than themselves, depending upon the circumstances.
## Downtime Activities
Downtime activities represent specific and intentional activities that a character undertakes to achieve a benefit. A character can undertake one downtime activity per week of downtime, although they do not necessarily occur sequentially.
A downtime period consists of 5 days (treated as a week) each involving at least 8 hours engaging in a downtime activity. In most cases, an unfinished week does not count towards progress, but in some situations the Narrator might allow specific days to add to the total. At the end of each downtime period, any check required is made and success or failure is determined. Some downtime activities may require more than 1 week to complete. If a downtime activity mentions a month it assumes 4 weeks.
**Extended Downtime.** When a party of adventurers is experiencing a particularly long period of downtime, such as a year or longer, the Narrator may extend the length of the downtime period to 1 month and allow players to roll one check per 4 weeks of downtime activity. A success on an extended downtime check is treated as 4 successful weeks of a downtime activity, a failure is treated as 2 successful weeks, and on a failure by 5 or more the character makes no progress at the downtime activity.
For even longer periods of downtime, the Narrator can extend the downtime to seasons (treating a success as 12 weeks, a failure as 6 weeks, and a failure by 5 or more as 3 weeks), or even years (treating a success as 52 weeks, a failure as 26 weeks, and a failure by 5 or more as 13 weeks).
Characters may wish to work together to complete downtime activities. At the Narrators discretion, one character may assist another (as the Help action). Both characters must spend their downtime on the chosen activity.
### Craft
Adventurers with tool proficiencies may use their downtime to create weapons, armor, or other items. The Craft activity can be used to create weapons, armor, tools, clothing, other equipment, or a work of art.
All crafted items require materials. Poor quality items can be made with materials equal to 1/8th the base cost of the item that the character wishes to create. Normal quality work requires materials equal to 1/4th the base cost. If a character wishes to craft a fine item, they must acquire fine materials equal to 1/2 the items base cost. If a character wishes to craft a masterwork item, the materials cost is equal to the base cost of the item.
**Special Materials.** Rarely a smith might happen upon special materials. These materials can only rarely be purchased and must often be found. When attempting to craft using adamantine, mithral, or other wondrous materials, increase the DC to craft the item by 2\.
**Time Required.** The time required varies depending upon what a character is attempting to craft, as per Table: Crafting Time. At the end of the required time, the character makes a check based upon the desired quality level. On a success, the materials are consumed and they create the item. On a failure, they create an item of one quality level lower than they desired or may salvage the materials. When a character fails by 5 or more, they produce a poor quality item and the materials are consumed.
**Quality.** The quality of an item affects the time, cost, and difficulty of crafting it. Items of fine quality or masterwork quality also offer special benefits. A fine item also costs an additional 25 gold to produce, and a masterwork item 125 gold.
**Engineering.** The Craft downtime activity can also be used for buildings, engineering devices, and other projects. Each check requires a week of work and access to an amount of gold worth of materials. The DC and materials cost are determined by the projects complexity. The scope of the project determines how many checks are required to complete it.
**TABLE: CRAFTING TIME**
| ITEM | CRAFT TIME |
| :---- | :---- |
| Dual-wielding weapon\* | 2 per week |
| Martial or simple weapon\* | 1 week |
| Heavy weapon\* | 2 weeks |
| Ammunition | 50 per week |
| Light armor | 1 week |
| Medium armor | 2 weeks |
| Heavy armor | 4 weeks |
| Tool or equipment | 2 per week |
| \* *Rare weapons may require longer crafting times determined by the Narrator.* | |
**TABLE: CRAFTING ITEMS**
| QUALITY | TIME | DC | MATERIALS | PRODUCTION COST | SELL PRICE | BENEFIT |
| :---- | :---: | :---: | :---: | :---: | :---: | :---- |
| Poor | ×1/2 | 10 | ×1/8th | — | Half | Gains the Broken condition after each use |
| Normal | Base | 15 | ×1/4 | — | Up to full | — |
| Fine | ×2 | 20 | ×1/2 | \+25 gp | At least full price | Can be enchanted to become a magic item of up to uncommon rarity |
| Masterwork | ×5 | 25 | ×1 | \+125 gp | No less than double full price | Never has damage vulnerabilities, and can be enchanted to become a magic item of any rarity |
**TABLE: ENGINEERING ITEMS**
| COMPLEXITY | DC | COST PER WEEK | EXAMPLES |
| :---- | :---: | :---: | :---- |
| Rudimentary | 13 | 10 gp | Barge, basic cart, rowboat, single-room building |
| Simple | 18 | 50 gp | Basic sailboat, geared mechanism, one-story building, short bridge, wagon |
| Moderate | 22 | 250 gp | Basic steam engine, complex geared mechanism, large or fortified building, long bridge, seafaring vessel, siege weaponry |
| Advanced | 26 | 500 gp | Castle, lock and damworks, locomotive, ship of the line |
| Revolutionary | 29 | 1,000 gp | Airship, power plants, railroad networks |
| Incredible | 32 | 2,000 gp | A sapient clockwork construct |
| **Note:** Not all technologies are available in all settings, and ultimately the machines a character is able to craft using Engineering are at the Narrators discretion. | | | |
**TABLE: ENGINEERING TIME**
| OBJECT SIZE | SUCCESSFUL WORK WEEKS REQUIRED | EXAMPLES |
| :---- | :---: | :---- |
| Tiny | 1 | Pocket watch, a clockwork code cypher |
| Small | 2 | Prosthetic hand or prosthetic leg for a Medium-sized creature |
| Medium | 4 | Cabinet of automated minstrels |
| Large | 8 | Self-propelled wagon, a one-room building |
| Huge\* | 32 | Small airship, a clockwork giant, a locomotive engine, a villagers house |
| Colossal\* | 64 | Steam-powered city gates, a bascule bridge, a large airship, a nobles city estate |
| Monumental\* | 128+ | A dam, a massive clocktower, an airship port, a palace |
| \*Projects of this size often require a team of assistants and laborers. | | |
### Gather Information
The Gather Information activity is used to uncover secure or secret information about individuals, events, organizations, or other things that still exist within living memory. Gather Information is typically done by word-of-mouth on the street or in taverns.
The character specifies a particular individual, event, organization, or place from which they wish to learn more or declares a specific piece of information that theyre seeking to learn, making an Investigation check. The time, DC, and costs are included below.
On a success, the character learns what they are looking for along with a point of Key Knowledge. Success by 5 or more grants an additional fact or useful piece of information and an additional point of Key Knowledge. Failure means that the character learns nothing, and on a failure by 5 or more they instead learn an incorrect piece of information that could lead them astray or cause some trouble.
**Key Knowledge.** Key Knowledge represents clues, secrets, or other insights into a particular location, individual, or event. Each point of Key Knowledge is specific to an individual, creature, or location. These points may be spent to gain advantage on an attack roll or ability check made in relation to the subject.
At the Narrators discretion, these points can also be spent to introduce a small fact to the story.
**Limitations.** The Narrator may decide that there is simply no way that a piece of information can be gleaned by the Gather Information activity. In this case, the Narrator should inform the player before the check is attempted.
**TABLE: GATHER INFORMATION**
| OBSCURITY | DC | TIME | COST | EXAMPLES |
| :---- | :---: | :---: | :---: | :---- |
| Uncommon | 10 | 1 week | 10 gp | The bar where a local crime boss conducts business, where a local noble likes to drink |
| Esoteric | 15 | 2 weeks | 25 gp | The name of the best fence in a particular city, where to go to get illicit magic ingredients |
| Hidden | 20 | 3 weeks | 100 gp | The location of the dukes secret prison, the name of a dragons agent in a city |
| Secret | 25 | 5 weeks | 500+ gp | The identity of the leader of a guild of assassins, what the king keeps in the secret room below his chambers |
### Recovery
Sometimes it is necessary to recover from the dangers faced by an adventurer. In order to take the Recover activity, a character must have or temporarily pay for at least a moderate lifestyle. Each week that a character takes the Recover activity, they may:
* Make a Constitution saving throw against one effect that is preventing them from regaining hit points.
* Make one additional saving throw against one disease or poison currently affecting them.
If a character is tended to by someone with a healers satchel, they have advantage on the above checks.
### Religious Devotion
Religious Devotion allows a character to engage in acts of piety in an attempt to appease the gods and earn their favor. In order to engage in this downtime activity, a character must have access to a shrine, temple, or other sacred site and spend the required gold on sacred offerings to make a Nature or Religion check against a DC from Table: Religious Devotion. On a success, the character gains 1 point of favor, plus 1 additional point of favor for every 5 points their result exceeds the DC.
**Favor.** A point of favor can be spent to represent a minor but helpful boon that aligns with a deitys portfolio. A point of favor from a war god might allow a character to find a weapon after theyve been disarmed, while a point of favor from a nature god might make it easier to find a safe place to camp.
The specific details are left up to the Narrator, but in general, this should represent advantage on a roll, the discovery of a small but useful item, or a helpful chance encounter. For 2 favor points, the Narrator may allow a character to benefit from the effects of a 1st-level spell that aligns with a deitys portfolio. Narrators are free to come up with other uses.
If a character acts against the interests or philosophy of a deity during an adventure, any points of favor are immediately lost.
**TABLE: RELIGIOUS DEVOTION**
| PHILOSOPHICAL SIMILARITY | DC | OFFERING\* | DESCRIPTION |
| :---- | :---: | :---: | :---- |
| Strongly Aligned | 10 | 10 gp | The characters personal ethos and actions closely mirror the deitys philosophy and teachings. |
| Aligned | 15 | 25 gp | The characters personal ethos and actions are generally similar to the deitys philosophy and teachings. |
| Neutral | 20 | 50 gp | The characters personal ethos and actions do not align with or oppose the deity they are beseeching. |
| Opposed | 25 | 100 gp | The characters personal ethos and actions are generally counter to the deitys philosophy and teachings. |
| Strongly Opposed | 30 | 500 gp | The characters personal ethos and actions run directly counter to the deitys philosophy and teachings. |
| \*The Narrator may allow specific actions by the character to reduce or eliminate this cost. | | | |
### Research
Research is used to uncover obscure information about individuals, events, organizations, or other things that have faded beyond living memory but still exist in recorded history. Alternatively, Research can be used to find facts or information contained within bureaucratic records.
In order to conduct the Research activity, a character must have access to a library or libraries that might conceivably contain the information that they are searching for. The character makes an Arcana or History check (determined by the topic of Research) against the DC listed on Table: Research, taking an appropriate amount of time and spending the indicated amount of gold.
On a success, they learn what they are looking for along with a point of Key Knowledge (see Gather Information). Success by 5 or more grants an additional fact or useful piece of information and an additional point of Key Knowledge. Failure means that the character learns nothing, and on a failure by 5 or more they instead learn an incorrect piece of information that could lead them astray or cause some trouble.
The cost of research is reflective of bribes, library fees, and other related expenses. At the Narrators discretion, a character may dispense with these if they already have access to a library that might contain the information.
**TABLE: RESEARCH**
| OBSCURITY | DC | TIME | COST\* | EXAMPLES |
| :---- | :---: | :---: | :---: | :---- |
| Uncommon | 10 | 1 week | 10 gp | The original name of a particular village |
| Esoteric | 15 | 2 weeks | 25 gp | The original owner of a piece of land or business, the location of an ancient tomb |
| Hidden | 20 | 3 weeks | 100 gp | The true history of the founding of a dynasty, the real lineage of the local ruler |
| Secret | 25 | 5 weeks | 500+ gp | The name of a fiend, the location of a city destroyed by the gods in the last age |
### Spellcraft
This downtime activity allows spellcasters to create rare spells by refining their knowledge. Pick a common version of a spell that the character knows and choose one modification from the modifications table. Alternatively, with the Narrators permission a character may choose one rare spell provided it is of a level they can cast.
The character makes an ability check using their spellcasting ability and Arcana (sorcerer, warlock, wizard), Nature (druid), Performance (bard), or Religion (cleric, herald). The DC of the check is based on the spell level as per Table: Rare Spell Crafting and is increased by the desired modification.
Each check requires 1 week and the amount of indicated materials. A character requires a number of successful study weeks as listed on Table: Rare Spell Crafting. If a character succeeds the check by 5 or more, that week counts as 2 weeks for the purposes of completion. On a failure, the character makes no progress that week and the materials are consumed, and on a failure by 5 or more the materials are consumed and a week of progress is lost. The rare spell is finished when the final check succeeds.
In order to invent a rare spell, a character must have access to the appropriate type of library. Wizards and sorcerers require a collection of arcane tomes. Clerics and heralds must have access to books of esoteric lore and theological texts. Druids need a sacred place of nature untouched by civilization. Bards utilize folios of magical compositions. Warlocks require forbidden texts and works of the occult.
Creating rare spells should be a collaboration with the Narrator. As always, the Narrator must approve any new rare spell. When in doubt, use preexisting rare spell effects for inspiration.
In addition to crafting rare spells, it is possible to create entirely new spells. This process typically requires years of work and often represents the pinnacle of a spellcasters career. If a character wishes to create their own spell, it should require at least 2 months per spell level and 500 gold per spell level each week. DCs for such checks and the other specifics are determined by the Narrator, using the rules for crafting rare spells as a guideline.
**TABLE: RARE SPELL MODIFICATIONS**
| MODIFICATION | DC MODIFIER | EFFECT |
| :---- | :---: | :---- |
| Altered Effect | \+0 | The spells primary effect is changed. This can be used to add or alter a spells damage type, affect what the spell targets, or otherwise modify its core effect. Examples include an *invisibility* spell that targets objects instead of creatures, a *fireball* that deals cold damage, or a *lightning bolt* that has a cone area. |
| Lingering Effect | \+1 | The spell has a secondary effect that occurs after the spell has ended. Examples include a *fireball* that causes the target to take ongoing fire damage or a *slow* spell that leaves a target fatigued after its duration has ended. |
| Additional Effect | \+2 | An additional effect is added to the spells primary function. Examples include an *ice storm* that freezes a target in place for the duration. |
| Additional Target | \+2 | This spell has the means to target additional creatures. Examples include a paralyzing effect that spreads by touch or a *suggestion* to new targets through conversation. |
**TABLE: RARE SPELL CRAFTING**
| SPELL LEVEL | DC | COST PER WEEK | SUCCESSFUL STUDY WEEKS |
| :---- | :---: | :---: | :---: |
| 1st | 15 | 100 gp | 2 |
| 2nd | 16 | 150 gp | 3 |
| 3rd | 17 | 200 gp | 4 |
| 4th | 18 | 300 gp | 5 |
| 5th | 19 | 500 gp | 6 |
| 6th | 20 | 1,000 gp | 7 |
| 7th | 21 | 1,500 gp | 8 |
| 8th | 22 | 3,000 gp | 9 |
| 9th | 23 | 5,000 gp | 10 |
### Train
The Train activity allows a character to learn a new weapon, language, or tool proficiency, or it can be used to swap a class feature or feat that they learned previously.
**Language or Tool.** Learning a new language or tool proficiency requires a character to spend a number of months equal to 12 their Intelligence modifier and pay 50 gold pieces per month to retain a tutor. If a character does not wish to pay for or does not have access to a tutor, they must have another reliable means of learning and the time required is doubled. At the end of this period, the character acquires the proficiency.
**Weapon.** Learning a new weapon proficiency requires a character spend a number of months equal to 6 their Strength or Dexterity modifier (whichever is highest) training and pay 50 gold pieces per month to retain a tutor. At the end of this time period, the character acquires the weapon proficiency.
**Relearning.** A character may also relearn class features. This activity does not require spending any gold. The time required is 1 week to change a feature gained at 1st5th level, 2 weeks to change a feature gained at 6th10th level, 3 weeks to change a feature gained at 11th15th level, and 4 weeks to change a feature gained at 15th20th level. This activity cannot be used to swap out spells that have been entered into a spellbook.
**Feat.** To swap a feat gained through leveling to another feat, a character may spend a number of months equal to 8 their proficiency bonus and pay 50 gold pieces each month to acquire practice materials and advice from experts in the feat they are learning.
**Archetype.** A character can change to a different archetype for their class by spending 12 weeks mastering the new archetype, at which point they are able to select it. When they do, any class features gained from their previous archetype are lost and replaced by the class features of their new archetype. Changing from one class to another requires the use of powerful reality- altering magic (like the *wish* spell or the direct intervention of a deity).
### Work
A character can use the Work activity to pay their cost of living expenses and earn some coin between adventures. Work is broken down into two categories. On a successful check after spending a week on this downtime activity, a character supports a lifestyle (poor, moderate, or rich, and earns gold as listed on Table: Work.
**Legal Work.** Legal work allows a character to practice a trade or profession without fear of consequence. The character selects a tool proficiency or skill approved by the Narrator and makes an ability check, consulting Table: Work to determine the lifestyle their profits support and the extra gold earned. On a result of 5 or less, a character earns nothing, supports no lifestyle, and has disadvantage on the next Work check that they make using the same skill or tool.
**Illegal Work.** Illegal work allows a character to sustain themself and make some coin by engaging in petty crime. First, a character selects the type of crime that they would like to engage in and selects an appropriate skill or ability check approved by the Narrator. They then select the difficulty of criminal activities as per Table: Work.
On a failed check, a character receives no earnings and must cover the cost of their lifestyle themselves. If they fail by 5 or more, the character must lay low and cannot take a downtime activity for the following week, and on a failure by 10 or more they are caught and suffer consequences or complications determined by the Narrator.
**TABLE: WORK**
| DIFFICULTY | DC | LIFESTYLE | EARNINGS |
| :---- | :---: | :---: | :---: |
| Easy | 10 | poor | 1d6 gp |
| Average | 15 | moderate | 3d6 gp |
| Hard | 20 | rich | 6d6 gp |
| Very Hard | 25 | rich | 10d6 gp |
**TABLE: PRESTIGE RATING**
| RATING | WELL- KNOWN ACROSS | CAN GET AUDIENCE WITH | NOTORIETY |
| :---- | :---: | :---: | :---- |
| 0 | Unknown | Nobody | The character is viewed with disdain, as a buffoon or pariah. People do not take them seriously. |
| 1 | Local | Shopkeep | The character is relatively unknown, but some local folks know them. |
| 2 | Village | Guard captain | The character has done a few noteworthy things, but most people dont know them or assume they wont do anything else interesting. |
| 3 | Town | Mayor | The character has become known across town, or across a district of a city. |
| 4 | City | Minor noble | The character is known across an entire city, or a single town plus its immediate environs. |
| 5 | Region | Noble | The character has distinguished themself across the region, and most influential people know about their actions and talents. |
| 6 | Country | Powerful noble | The character is known all across the land. People pay close attention to them, either viewing them as a powerful ally or a dangerous enemy. |
| 7 | Continent | Monarch | The character is well known by those in more than one country. Monarchs and important rulers typically have this level of Prestige. |
| 8 | World | Emperor | The character is one of the most famous people in the world, known well to monarchs and powerful figures. A lot of resources are devoted to either helping them out or taking them down. |
| 9 | Plane | Minor deity | The character is known not just on this world, but on other worlds on the same plane of existence. They might have saved or threatened the entire world. |
| 10 | Multiverse | Greater deity | The character is known not just across the world, but by powerful beings on other planes. |
| 11 | Multiverse | Greater deity | When the character seeks the audience of powerful beings like gods they are noticed. |
| 12 | Multiverse | Greater deity | When the character seeks the audience of powerful beings like gods they are answered. |
| 13 | Multiverse | Pantheon | When the character seeks the audience of powerful beings like gods they are answered in a timely manner. |
| 14+ | Divine | Anybody | This level of Prestige is usually the province of deities and other powerful extraplanar beings. The character is widely known on multiple worlds or planes. |
# Prestige Rating
A characters Prestige rating represents how prominent they are, either as an ally or enemy, and can influence how easy it is for the character to call in favors from their allies, or determine how much effort their enemies will put into defeating them. Most Prestige ratings range from 0 to 6, although some deities and extraplanar beings may have higher ratings.
Player characters start with a Prestige rating of 1\. Each time a character enters a new tier of play at 5th, 11th, and 17th level their Prestige rating increases by 1\. Additionally, characters may gain Prestige when acquiring a stronghold, and the Narrator may award Prestige when they accomplish great deeds during play. Finally, some class features may grant Prestige bonuses.
Additionally, Prestige determines how many followers a character can have at any one time. This number is equal to the characters Prestige rating.
**Prestige Center.** A characters Prestige rating distinguishes how widely known they are. If they travel beyond their home, the character may find that people do not know who they are. Prestige applies in an area whose size is determined by a characters Prestige score, starting from as small as a village to as large as an entire world. When creating a character, the player should work with the Narrator to determine where their Prestige is centered from. Often this will be the starting area of a campaign.
**Prestige Check.** To determine whether somebody has heard of a character, or to call in a favor (see below), the character makes a Prestige check by rolling 1d20 and adding their Prestige rating. The DC of a Prestige check is equal to 12 \+ double the tier of the region the character is in (or when extremely far from their Prestige Center, triple the tier). When outside the area described by their Prestige rating, the character has disadvantage.
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# Combat & Turn-Based Action
# When to Use Turn-Based Action
Turn-Based Action can be called when a hostile action is taken, when the characters enter a precarious location or situation, or at the start of a competition. Whenever methodical actions are necessary from multiple characters at the same time, this system presents the scene in a way that ensures everyone gets the spotlight.
# Turn Order
All engagements using Turn-Based Action consist of two phases: set-up and initiative rounds. The set-up phase establishes the status and order of the participants and the amount of time each round takes in the game world. During initiative rounds, participants take their turns round after round until one side is victorious.
### Set-Up
1. **Set the Scene.** The Narrator determines where everyone is located, the appropriate amount of time for each round, and any important conditions of the engagement.
2. **Surprise.** If any characters intend to act before all participants are aware of the encounter, the Narrator calls for ability checks to determine if any combatants are surprised.
3. **Roll Initiative.** The remaining participants roll initiative and determine the turn order.
### Initiative Rounds
1. **World Actions.** If the environment features any world bonuses or penalties with an active element, it occurs at the start of a round before the participants take their turns.
2. **On Your Turn.** The active character moves and uses their available actions.
3. **Off Your Turn.** The inactive characters plan their next turn and react to the active characters actions.
4. **End of Round.** When everyone has taken their turn, the initiative round repeats at step 1 until the encounter concludes.
## Setting the Scene
The Narrator establishes the conditions of any Turn-Based Action encounter. This includes the known participants and their positions, any active elements and known world bonuses or penalties in the environment, and the length of each round.
A round encompasses the semi-simultaneous actions of the participants within a period of game-world time. In combat, one round is usually 6 seconds. In other cases a round might last 10 seconds, 1 minute, or 10 minutes, as deemed appropriate by the Narrator.
## Surprise & Sudden Actions
If some participants are unaware of others due to successful attempts to be stealthy, they begin the encounter surprised. The Narrator calls for appropriate ability checks to determine whether participants are aware of each other. Surprised creatures are unable to move or take an action on their first turn, and they cant use a reaction until after their first turn.
Sometimes all participants are aware of each other at the start of an encounter, but one side takes an action or launches an attack while others guards are down. In this case, no one is surprised, but the Narrator might allow the instigating creature or party to roll initiative (see below) with advantage.
If nobody is trying to be sneaky, combat begins normally with initiative as described below.
## Initiative
**TABLE: TYPES OF INITIATIVE**
| Wisdom (Perception) | Spotting a hidden threat |
| :---- | :---- |
| Strength (Athletics) | Climbing a cliff during a landslide |
| Charisma (Deception) | Being unassuming before suddenly taking action |
| Wisdom (Insight) | Noticing when an unassuming participant is about to take action |
| Dexterity (Land Vehicles) | Participating in a wagon race |
The initiative step sets the order of everyones turn throughout the encounter. Each participant makes an ability check to determine their place in the initiative count, from the highest check total to the lowest. This ability check is typically Dexterity. The Narrator might determine that one or more participants should instead roll a different ability check, potentially utilizing a relevant skill or tool (see Table: Types of Initiative). In the event of a tie, the tied participants each roll a d20 to determine the order amongst themselves (the highest roll goes first.)
If any creatures have already made an ability check during the surprise step, they use that existing score for initiative.
## World Actions
The battlefield itself can be as active a participant in Turn-Based Action as the characters are, and its actions can have serious consequences for everyone involved.
Some world bonuses and penalties have an effect that activates within the initiative count. These world actions occur at the start of each round before any participants act. The Narrator determines if any participants are within the range of these effects and adjudicates the action accordingly.
The World Bonuses and Penalties section later in this chapter provides more details and examples of world actions.
## On Your Turn
When its your turn, you can move a distance up to your Speed and take your actions. You can declare your intent for your turn in any order, breaking up your movement between actions or using your bonus action first. You can also choose to do absolutely nothing.
Within a single round, you can take an action, a bonus action, and any free actions (like communicating with allies, dismissing the effect of a *thaumaturgy* cantrip you have already cast, or interacting with an object) during your turn, and one reaction at any time. After using a reaction, you can't do so again until at the start of your turn.
The rules for actions and movement are found in the Actions in Combat and Movement and Position below.
## Off Your Turn
Youre still an active participant in Turn-Based Action even when its not your turn\! You have a number of responsibilities to keep track of within an encounter in between taking actions.
1. *Plan your actions so youre ready when your turn comes.* In particular, characters that can cast spells have a lot of options to manage, and you might not want to spend your precious 6 seconds flipping through a book.
2. *Pay attention to the encounter beyond events that involve you.* The priorities of you and your allies can change in the blink of an eye, and the actions you were planning can become inappropriate for the task.
3. *Be prepared to use your reaction.* Reactions have specific conditions that can occur at any time and you dont want to let a golden opportunity escape your grasp.
## End of Round
Once all participants have taken their turn, the encounter returns to the start of a new round. The loop persists until the action concludes or the granularity of Turn-Based Action is no longer needed.
# Movement and Position
You can move a distance up to your Speed on your turn. With that in mind, how you choose to move and how much movement you use are all up to you.
## Size and Space
Creatures and objects come in all different shapes and sizes. To determine the amount of space one can effectively command, Table: Size Categories approximates a standard for Turn-Based Action.
The 5-foot square that a Medium creature commands cant be passed through by other Medium creatures unless the creature allows them to. Likewise, the space determines the limit to the number of creatures that can surround it; a Medium creature can be surrounded by a maximum of 8 Medium creatures, or 4 Large creatures.
**TABLE: SIZE CATEGORIES**
| SIZE | SPACE | SURROUNDING CREATURES |
| :---- | :---: | :---: |
| Tiny | 2-½ ft. by 2-½ ft. | 8 |
| Small | 5 ft. by 5 ft. | 8 |
| Medium | 5 ft. by 5 ft. | 8 |
| Large | 10 ft. by 10 ft. | 12 |
| Huge | 15 ft. by 15 ft. | 16 |
| Gargantuan | 20 ft. by 20 ft. | 20 |
| Titanic | 25 ft. by 25 ft. or larger | 24 or more |
### Squeezing
A creature usually has the option to squeeze through a space one size smaller than its own.
**While you are squeezing:**
* Your movement speed is halved.
* You have disadvantage on ability checks, attack rolls, and Dexterity saving throws.
* Ability checks and attack rolls made against you have advantage.
## Movement in Turn-Based Action
Your Speed centers around moving across the ground by running, walking, rolling, slithering, and so on. Any natural or magical means can provide you with additional speeds based on other forms of movement.
**Climbing and Swimming.** You can use your base Speed to perform these tasks, but you must spend 1 extra foot for every foot you move. A swim or climb speed allows you to move in those ways at no additional cost.
**Gliding, Hovering, and Burrowing.** You must have the appropriate movement speed to perform these tasks.
**Flying.** Not only do you need to have a fly speed to fly, you might fall out of the sky if you are knocked prone or if your Speed is reduced to 0\.
When switching between different movement speeds, you subtract the distance youve already moved during your turn from the new speed. If the difference is 0 or less, you cant use the new speed this turn.
The way you break up your movement between speeds is up to you. If you have two attacks and a Speed of 30 feet, you can move 15 feet, perform an attack, move another 15 feet, and then attack a second time. If you have more than one movement speed, like a swim speed of 30 feet, you can run 10 feet, swim across a pool for 10 feet, and then run another 10 feet on the other side.
### Mounted Combat
A creature can ride on top of another creature at least one size larger than its own, provided the bigger creature can support its weight. Mounting or dismounting a creature costs half your movement and can be performed once per turn.
**While you are mounted on a creature:**
* You have half cover (+2 to AC, Dexterity saving throws, and ability checks made to hide) against melee attacks.
* You have advantage on ability checks to leap off the creature youre riding.
* If you are knocked prone, you must succeed on a DC 10 Dexterity saving throw or fall prone in a space within 5 feet of the creature youre riding.
* If the creature youre riding is knocked prone, you can use your reaction to dismount and land on your feet. Otherwise, you also fall prone.
**While you are being ridden by another creature:**
* You have advantage on ability checks to throw the creature riding you.
If youre riding another creature that you have control of, you use its Speed instead of your own, and you and your mount share movement on your turn. When moving after youve jumped onto or off the creature, remember that mounting or dismounting costs half your Speed .
A mounted creature under your control can take the Dash, Disengage, or Dodge action during your movement on your turn. Alternatively, you can use a bonus action to command the creature to make an ability check or take the Attack action (this does not include Multiattack). You can read more about these actions later in this chapter.
### Being Prone
You can drop prone on your turn without using any movement. You can also drop prone as a reaction to being targeted by a ranged attack you can see.
**While you are prone:**
* Your only movement option is to crawl until you stand up. While crawling, every 1 foot of movement costs 1 extra foot.
* You have disadvantage on melee attack rolls.
* An attack roll against you is made with advantage if the attacker is within 5 feet. Otherwise, the attack roll is made with disadvantage.
* Standing up from prone uses half your movement.
## Tactical Positioning
### Attacking From Above
If you are at least 5 feet above your target and you arent grappled or restrained, you gain an expertise die on melee attack rolls made against it.
### Back-To-Back
When you are within 5 feet of an ally, you can use a bonus action to stand back-to-back. While back-to-back with an ally, it is harder to be caught off guard, and you cannot be flanked. As long as neither you nor your ally move, your passive Perception is increased by 2 until either the start of your next turn or when one of you moves.
### Dragging An Ally
While within 5 feet of a willing ally, you can use your reaction to grab them and pull them along with your movement, even if theyve already expended all of theirs. While doing so, every foot of movement costs you an additional 2 feet of movement, and the ally cant use their reaction. This movement provokes opportunity attacks as normal.
### Flanking
When you and an ally are on direct opposite sides of a target, you gain an expertise die on attack rolls and ability checks against that target. You and your ally cant flank for one another if either of you are incapacitated. If youre not using a grid for combat, flanking instead occurs when three or more creatures are attacking the same creature in melee.
### Pulling From Below
If you are at least 5 feet below your target, your target is your size or smaller, and you arent grappled or restrained, you gain an expertise die on Strength-based checks and saving throws made against it.
# Actions in Combat
For your action on your turn, you can use one of the following options, an action gained from your class, magic item, or trait, or an action that you improvise. Monsters have additional action options described in their statistics.
When you want to perform an action not detailed here, the Narrator determines whether the action is possible and what kind of roll you need to make (if any) to determine if you succeed or fail.
## Attack
Attacks are either melee attacks or ranged attacks. See the “Making an Attack” section for details on this action. In addition to regular attacks, you can choose to use a special melee attack such as a shove, a disarm, or a grapple. These special melee attacks are described in Combat Maneuvers.
Certain class and monster features, like Extra Attack or Multiattack, allow you to make more than one attack with a single action.
## Cast a Spell
Many spells have a casting time of an action. Some, though, use a reaction, bonus action, minutes, or hours to cast. See Spellcasting for the rules that govern spells.
## Dash
When you take the Dash action, your speed is doubled for the current turn (after applying any modifiers). You cant Dash if youre suffering fatigue.
## Disengage
When you take the Disengage action, you take a defensive, guarded retreat, and your movement doesnt provoke opportunity attacks during that turn.
## Dodge
When you take the Dodge action, until the start of your next turn attacks against you made by creatures you can see are made with disadvantage, and you make Dexterity saving throws with advantage. You cant take the Dodge action when your Speed is reduced to 0\.
## Help
When you take the Help action, you aid another creature in a task. The creature gains advantage on the next ability check it makes to perform that task before the start of your next turn.
You can also help a friendly creature in attacking a creature. The creature must be within 5 feet of you and you must be able to target the creature with an attack, or otherwise threaten it. If your ally attacks the target before your next turn, its next attack roll against the target is made with advantage.
## Hide
When you take the Hide action, you make a Dexterity (Stealth) check contested by the passive Perception scores of creatures able to observe you. If you succeed, you gain the benefits described under Unseen Attackers and Targets.
## Press the Attack
Before you take the Attack action, you can use a bonus action to designate one creature within your reach that isnt currently the target of a Press the Attack action. Until the start of your next turn, your melee attacks against that creature gain an expertise die, and all attacks against you are made with advantage. You cant gain expertise dice in this way on attacks made with disadvantage.
When you Press the Attack, your target can use its reaction to Fall Back.
### Fall Back
Whenever a creature takes the Press the Attack bonus action against you, you can use your reaction to yield ground. You move backwards 5 feet, and your attacker does not gain an expertise die against you from using Press the Attack. As part of its action, your attacker can move 5 feet towards you.
Neither you nor the attacker provoke opportunity attacks from this movement.
A creature using the Rage class feature cant choose to Fall Back.
## Ready
When you take the Ready action, you prepare an action to be used when a certain triggering circumstance comes to pass. You then choose the action you will take, or decide that you will move up to your Speed, in response to the trigger. When the trigger occurs, you can use your reaction immediately afterwards, or you can decide to ignore the trigger, wasting your readied action.
Only spells with a casting time of 1 action can be readied. When you take the Ready action to cast a spell, you first cast it normally and then concentrate on the spell to be released when the trigger is met (more details on concentration can be found in Spellcasting).
## Search
Without using the Search action, your passive Investigation and passive Perception scores determine whether you notice a hidden creature or object. Using the Search action gives you an additional chance. Depending on circumstances, the Narrator might call for a Wisdom (Perception) check or an Intelligence (Investigation) check to Search.
## Sprint
When you take the Sprint action, you focus all your effort on moving as fast as possible to the exclusion of everything else.
* You cant take any other actions, bonus actions, or reactions other than to move your Speed for the turn.
* If you are unencumbered, your Speed is quadrupled for one turn; if you are encumbered or wearing heavy armor, your Speed is tripled for one turn.
* You must Sprint in a straight line each turn, although you can change direction each time you Sprint.
* You can Sprint a number of turns equal to your Constitution modifier. Each turn you Sprint after that, you make a Constitution (Athletics) check (DC 10 \+ 1 per previous check made in the last minute) or you suffer a level of fatigue from either tiredness or a minor sprain or injury. You recover fatigue suffered from sprinting 1 minute after you stop sprinting.
* You cant Sprint or Dash if you are suffering from one or more levels of fatigue.
* Attacks against you are made with advantage until the start of your next turn.
## Tumble
You can use an action or bonus action to Tumble through a hostile creatures space by deftly diving or rolling past. Make a Dexterity saving throw against the targets combat maneuver DC. On a success, you can move through the hostile creatures space once this turn. If you have proficiency with Acrobatics, you gain an expertise die on the save (or you gain a 1d6 expertise die if you also have the tumbling specialty.) The creature can choose to let you pass, with no save required.
If youre smaller than the creature, you have advantage on the save. If youre larger than the creature, you have disadvantage (though if you are two or more sizes larger than the target, you can move through the hostile creatures space without making a saving throw). You still provoke opportunity attacks if you move beyond a creatures reach.
## Use a Basic Maneuver
You can always choose to Disarm, Grapple, Knockdown, Overrun, or Shove as a basic maneuver instead of making an attack. See Combat Maneuvers for the rules that govern basic maneuvers.
## Use a Combat Maneuver
Many combat maneuvers are used alongside making an attack, but some have their own action costs. See Combat Maneuvers for the rules that govern combat maneuvers.
## Use an Object
You can use some objects as part of an action, and you can make a quick interaction with one object for free without spending an action. When using an object is more complex or time consuming, or when you need to use a second object on your turn, you take the Use an Object action.
# Making an Attack
An action is an attack if you are making an attack roll.
1. **Select a Target:** Choose a target within your attacks reach or range: a creature, an object, or a location in space. Generally, you must have line of sight (a straight line between two points through which light could pass) and line of effect (an unobstructed straight line between two points through which objects could pass) to attack a target, but that can vary (such as when firing an arrow through a glass window, or swinging a sword at where you assume a hidden target is located).
2. **Apply Modifiers:** The Narrator determines whether the target has cover. Certain circumstances, abilities, spells, or effects can apply additional modifiers, advantage, disadvantage, or expertise dice to your attack roll.
3. **Resolve the Attack:** You make your attack roll, rolling a d20 and applying your modifier with the bonuses or penalties from above. On a hit, you roll damage and apply any additional effects of the attack.
## Attack Rolls
An attack roll is a d20 roll plus appropriate modifiers (usually proficiency bonus and either Strength or Dexterity modifier). If the total of the roll plus modifiers equals or exceeds the targets Armor Class (AC), the attack hits. Objects and monsters have their own AC scores, while a characters AC is determined by their armor, ability scores, features, traits, and magic items.
***Critical Hits and Fumbles.*** A natural 20 on an attack roll is a critical hit and is always successful. On the flip side, rolling a natural 1 on an attack roll is considered a critical fumble and always misses.
## Modifiers to the Roll
When making an attack roll, a character typically adds an ability modifier and their proficiency bonus to the roll. Monsters and other NPCs use whatever modifier is provided in their statistics (though they typically follow the same formulas).
**Ability Modifier:** Melee attacks use the attackers Strength or Dexterity modifier depending on the weapon used, while ranged attacks usually use the attackers Dexterity modifier, unless they are thrown.
Spell attacks utilize the spellcasting ability of the spellcaster, determined by the class or trait that grants the spell.
**Proficiency Bonus:** You add your proficiency bonus when attacking with a weapon you are proficient with, or when you are attacking with a spell. Nonproficient attacks dont add your proficiency bonus.
**Miscellaneous Modifiers:** Sometimes you will gain other modifiers to your roll. These can come from combat maneuvers, spells, features, traits, or any ability that adds an expertise die. Magical weapons often grant bonuses to attack rolls.
# Unseen Attackers and Targets
When you attack a target you cant see, but whose location you know, you have disadvantage on your attack roll.
Being unseen doesnt always mean being hidden; you might know the location of an invisible target that isnt using the Hide action to move quietly. However, if a target is both unseen and undetected, you must guess what space it occupies. The Narrator will typically say that an attack missed if you guess wrong, so as not to give more information about the targets location.
Likewise, if your target cant see you, you have advantage on your attack rolls against it. If you are hidden when you make your attack, you give away your location after making the attack.
In situations where your target is unseen by you and you are unseen by your target (such as if both you and your target are invisible, or if you are fighting in magical darkness), all attack rolls are made at disadvantage.
Some creatures and characters have additional senses, like blindsight, that allow them to sense targets without vision. A creature is only unseen to them if they are unable to perceive it.
# Ranged Attacks
## Range
Ranged attacks come with a range, and your target must be within that range. If a ranged attack has a single range, you cant make an attack at a target beyond that range. If a ranged attack has two ranges (a normal range and a long range), attacks made at targets further than the normal range are made at disadvantage, while targets beyond long range cant be targeted at all.
## Ranged Attacks in Close Combat
When you make a ranged attack while you are within the reach of a hostile creature, you make the attack with disadvantage.
# Melee Attacks
A melee attack is an attack made in hand-to-hand combat. These can be attacks with manufactured weapons, unarmed attacks, or natural weapons like claws, teeth, or horns. Some spells utilize melee attacks as well.
Most creatures have a reach of 5 feet, allowing them to make melee attacks against any creature within 5 feet of them. Larger creatures, or creatures using reach weapons, can have larger reach (noted in their attack entries).
## Opportunity Attacks
If someone drops their guard, they open themselves up to attack. Such an attack is called an opportunity attack.
You can use your reaction to attempt an opportunity attack when a hostile creature you can see moves out of your reach. An opportunity attack is a single melee attack against the provoking creature, made immediately before the creature leaves your reach.
The Disengage action can be used to avoid provoking opportunity attacks. Movement via teleportation doesnt provoke opportunity attacks, and unless noted otherwise neither does forced movement (such as if you are pushed away by a creature or effect, or if you move past a creature while falling).
## Two-Weapon Fighting
When you take the Attack action and attack with a weapon that doesnt have the heavy property that you are wielding in one hand, you can use your bonus action to attack with a different, dual-wielding melee weapon that you are holding in your off-hand. You dont add your ability modifier to the damage roll of the off-hand attack, unless that modifier is negative. If a weapon has the thrown property, you can make a ranged weapon attack with it instead.
If you have the Extra Attack feature, you can use your bonus action to make two attacks with the weapon in your off-hand.
# Damage and Recovery
## Hit Points
Hit points represent a creatures stamina, willpower, and the luck needed to survive deadly challenges. Creatures with a lot of hit points are harder to kill.
A creatures current hit points can range anywhere from their hit point maximum down to 0\. A creature loses hit points when taking damage, subtracting the damage value from current hit points down to a minimum of 0\. It regains hit points when it receives healing, adding hit points up to its hit point maximum.
When a character loses hit points, they arent necessarily taking physical harm. Rather they are avoiding otherwise fatal blows, and their ability to keep doing so is whittled away as they take further damage and their hit points decrease.
Loss of hit points has no effect on a creatures abilities and effectiveness in combat until it drops to 0 hit points.
## Damage Rolls
Damaging attacks and effects each specify the damage they deal. Damage can be a fixed number or it can be a die or dice plus modifiers. Magic and other factors can grant a bonus, or occasionally a penalty, to damage. With a penalty it is possible to deal 0 damage, but never negative damage.
When attacking with a weapon, you add the same ability modifier used for the attack roll to the damage. A spell tells you exactly what to roll for damage.
Any time an effect deals damage to more than one target at the same time, roll the damage once for all targets.
## Critical Hits
When you score a critical hit, you double the attacks damage against the target (including any static modifiers to the damage roll). A critical hit can be turned into a regular hit by sacrificing an equipped shield (see Equipment) or choosing to suffer fatigue (see Fatigue below).
## Damage Types
Most damaging attacks or effects deal one or more of the following types of damage: **acid**, **bludgeoning**, **cold**, **fire**, **force**, **lightning**, **necrotic**, **piercing**, **poison**, **psychic**, **radiant**, **slashing**, **thunder**.
Other rules (such as damage resistance) rely on damage types.
## Ongoing Damage
Some attacks, spells, and effects deal ongoing damage. This hit point loss happens at the end of each of your turns. Unless the effect states a damage type, the hit point loss is unaffected by damage resistance or vulnerability (see below).
An effect that deals ongoing damage specifies the circumstance that ends the damage.
# Damage Resistance, Vulnerability, and Immunity
A creature or an object with **resistance** to a damage type takes only half the damage whenever it takes damage from that type.
A creature or an object with **vulnerability** to a damage type takes twice the damage whenever it takes damage from that type.
Resistance and then vulnerability are applied after all other modifiers to damage.
Two instances of resistance or vulnerability affecting the same damage dont stack.
Some creatures and objects are **immune** to certain types of damage or damage inflicted by mundane weapons. Damage immunity doesnt modify damage dealt; instead the immune creature is unaffected by damage of that type. Furthermore, some creatures are immune to certain conditions.
# Fatigue, Death, and Doom
## Massive Damage and Instant Death
Massive damage can injure or kill you instantly. If you are reduced to 0 hit points after taking an amount of damage equal to or greater than 20 \+ triple your character level (or Hit Dice for creatures), you make a DC 15 Constitution saving throw. On a failure, you die instantly. On a success, you live but suffer one level of fatigue and one level of strife.
## Dropping to 0 Hit Points
Damage that reduces you to 0 hit points without killing you knocks you unconscious (see Conditions). Regaining any hit points ends this unconsciousness.
Falling unconscious as a result of taking damage during an encounter is traumatic and inflicts a level of fatigue (see below).
## Dying and Death Saving Throws
When you are reduced to 0 hit points and not killed outright, you are dying. While dying, when you begin your turn you must make a death saving throw, a special saving throw that isnt tied to an ability score. Like other saving throws, it can be affected by circumstances that modify your chances of succeeding on a saving throw.
Roll a d20. On a result of 10 or higher, you succeed. Otherwise, you fail. Keep track of your successes and failures over multiple turns until you collect three successes or three failures. On your third success, you become stable. On your third failure, you die. When you regain hit points or become stable, your successes and failures counts are reset.
**Rolling a 1 or 20\.** When you make a death saving throw and roll a natural 1, you suffer one level of fatigue and one level of strife. If you roll a natural 20, you regain 1 hit point, immediately regain consciousness, and are able to take the rest of your turn.
**Being Attacked at 0 Hit Points.** If you take damage from an attack while youre on 0 hit points, the attacker can choose to make you suffer a death saving throw failure, one level of fatigue, or one level of strife.
**Other Damage at 0 Hit Points.** If you take any other damage while you have 0 hit points, you suffer a death saving throw failure. At the Narrators discretion, depending on the nature of the damage, such as blasting steam or errant magic, this might instead inflict a level of fatigue or strife.
## Stabilizing a Creature
Even when you cant restore hit points to a creature, you can stabilize so it doesnt need to make death saving throws.
As an action, you can administer first aid to an unconscious creature by making a DC 10 Wisdom (Medicine) check. On a success, the creature stabilizes.
When stable, a creature is no longer dying and doesnt make death saving throws. It remains unconscious while at 0 hit points. If a stable creature takes any damage, it is dying again and must begin making death saving throws again. After being stable for 1d4 hours, a creature regains 1 hit point.
## Fatigue
Sometimes during an encounter, a creature will gain an injury representing a serious wound. This is represented by fatigue.
**Suffering Fatigue.** You gain a level of fatigue:
* Each time you take damage that makes you fall unconscious during an encounter.
* When you take a critical hit while at 0 hit points.
* When you take a critical hit, you can use your reaction to block it, turning the critical hit into a regular hit and suffering a level of fatigue (if you have a shield, you can Sacrifice Shield instead; see Equipment). Once youve turned a critical hit into a regular hit in this way, you cant do so again until you finish a rest.
The effects of fatigue gained during combat are only felt after the encounter in which they were inflicted has ended. During the heat of battle it is easy to fight on without realizing the extent of your injuries.
A creature can survive multiple such injuries and continue adventuring; however, injuries are not to be ignored lightly. If you gain seven levels of fatigue, you are doomed (see below), as your combined injuries mean youre beyond the aid of all but the most powerful healing magics.
## Doomed
A doomed creature has sustained damage to their body, mind, and spirit that puts it beyond the help of normal recovery and lesser magic. While the symptoms of a doomed creatures injuries might be removed, only powerful spells such as *regeneration* or *resurrection* can spare it from death or restore it to life.
Suffering the effects of seven or more levels of fatigue is one way to become doomed; however at the Narrators discretion a creature might become doomed for any number of other reasons.
The doomed condition is described in Conditions.
## Monsters, NPCs, and Death
Rather than falling unconscious, accruing injuries, or making death saving throws, a monster that drops to 0 hit points usually dies immediately.
Essential villains and important nonplayer characters are common exceptions. The Narrator might rule that a nonplayer character follows the same dying rules as player characters, or they might become doomed the moment they hit 0 hit points—allowing them a final dramatic action or speech before they succumb and die.
# Knocking a Creature Out
When a melee attack drops a creature to 0 hit points, the attacker can knock the creature unconscious. This choice is made when the creature is reduced to 0 hit points. The creature falls unconscious, gains a level of fatigue, and is stable.
# Healing and Recovery
Rest and magic can heal a creature, restoring its hit points. Restored hit points regained are added to a creatures current hit points, up to their hit point maximum. Excess healing has no effect.
A dead creature cant regain hit points unless it is restored to life first.
## Recovering From Fatigue
Recovering from fatigue is more difficult than restoring hit points.
A creature can recover from the initial level of fatigue during a long rest anywhere, but recovering from two or more levels of fatigue requires long rests taken at a Haven (see Exploration). While resting a Haven, a creature reduces its level of fatigue by one each time it finishes a long rest.
# Temporary Hit Points
Some spells and special abilities grant a creature temporary hit points, a separately tracked buffer against damage.
When a creature takes damage, any temporary hit points are lost first, and remaining damage is subtracted from normal hit points.
Healing cant restore temporary hit points because they are separate from actual hit points. However, temporary hit points plus current hit points can exceed a creatures hit point maximum. A creature can be at full hit points and receive temporary hit points.
Temporary hit points cant be added together—if you receive temporary hit points while you already have some, you decide whether to keep the new set or the old set.
Temporary hit points dont end the dying, stabilized, or unconscious conditions. However, you can receive temporary hit points even while youre at 0 hit points, and the temporary hit points still absorb damage.
Unless otherwise stated, temporary hit points disappear when theyre expended or when you finish a long rest.
# World Bonuses, Penalties, and Cover
## Difficult Terrain
One of the most common forms of world penalties is difficult terrain. Anything from dense bramble, precarious steps, or tenacious mud can reduce your normal movement Speed.
Every foot of movement you take within difficult terrain costs 1 extra foot. Multiple hazards that would cause difficult terrain in a space dont stack. However, additional conditions that increase the cost of movement (such as crawling while prone) stack with difficult terrain.
## Cover
Obstacles such as trees and stone walls can help to keep creatures out of sight and out of harms way.
Cover offers you protection against attacks and effects from the other side of it. There are three types of cover: half cover, three-quarters cover, and total cover. If you are behind multiple sources of cover, you only gain the benefits from the most protective source of cover.
**Half cover** is provided by obstacles that block at least half of your body. Half cover grants you a \+2 bonus to AC, Dexterity saving throws, and ability checks made to hide.
**Three-quarters cover** obscures three-quarters of your body.. It grants you a \+5 bonus to AC, Dexterity saving throws, and ability checks made to hide.
**Total cover** keeps you completely concealed from the other side. While youre behind total cover, creatures cant target you directly with attacks, spells, or ability checks, although spells that target an area or ability checks made to search the area might still affect you.
## World Actions
Environments are often dynamic spaces with moving parts other than their inhabitants. Within Turn-Based Action, the world gets its own turn to enact these moving parts in the form of a world action.
After the environment uses a world action with a recharge, the Narrator rolls 1d6. On a result equal to or greater than the listed number, the environment regains its world action. Otherwise, at the start of each round the Narrator repeats the roll until the environment regains the world action.
## Example Environments
If a particular bonus, penalty, or action doesnt make sense for where the participants are located, the Narrator can reskin a different environments effects or forgo using them altogether for a Turn-Based Action encounter. That said, an unexpected effect can prompt creativity, challenge, and intrigue in the game.
### CAVERNOUS
**Echo.** Sound travels twice as far, and any effect that causes thunder damage deals 1 extra point of damage per die rolled.
**Loose Foundation.** Area hazard that can cause the entire section of cave to collapse within 2 rounds of being disturbed by any explosive effect or significant impact. Creatures still in the area when the collapse occurs are grappled (escape DC 12\) and start to suffocate.
**Stalactites.** Obstacles that can be knocked down by ranged attacks that deal any damage (AC 12). A creature beneath a falling stalactite makes a DC 12 Dexterity saving throw or takes 2d6 piercing damage.
**Stalagmites.** Obstacles that provide half cover.
### FIERY
**Burning Surface.** A creature that touches an unattended object or a surface for the first time on a turn takes 1d6 fire damage.
**Floating Ash.** A participant that ends their turn in the area makes a DC 10 Constitution saving throw or is blinded until the start of its next turn.
#### WORLD ACTIONS
**Flame Burst (Recharge 46).** One creature makes a DC 12 Dexterity saving throw or takes 1d12 fire damage.
**Sweltering Heat.** Each creature makes a DC 10 Constitution saving throw or suffers one level of fatigue.
### FORESTED
**Brush.** Obstacles that provide half cover to a prone creature within 5 feet.
**Trees (Fallen or Standing).** Obstacles that provide half cover.
**Fallen Leaves.** Might conceal potholes, traps, and other hazards. A creature can perceive whats under the leaves by making a DC 12 Wisdom (Perception) check.
#### WORLD ACTIONS
**Distressed Animal Cacophony (Recharge 46).** Creatures can only hear sounds within 10 feet of them (except for loud, explosive noises) until the start of the environments next turn.
### FRIGID
**Frostbitten Surface.** A creature that touches an unattended object or a surface for the first time on a turn takes 1d6 cold damage, unless that creature has cold resistance or its skin isnt exposed to the surface.
**Icy Patch.** Once a creature starts moving through this area in a particular direction, movement in another direction is considered difficult terrain to it until the start of its next turn.
**Snow.** The area is lightly obscured.
#### WORLD ACTIONS
**Cold Chill (Recharge 46).** Each creature makes a DC 15 Constitution saving throw or takes 2d6 cold damage. This damage is reduced to 1d6 if the creature is wearing cold-weather gear.
### FURNISHED
**Chandelier.** Obstacle that can be swung from with a DC 12 Dexterity (Acrobatics) check. A creature beneath a falling chandelier makes a DC 12 Dexterity saving throw or takes 2d6 bludgeoning damage.
**Clutter.** Counts as difficult terrain. A creature that uses the Dash action to move through the area makes a DC 10 Dexterity saving throw or falls prone.
**Mirror.** When targeted by a cantrip or 1st-level spell, a creature using this Medium-sized object as cover can use their reaction to reflect the spell back onto the spellcaster by succeeding on a Dexterity check contested by the creatures spellcasting ability check. On a failure, the spell hits a randomly determined unoccupied square instead. The mirror then breaks.
**Tables.** Obstacles that can be pushed over as an action to provide half cover.
### HAZY
**Blanketed Ground.** Might conceal potholes, traps, and other hazards. A creature can perceive whats under the fog by making a DC 12 Wisdom (Perception) check.
**Thick Fog.** The area is heavily obscured.
#### WORLD ACTIONS
**Shadow Puppet (Recharge 6).** A **shadow** that looks identical to a random creature in the haze manifests, acting on initiative count 20\. The shadow can see through the fog clearly and is hostile to everyone.
**Twisting Haze.** Each creature in the haze teleports to a random, unoccupied space within 5 feet.
### ROCKY
**Boulder.** A creature can use an action to dislodge and roll the boulder by making a successful DC 15 Strength (Athletics) check. A creature in the boulders path makes a DC 12 Dexterity saving throw or takes 2d10 damage.
**Loose Rocks.** Object that can be used for a thrown weapon attack (range 15/30 ft., 1d4 bludgeoning damage).
**Uneven Footing.** The area is difficult terrain.
#### WORLD ACTIONS
**Falling Rocks (Recharge 56).** Each creature near a treacherous cliffside makes a DC 15 Dexterity saving throw or takes 2d6 bludgeoning damage.
### STORMY
**Heavy Precipitation.** The area is difficult terrain.
**Loud Winds.** Creatures can only hear sounds within 15 feet of them (except for loud, explosive noises).
#### WORLD ACTIONS
**Forceful Gale.** One creature makes a DC 12 Strength saving throw or is pushed 15 feet. This movement doesnt provoke opportunity attacks.
**Lightning Strike (Recharge 56).** One creature makes a DC 10 Dexterity saving throw or takes 4d6 lightning damage. This action cant target that creature again until Turn-Based Action ends.
### SWAMPY
**Thick Trudge.** The area is difficult terrain.
**Tenacious Mud.** A creature that ends its turn in the area makes a DC 12 Strength saving throw or is restrained until the end of its next turn. The creature can also use their action to break free.
#### WORLD ACTIONS
**Swamp Gas.** Each creature in the area makes a DC 10 Constitution saving throw or is poisoned until the end of its next turn.
**Leeches (Recharge 6).** A **swarm of insects** (leeches) rises out of the swamp to attack any creature in the area.
# Controlling Summons and Multiple Creatures
The Narrator typically controls all characters that arent the PCs. However, players might command mounts and hirelings, summon familiars, or conjure squads of reinforcements during a Turn-Based Action encounter to tip the scales in their favor.
Creatures under your control can take their movement at any point on your turn. Identical creatures move as a group, provided each creature is within 5 feet of at least one other member.
You can use your bonus action to command a single creature or group of creatures to take their actions. For groups, this means each member performs the same action against the same target or towards the same goal.
**For group ability checks:**
1. Roll the ability check for one member of the group.
2. For Strength-based group ability checks, add \+1 for every other member of the group.
**For group attack rolls:**
1. The attack roll becomes a Dexterity saving throw made by the target. If the action already requires a saving throw, skip step 2\.
2. The DC of the Dexterity saving throw equals 8 \+ the highest attack bonus of any creature in the group. On a failure, the target takes the attack's damage and any additional effects, or half damage and no additional effects on a success.
3. Add \+1 to the DC and damage for each additional member of the group.
# Alternative Turn-Based Action Scenarios
The Turn-Based Action rules can be used for more than combat; they are ideal for most high-octane situations. There are several alternative scenarios where an additional layer of granularity can provide new challenges and strategies for the participants.
## Suspended Movement
Adventures can take you under the sea, into the sky, or adrift in the Astral Plane. These scenarios arent anchored to the ground and expand your movement options to a whole new dimension.
Participants in these Turn-Based Action encounters can move in any direction and have their movement suspended vertically from any ground. The conditions of this suspension depend on the environment.
**While participants are suspended in a large body of water:**
* Bludgeoning and fire damage are halved.
* Ranged weapon attacks beyond the weapons normal range automatically miss their target.
* Unless the weapon is thrown, attacks made with ranged weapons have disadvantage.
* Dexterity-based ability checks and melee weapon attacks have disadvantage unless the attacker has a swim speed.
**While participants are aloft in the sky:**
* When a creature is knocked prone, restrained, or otherwise has no fly speed, it automatically begins to fall.
* Willing movement made vertically downward costs half the distance (in feet) that it normally would. A creature that moves 10 feet downward only spends 5 feet of its movement to do so.
**While participants are adrift in an intangible, space-like environment such as the Astral Plane:**
* Creatures and objects have vulnerability to psychic damage, unless they are proficient in either Intelligence or Wisdom saving throws.
* A creatures Speed is determined by its thoughts. Each creature gains a fly speed equal to 30 feet \+ (5 feet × its Intelligence modifier).
## Rolling Movement
When each participant of the Turn-Based Action encounter is moving in roughly the same direction, such as in a chase:
* The Narrator determines the direction and the base speed of the encounter per round, typically either 30 feet or the base Speed of the second-slowest active participant.
* The World Actions phase of Turn-Based Action occurs at the start of each participants turn, affecting only them.
* Participants cant use their basic movement to move further forward without Dashing or performing an improvised action. They can still move sideways or slow down.
* Participants that become too distant from the action must find a way to return themselves, wait for active participants to move the action back to them, or wait until the end of the encounter.
##
## Countdowns
**TABLE: APPROXIMATE NUMBER OF ROLLS**
| DICE POOL | SLOW (6) | MEDIUM (56) | FAST (46) |
| :---- | :---: | :---: | :---: |
| 1d6 | 6 | 3 | 2 |
| 2d6 | 9 | 4 | 3 |
| 3d6 | 11 | 5 | 3 |
| 4d6 | 12 | 6 | 4 |
| 5d6 | 13 | 6 | 4 |
| 6d6 | 14 | 7 | 4 |
| 7d6 | 15 | 7 | 4 |
| 8d6 | 15 | 7 | 4 |
| 9d6 | 16 | 7 | 5 |
| 10d6 | 17 | 8 | 5 |
A countdown takes place when there is an unknown time limit before something occurs.
The countdown is started by forming a pool of six-sided dice. The Narrator determines the size of that dice pool based on the circumstances.
At the start of each round, the dice pool is rolled. Any dice with a result of 6 are removed from the dice pool, and play continues. The countdown is not immutable: the Narrator might deem that certain actions during the scenario adds or removes a die from the countdown, and there will often be a way to stop the countdown entirely. However, sometimes a countdown cant be stopped—the cliff *is* going to crumble, and you must reach the top before it does\!
When the last die is removed from the dice pool, the countdown expires.
For a faster countdown, remove any dice that roll a 5 or a 6, or that roll a 4, 5, or 6\. See Table: Approximate Number of Rolls for a guide to how long each countdown can be expected to last. However, remember that these are only average figures, and even the slowest countdown can end quickly if the dice fall badly.
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# Conditions
## Blinded
* A blinded creature cant see and it automatically fails ability checks that require sight.
* Attack rolls against a blinded creature are made with advantage, and the creatures attack rolls are made with disadvantage.
## Bloodied
* A creature is bloodied when reduced to half its hit points or less.
## Charmed
* A charmed creature cant take any hostile action against the charmer.
* Ability checks the charmer makes to socially interact with the charmed creature have advantage.
## Confused
* A confused creature can't take reactions.
* On its turn a confused creature rolls a d8 to determine what it does.
* On a 1 to 4, a confused creature does nothing.
* On a 5 or 6, a confused creature takes no action or bonus action and uses all its movement to move in a randomly determined direction.
* On a 7 or 8, a confused creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
## Deafened
* A deafened creature cant hear and automatically fails ability checks that require hearing.
## Doomed
* A doomed creature dies at a time determined by the Narrator, or within 13 (2d12) hours.
* A doomed creature continues to be doomed even after it dies. Magic equivalent to a 7th-level or higher spell can remove the doomed condition (such as regenerate cast on a living creature, *resurrection*, *true resurrection*, or *wish*).
## Encumbered
* An encumbered creatures Speed is reduced to 5 feet.
## Frightened
* A frightened creature has disadvantage on ability checks and attack rolls while it is able to see the source of its fear.
* A frightened creature cant willingly move closer to the source of its fear.
## Grappled
* A grappled creatures Speed becomes 0, and it cant benefit from bonuses to movement speeds.
* If the grappler becomes incapacitated the condition ends.
* If an effect removes the grappled creature from the reach of the grappler or grappling effect (such as when a creature is shoved away by the Doubleteam combat maneuver) the condition ends.
## Incapacitated
* An incapacitated creature cant take actions, bonus actions, or reactions.
## Invisible
* An invisible creature is impossible to see without the aid of magic or a special sense (it gains no benefits from this condition against creatures still able to see it).
* An invisible creature is heavily obscured for the purpose of hiding.
* An invisible creatures location can be detected by noises it makes or tracks it leaves.
* Attack rolls against an invisible creature are made with disadvantage.
* An invisible creature makes attack rolls with advantage.
## Paralyzed
* A paralyzed creature is incapacitated and cant move or speak.
* A paralyzed creature automatically fails Strength and Dexterity saving throws.
* 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.
## Petrified
* A petrified creature (and all of its mundane possessions) is transformed into a solid inanimate substance (usually stone).
* A petrified creatures weight is increased by a factor of ten and it ceases aging.
* A petrified creature is incapacitated, cant move or speak, and is unaware of its surroundings.
* A petrified creature automatically fails Strength and Dexterity saving throws.
* A petrified creature has resistance to all damage.
* A petrified creature is immune to poison and disease (time spent petrified does not affect the duration of a poison or disease already in its system).
## Poisoned
* A poisoned creature has disadvantage on attack rolls and ability checks.
## Prone
* A prone creatures only movement option is to crawl (every 1 foot of movement while crawling costs 1 extra foot) until it stands up.
* Standing up requires half a creatures movement.
* A prone creature makes melee attack rolls with disadvantage.
* An attack roll against a prone creature is made with advantage if the attacker is within 5 feet. Otherwise, the attack roll is made with disadvantage.
## Rattled
* A rattled creature cannot benefit from expertise dice.
* A rattled creature cannot take reactions.
* A creature that is immune to being stunned is immune to being rattled.
## Restrained
* A restrained creature's speed becomes 0, and it can't benefit from bonuses to Speed.
* Attack rolls against a restrained creature are made with advantage.
* A restrained creature makes attacks rolls with disadvantage.
* The restrained creature has disadvantage on Dexterity saving throws.
## Slowed
* A slowed creature's Speed is halved.
* A slowed creature takes a 2 penalty to AC and Dexterity saving throws.
* A slowed creature cannot take reactions.
* On its turn, a slowed creature can take either an action or a bonus action, not both. In addition, it can't make more than one melee or ranged attack during its turn.
## Stunned
* A stunned creature is incapacitated (see the condition), cant move, and can speak only falteringly.
* The creature automatically fails Strength and Dexterity saving throws.
* Attack rolls against the creature have advantage.
* A creature that is immune to being stunned is immune to being rattled.
## Unconscious
* An unconscious creature is incapacitated, cant move or speak, and is unaware of its surroundings.
* An unconscious creature drops whatever its holding and falls prone.
* An unconscious creature automatically fails Strength and Dexterity saving throws.
* Attack rolls against an unconscious creature are made with advantage.
* Any attack that hits an unconscious creature is a critical hit if the attacker is within 5 feet.
# Tracked Conditions
Various challenges, obstacles, and magics can lead to either fatigue or strife. An effect can give a creature one or more levels of fatigue or strife (detailed in the effects description).
If a creature suffering from fatigue or strife fails to resist another effect that causes a level of the tracked condition, its current level increases by the amount specified in the effects description.
A creature suffers the effect of its current level in a tracked condition as well as all lower levels. For example, a creature suffering level 3 fatigue has its speed halved, it cannot Sprint, and it makes Strength, Dexterity, and Constitution checks with disadvantage.
An effect that removes a tracked condition reduces its level as specified in the effects description, with all tracked condition effects ending when a creatures condition level is reduced below 1\.
Finishing a long rest at a safe haven reduces a creatures fatigue and strife levels by 1, provided that the creature has also had Supply to get the most from its rest. A creature does not require a haven to recover from the first level of fatigue or strife, but does still require a long rest. Also, being raised from the dead reduces all of a creatures tracked conditions by 1\.
## Fatigue
**TABLE: FATIGUE**
| LEVEL | EFFECTS |
| :---- | :---- |
| 1 | Cant sprint or dash |
| 2 | Disadvantage on Strength, Dexterity, and Constitution checks |
| 3 | Speed halved and unable to maintain a fast travel pace |
| 4 | Disadvantage on attack rolls and saving throws using Strength, Dexterity, or Constitution, and unable to maintain a normal travel pace |
| 5 | Hit Dice halved |
| 6 | Speed reduced to 5 ft. and unable to maintain |
| 7 | Doomed |
Keeping a breakneck pace while journeying, feats of great athleticism, and fell magics that sap away life force can wear down upon the body and cause fatigue. Fatigue represents exhaustion, exposure, hunger, injuries, and other physical factors which gradually wear a creature down. A creature which reaches the 7th level of the fatigue track becomes doomed and dies.
## Strife
**TABLE: STRIFE**
| LEVEL | EFFECTS |
| :---- | :---- |
| 1 | Disadvantage on Intelligence, Wisdom, and Charisma checks |
| 2 | Disadvantage on concentration checks |
| 3 | Can only take a bonus action or action each turn (not both) |
| 4 | Disadvantage on attack rolls and saving throws using Intelligence, Wisdom, and Charisma |
| 5 | Suffer the effects of a randomly determined short-term mental stress effect. |
| 6 | Cannot cast spells (but can cast cantrips) |
| 7 | Suffer the effects of a randomly chosen mental stress effect |
Strife represents corruption, despair, fear, loss of resolve, and other mental factors which gradually undo a creatures very soul. A creature which reaches the 7th level of the strife track suffers a special, permanent effect, which is either randomly selected or decided by the Narrator. This might involve the creature shutting down completely, or being impacted in such a way that it is forever changed.
#
# Mental Stress Effects
The rigors of adventuring are not always physical, and players may decide that their experiences have had a lasting effect on their characters psyche. Its important to consider mental stress effects in conjunction with safety rules and their potential impact on the game. When a group or the Narrator decides that gamifying mental stress and morale isnt right for the campaign, respectful roleplay is a viable alternative to these mechanics.
## Mental Stress Effects
The Narrator may decide that a particular encounter that goes badly can leave a lasting impact on adventurers. Alternatively, if these options are discussed during character creation a player may decide that an event in their past provides sufficient mental stress to bring about a change in their character. These effects provide options for short- and long-term repercussions. A creature may only have one mental stress effect at a time. A long-term effect overrides a short-term effect, and if two effects are of equal strength, the most recent effect replaces the older effect.
A mental stress effect is usually best chosen based on the encounter that causes it and an adventurers personality, but may be randomly determined using the mental stress effect tables.
##
## Short-Term Mental Stress Effects
**TABLE: SHORT-TERM MENTAL STRESS EFFECTS**
| D10 | MENTAL STRESS EFFECT |
| :---: | :---: |
| 1 | Bewildered |
| 2 | Cowed |
| 3 | Distraught |
| 4 | Enraged |
| 5 | Flippant |
| 6 | Musical |
| 7 | Obsessed |
| 8 | On Edge |
| 9 | Sleepless |
| 10 | Terrorized |
These conditions are the immediate effects of mental stress after an event or encounter. They last for 1d6 days, but could remain longer based on discussions between the Narrator and player*.*
### Bewildered
A bewildered creature is overwhelmed by trying to process a particular event. Its mind begins to play tricks, altering its perceptions. A bewildered creature has disadvantage on social-based ability checks as it struggles to engage with whats happening. When a bewildered creature would succeed on an ability check, roll another d20. On a result of 15 or less the creature succeeds, but otherwise it fails the ability check instead. This could be caused by a temporary forgetfulness that leads the creature to forget what it was trying to achieve, or in some cases a brief hallucination that alters the circumstances in such a way that it is unable to succeed.
### Cowed
A cowed creature cannot shake the idea that they are certain to face defeat, and so flinch and surrender at the first sign of danger. After taking any damage in combat, on its next turn a cowed creature takes the Dash action and uses all of its movement to escape danger (or if it is unable to move towards safety, the Dodge action). A cowed creature has disadvantage on Intimidation checks and when given any alternative to combat will happily take it, and it has advantage on Persuasion checks made to try and avoid combat.
### Distraught
A distraught creature is visibly and deeply shaken by a recent experience, and its apparent distress moves people to do what they can to help. Once per long rest, a distraught creature can choose to gain advantage on a check made to persuade neutral or friendly creatures to aid it, but it has disadvantage on Deception, Performance, and initiative checks.
### Enraged
An enraged creature is unable to shake its frustration with an enemy or its own perceived failings after an encounter. An enraged creature has advantage on Strength checks, but has disadvantage on all other ability checks. Whenever an enraged creature fails an ability check, it throws or attempts to break any tools or objects involved in the check.
### Flippant
A flippant creature refuses to face the enormity of whatever event befell it. Not only does a flippant creature superficially shrug off the experience, it goes to reckless ends to prove it is unaffected with little regard for itself or allies. A flippant creature has advantage on Dexterity checks, but has disadvantage on Wisdom checks and saving throws.
### Musical
A musical creature has temporarily taken leave of social norms after a deep shock or strange encounter. Instead of talking, it now sporadically sings its thoughts and during conversation, giving it disadvantage on Deception, Intimidation, and Stealth checks but advantage on Performance checks.
### Obsessed
An obsessed creature cannot stop talking about the ordeal that troubles it. It has disadvantage on Stealth checks as it constantly tells allies that it is reminded of “that time when…” Whenever initiative is rolled, an obsessed creature makes a DC 15 Wisdom saving throw or loses 1 round of actions as it wrestles with and exclaims about the similarities to the traumatic encounter in its past.
### On Edge
A creature that is on edge is hyperaware of its surroundings and unable to fully relax. An on edge creature has advantage on Perception and initiative checks, but disadvantage on all other ability checks as it is distracted, unable to take its mind off the dangers that could potentially lurk around every corner.
### Sleepless
A sleepless creature is unsettled by its encounter and struggles to relax in order to sufficiently rest. Whenever a sleepless creature takes a long rest, it makes a DC 15 Wisdom saving throw to quiet its mind or only gains the benefits of a short rest. During rests where a sleepless creature has failed its Wisdom save, it has advantage on Perception checks made to detect danger.
### Terrorized
A terrorized creature is not just fearful of danger but convinced it is already here. A terrorized creature is unable to shake its fear response from its unsettling encounter, unwilling to go within 30 feet of strangers or participate in melee combat without succeeding on a DC 15 Wisdom saving throw first (instead taking the Dash action to escape to safety or retreat from a sudden noise). A terrorized creature has advantage on Perception checks and any Strength, Dexterity, or Constitution checks made to escape combat or danger, but it will sleep only in places with reasonable security precautions.
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## Long-Term Mental Stress Effects
**TABLE: LONG-TERM MENTAL STRESS EFFECT**
| D10 | MENTAL STRESS EFFECT |
| :---: | :---: |
| 1 | Covetous |
| 2 | Distorted perceptions |
| 3 | Hopeless |
| 4 | Inimical |
| 5 | Memory Wipe |
| 6 | Murderous |
| 7 | Peacekeeping |
| 8 | Phobia |
| 9 | Superstitious |
| 10 | Suspicious |
These effects denote a more permanent impact made by the mental stress of traumatic encounters.
### Covetous
A covetous creature is gripped by a fear of losing in any sense and it begins to desire what is owned by others, no matter how small or seemingly insignificant, feeling deprived by that which they do not have. A covetous creature has advantage on Sleight of Hand checks, but disadvantage on Wisdom saving throws and Deception checks related to things it has taken.
### Distorted Perceptions
A creature with distorted perceptions has been shaken to its core, and perhaps had its mind jolted by interdimensional travel. Whenever a creature with distorted perceptions rolls a Perception check with a result equal to or less than its passive Perception, small details of the world begin to warp—a swaying tree becomes a dancing shadowy figure, a coil of rope becomes a deadly snake coiled to attack, and its allies may temporarily wear the face of an enemy. These distorted perceptions are brief but absolutely real to the creature.
Discussion between the Narrator and the player of an adventurer with distorted perceptions can determine what kind of hallucinations theyre most likely to have and how far theyd like to take it.
### Hopeless
A hopeless creature has completely lost faith in its purpose and finds it difficult to be motivated. A hopeless creature has advantage on Persuasion checks that involve convincing someone not to take a certain course of action, arguing the pointlessness of it all, but it has disadvantage on initiative checks.
### Inimical
When an inimical creature is bloodied, on its next turn it takes the Attack action against the nearest creature to it. The inimical creature has disadvantage on these attacks as it flails without control. In addition, an inimical creature has disadvantage on checks and saving throws made against being grappled or restrained.
### Memory Wipe
A creature with a memory wipe becomes forgetful in the extreme after its encounter, perhaps not remembering the event at all. A memory wiped creature has disadvantage on Arcana, Culture, History, Nature, and Religion checks, and any other knowledge-based check as its capacity to easily recall information is profoundly affected.
### Murderous
A murderous creature no longer sees shades of gray when it comes to even the gentlest disagreement or conflict. At the first sign of conflict, whether that be disagreement within the party or a suspicious looking stranger, a murderous creature sees red, attacking first and asking questions later. Dazed by their recklessness, a murderous creature has disadvantage on initiative checks, but advantage on its first attack roll on each of its turns while in such a state. This state lasts for a maximum of 5 rounds, but can be ended earlier by a *calm emotions* spell or DC 18 Persuasion check.
### Peacekeeping
A peacekeeping creature wants no more violence and on each of its turns uses all of its actions to prevent or subdue combat by every nonviolent method at its disposal, continuing this course of action until it or an ally are bloodied. A peacekeeping creature has disadvantage on initiative checks but advantage on its first ability check made to try and end a combat.
### Phobia
A traumatic encounter leads a creature to have a long-term, debilitating fear of some element of the encounter. For example, narrowly escaping a burning building may leave a creature with a phobia of fire. When encountering the subject of its phobia, a creature makes a DC 18 Wisdom saving throw. On a success the creature can act normally, but on a failure it is frightened for 1 minute (at the Narrators discretion, depending on the situation it may be incapacitated instead). At the end of each of its turns, the creature repeats the saving throw, able to act normally on a success.
### Superstitious
A creature comes to believe it has survived its traumatic encounter thanks only to the presence of a lucky charm. This charm can be anything it had on its person at the time of the event. The superstitious creature has disadvantage on attack rolls and saving throws whenever it is more than 30 feet away from its charm, except for Investigation or Perception checks to find the charm again (which are made with advantage).
### Suspicious
A suspicious creature has lost faith in the goodness of the people and circumstances around it. A suspicious creature has advantage on Sleight of Hand checks, and Perception checks to detect hidden foes, but it has disadvantage on Insight checks as it is unable to objectively interpret intentions.
## Indefinite Mental Stress
It may be that a creature encounters a situation that inflicts indefinite effects on its psyche. In this case it may have one or more of any of the above mental stress effects, with no time limits imposed. The Narrator should decide which effects and how many. A creature can only suffer from multiple mental stress effects if one or more are indefinite mental stress effects.
## Saving Throws
Saving throws can be used to determine how a creature handles the mental stress of a particular encounter. When a creature fails a saving throw by 10 or more or rolls a critical failure on a saving throw, it may acquire a short-term mental stress effect determined by what the save was made for. In a tougher encounter, at the Narrators discretion a success may mean that a creature is left with a short-term mental stress effect, and on a failure it instead acquires a long-term mental stress effect.
Wisdom or Charisma saving throws are most likely to relate to a creatures mental fortitude, however Intelligence or Constitution may be more applicable based on the encounter.
## Spell Effects
Some spells such as *contact other plane* and *symbol* involve potential impacts on the mind of a creature. Rather than using the described spell effects, the Narrator may substitute a short- or long-term mental stress effect.
## Relieving Mental Stress Effects
In a world where even death is not necessarily the end, there are also options to recover from the mental impacts of overwhelming events.
### Roleplay
In the same way that danger sometimes passes without combat, conditions that impact an adventurers psyche (rather than their physical self) can be resolved through effective roleplay. Roleplaying an important resolution for a PC (or even an important NPC) may bring an end to their condition—this might be reuniting with a significant person from their past, finally defeating a sworn enemy, or simply being soothed by the companionship and protection of their allies.
### Healing Magic
Short- and long-term mental stress effects can usually be removed with a *greater restoration* spell (although the Narrator may set other conditions) and temporarily relieved by the *calm emotions* spell (until the spell ends).
**Other Magic.** The obvious restorative properties of healing magic are effective, but powerful illusions or even spells that alter reality have the potential to end mental stress effects.
## Personality Changes
A failed saving throw may not lead to a mental stress effect. In some cases after discussion with the group, the Narrator may decide that a particular event leads to a far more fundamental change. The nature of this change and the status of an adventurers mental stress effect afterward (it may become a long-term mental stress effect, indefinite, change to a short-term mental stress effect, or be removed entirely) are at the Narrators discretion.
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# Encounter Design
# Exploration Encounters
Exploration entails traveling from one location to another and overcoming whatever challenges the world throws at the adventurers. These are primarily encapsulated by Exploration Challenges.
**Dungeons.** What constitutes a dungeon can vary widely, but so long as theres a floor beneath their feet, walls around them, and a ceiling overhead with danger lurking around each corner theyre exploring.
**Planar Travel.** When a campaign gets the party beyond the realms material and into other dimensions theyll encounter unfamiliar flora and fauna, denizens they may not even recognize as sentient beings, and wonders theyll never forget. These journeys can be especially perilous and the powerful magic usually required for them will take adventurers far from their homes, but inspire tales that are retold for centuries.
**Urban.** Settlements are the primary places where social encounters occur, but can offer a number of other challenges and obstacles.
**Wilderness.** Most exploration roleplay happens between other types of encounters as the party makes their way through the world, whether by air, land, or sea.
# Social Encounters
Whenever the adventurers are interacting nonviolently with NPCs (or maybe sometimes just a little bit violently) they are having some kind of social encounter.
**Convince.** A fundamental reason for the party to interact socially with NPCs is because they want something. The primary means of convincing others will be their actual roleplaying (what the adventurers say and do), and at the GMs discretion the use of social skills like Deception, Intimidation, and Persuasion. This isnt to suggest that other skills (like Arcana, Culture, History and so on) dont have a role here, but unless its a specific situation (such as distracting a fellow mage, an aristocrat, or an historian) they are not the primary means of achieving what the party is after.
**Develop.** Every social encounter is an opportunity for players to make it clear who their adventurer is, what theyre about, and to discover how they are changed by the world around them and the conflicts theyve endured. These interactions are vital in making a group feel like they have a stake in whats going on in the campaign, and can provide narrative resources that might become powerful motivators for other important factors in the game.
**Entertain.** Social encounters dont always have to have hidden motives or intended goals, and giving players the opportunity to simply exist in the campaign gives the experience a certain sense of realism. There are other stories being woven around them, not every conflict bears an imminent threat, and even for adventurers there can be pleasant lulls between lethal battles and deadly dungeon delves.
**Inform.** Probably the most likely reason for social encounters is to provide information to the players.
**Occlude.** Just as there are times when the adventurers are trying to convince someone to do something, there are occasions where adventurers will need to act so that someone does *not* do something by concealing important information (thus removing the impetus to act). Typically this is a matter of Deception but might also be a Stealth check or opposed Investigation check.
#
# Combat Encounters
There are two main ways to build a combat scene:
**Challenge-Based Encounter.** The Narrator may set out to prepare a fun, challenging combat encounter and chooses opponents accordingly.
**Story-Based Encounter.** Often the story and player actions determine the nature of a conflict. Theres no guarantee that a fight is winnable: the party must deal with the consequences of their choices.
In either case, the Narrator will want to know whether a fight is likely to be trivial, unwinnable, or somewhere in between. In a challenge-based encounter, the Narrator wants to aim for a middle ground of difficulty. In a story-based encounter, the Narrator may want to signal to the adventurers when theyre about to bite off more than they can chew. Its rarely fun when a crushing defeat or an easy victory is a surprise to everyone (including the Narrator).
To determine the likely challenge posed by a battle, compare its combat encounter difficulty and its maximum monster CR to the partys capabilities.
## Combat Encounter Difficulty
Combat encounter difficulty is evaluated by comparing the **encounter CR** (the total CR of all opponents) to the **total character level**. The ratio of these two numbers determines the challenge presented by the matchup.
**Allies.** If the adventurers have monster or NPC allies, add their CR × 3 to the total character level.
**Elites.** When calculating the encounter CR, double the CR of elite monsters.
Encounter challenge ratings are flexible and can allow for many different types of battles. For instance, a CR 10 encounter could consist of one CR 10 monster, two CR 5 monsters, one CR 5 leader with five CR 1 minions, and so on.
Heres how adventurers stack up against monsters:
### Easy Matchup
* A battle in which the encounter CR approximately equals 1/6th the total character level.
* A fight which isnt in doubt that drains little or no resources from the party.
* An easy battle is an appropriate challenge for a tier 1 party, which can probably handle three or four such encounters before needing a long rest. Higher-level parties can face many easy battles in a row.
### Medium Matchup
* A battle in which the encounter CR approximately equals 1/3rd the total character level.
* A fight which isnt in doubt but may cost the adventurers a few spells or healing resources.
* Between long rests, the party can probably fight at most two such battles per tier (2 medium fights at 1st level, 8 medium fights at 17th level).
### Hard Matchup
* A battle in which the encounter CR approximately equals 1/2 the total character level.
* A fight in which the adventurers must spend significant resources to triumph. Losing is possible but the odds are on the partys side.
* Between long rests, the party can probably face 1 such battle per tier (1 hard fight at 1st level, 4 hard fights at 17th level).
* For a tier 1 party, a hard battle can easily prove to be deadly.
### Deadly Matchup
* A battle in which the encounter CR approximately equals 2/3rd the total character level.
* A fight in which winning and losing are both possible. The party must spend its best resources.
* A well-rested party of at least 5th level can handle 1 such battle.
* Tier 1 parties should rarely if ever face deadly battles.
### Impossible Matchup
* A battle in which the encounter CR equals or exceeds total character level.
* A fight which is almost certain to result in the adventurers losing.
* A high level party of optimized adventurers might be able to routinely win some battles which are rated as impossible.
## Low Level Adventurers and Low CR Monsters
Tier 0 adventurers are not extremely tough yet. They have very few hit points and spell slots, as well as limited access to area attacks. A low level party can be easily swamped by large numbers of low CR monsters.
When determining encounter CR for tier 0 or tier 1 adventurers, treat any monster with a CR below 1 as if its CR were one step higher. Thus a CR 0 monster is effectively a CR 1/8 monster when calculating encounter CR, a CR 1/2 monster is effectively a CR 1 monster, and so on. For example, a group of three 1st level adventurers (total character level 3\) against two goblins (effective CR 1/2 each, encounter CR 1\) is a medium challenge.
**TABLE: TIER 0 AND TIER 1 EFFECTIVE ENCOUNTER CR**
| ACTUAL MONSTER CR | EFFECTIVE CR |
| :---: | :---: |
| 0 | 1/8 |
| 1/8 | 1/4 |
| 1/4 | 1/2 |
| 1/2 | 1 |
## Party Optimization
The Combat Encounter Difficulty guidelines assume a party with a standard amount of magical treasure, a healthy but not overwhelming interest in tactics, and a balanced composition of classes that includes a spellcaster or two.
If adventurers are more interested in story immersion and character than in combat, or they possess fewer magic items than usual, then they may prefer mostly easy matchups with a few medium ones thrown in. Similarly, some party compositions, like an all-rogue party, are best suited for easy combat challenges and difficult exploration and social encounters.
If a party is composed of highly experienced players looking for a combat challenge, and theyre playing optimized adventurers of 5th level or higher, the players may relish frequent hard and deadly matchups. They may even want to try their hands at impossible matchups. Similarly, battles can be made more difficult in a campaign rich with magical treasure.
## Maximum Monster CR
An encounters **maximum monster CR** is the challenge rating of the single toughest opponent in the encounter.
Adventurers are rarely able to fight a satisfying battle against a monster with a CR thats much higher than a single adventurers level. Such a monster has a high chance of dropping an adventurer from full health to 0 hit points in a single hit, and its defenses and saving throw DCs may make it more deadly than expected. Even if a battle looks possible when comparing the total character level and encounter CR, **it is an impossible matchup if the maximum monster CR is higher than** **1.5 × the average character level**.
## Using Elite Monsters
An elite monster is a powerful opponent designed to provide a tough challenge to a large group of players. Often, an elite monster is a variant of another monster: a leader, champion, or even a named individual.
An elite monster has approximately twice the hit points and deals around 50% more damage than a normal monster of its CR—and it usually becomes more dangerous as the battle goes on.
An elite monster poses the same challenge as two non-elite monsters of its challenge rating.
When determining encounter CR, double the challenge rating of an elite monster. However, elite monsters have attacks, defenses, and saving throw DCs that make them suitable opponents for lower level adventurers. When determining the maximum monster CR of an encounter, use its actual CR.
## Using Legendary Monsters
A legendary monster is designed to be an interesting combatant for multiple adventurers. With up to 3 legendary actions, and possibly extra bonus actions and reactions as well, it has the extra turns it needs to keep up with as many as three adventurers.
As with any other monster, a legendary monster is at its best when its CR is, at most, 1.5 × the average character level. A maximally tough legendary monster like this is a hard matchup for 3 adventurers, a medium matchup for 4 adventurers, and will probably be easy for 5 or more adventurers.
When designing a climactic, set-piece battle against a legendary monster, make sure to provide it some allies or minions if its facing 4 or more adventurers.
## The Adventuring Day
As a rule of thumb for how many battles a party can likely handle before it needs a long rest, use a daily budget of **encounter points**.
* A party at tier 0 (1st2nd level) has 1 encounter point.
* A party at tier 1 (3rd4th level) has 2 encounter points
* A party at tier 2 (5th10th level) has 4 encounter points.
* A party at tier 3 (11th16th level) has 6 encounter points.
* A party at tier 4 (17th20th level) has 8 encounter points
For each encounter point it possesses, a party can face one medium encounter before needing a rest. An easy battle costs half an encounter point. A hard battle costs 2 encounter points. A deadly battle costs 4 encounter points.
A low level party can face four easy battles or two medium battles before needing a long rest, and a single hard battle could drain them of resources. A high level party could expect to win through a deadly battle and still have resources to spare, though a second deadly battle might put them in a perilous situation.
This encounter budget is an estimate, and is superseded by the Narrators experience with a particular gaming group—some adventurers may not have the resources to meet these benchmarks, and some may blow past them. Theres no rule that says that a party needs to fight a certain number of encounters before bedtime, and the pacing of the adventuring day should be based on the desires of the players and the needs of the story.
##
## Combat Encounter Types
One of the ways to keep combat fresh is to vary the types of battles that the players face. If a game session includes multiple combats their difficulty should be varied. A steady diet of hard encounters can be exhausting for adventurers so a few medium or easy battles should be included if the story allows for it.
The composition of battles can vary too. Some class features and attacks (like a rogues Sneak Attack) are very effective against a single monster, while others (like a wizards *fireball*) shine against large groups. Varied encounter composition gives everyone a turn in the spotlight and, conversely, forces everyone to improvise when their go-to moves arent optimal. Here are some typical combat encounter compositions.
**Solo Fight.** Sometimes the story dictates that the players battle a single enemy, such as a dragon. Its possible to make this a challenging and satisfying battle, though the opponent is starting off at a disadvantage—no matter how much damage a normal monster dishes out, its limited by the number of turns it can take compared to a party of heroes. Legendary and especially elite monsters make the best solo opponents.
A legendary monster with a challenge rating equal to or 50% higher than average party level can provide a medium to hard battle against three or four adventurers. For a larger party, an elite monster of this challenge rating is required to provide the same challenge.
**Boss and Minions.** If circumstances require a big showdown with a single tough opponent, it often makes a lot of sense for this tough enemy to be accompanied by lesser monsters. An archmage or a powerful demon will never let itself be caught alone.
A tough monster with a CR equal to the average party level can keep two or three adventurers busy. For each additional adventurer, add monsters with a CR of 1/3 the adventurers level.
**Commander and Troops.** This is similar to a boss and minions battle, but the troops (not the commander) make up the bulk of the challenge. The commander may provide boosts to its allies.
A monster with a CR of up to 1/2 the average party level can match one adventurer. Each additional adventurer can handle two monsters with a CR up to 1/4 their level each.
**Team vs. Team.** In this type of battle the numbers of adventurers and monsters are roughly equal. Depending on the desired level of difficulty, the CR of the opposition could be between 1/3 and 1/2 average party level.
**Horde.** Sometimes a party finds itself wading through an army of lowly mooks. This kind of battle will be very easy for adventurers with access to area attack spells like *fireball*. On the other hand, it might overwhelm a party of rogues or other adventurers that specialize in damaging a single enemy.
Depending on its composition, a party might be able to deal with a force up to five times its size as long as the total CR of all enemies isnt higher than half the total character level (remember that for tier 1 adventurers, fractional CRs are doubled\!)
## Combat Encounter Complications
There are many ways to vary combat encounters other than altering the number of combatants. Unique details of terrain, goals, and enemy strategies create story, add vividness, and unlock tactical options.
**Alternate Goals.** When an encounter isnt a battle of attrition, the outcome is determined more by story and circumstance than by encounter guidelines and challenge rating. In a fight featuring a complex trap or other goal, the party is trying to perform some noncombat task while surviving an enemy onslaught.
**Ranged Attackers.** Ranged attackers, like archers and spellcasters, do best when theyre difficult to reach. Intelligent ranged attackers will arrange to fight behind a barrier, such as a wall or a melee bodyguard.
**Shifting Alliances.** Instead of two, a battle might be composed of three or more factions. The two weakest sides might form a temporary alliance in order to prevent the stronger side from reaching victory—but betrayal is likely.
**Terrain and Hazards.** Every conflict is set somewhere, and a vividly described location enhances a scene on a visceral and tactical level. A battlefield with high ground, obstacles, and difficult terrain allows both sides to seek advantage. Usable objects beg adventurers to interact with them.
Choke points like doors are tactically useful—so much so that they can come to dominate a battle, causing gridlock. When theres a strategically important choke point like a door, it can be good to add an alternate route so that clever attackers can outflank defenders. As choke points go, bridges can be more fun than doors (creatures can be pushed off bridges).
Hazards like steep cliffs and lava pools can be treated like a combatant, boosting the encounter CR of the fight. See Encounter Elements for common combat hazards like frigid water, lava, and yellow mold.
**Waves.** When reinforcements appear halfway through a fight the overall combat is easier than if both groups had appeared together, but harder than two successive battles with a chance to rest in between. This technique can be used to calibrate the difficulty of a battle and to increase tension as the fight goes on. A second group might notice and respond to a conflict, or it might be scheduled to arrive as part of a regular patrol. Possibly an enemy rings an alarm bell or runs to call for reinforcements, and the second wave doesnt arrive if the messenger is stopped.
## Failure in a Combat Encounter
When preparing a combat encounter— especially a challenging one—it helps to consider what failure might look like. Not every battle is a fight to the death with no quarter given, and while failure may lead to consequences and further difficulties for the *adventurers*, it doesnt need to be bad news for the *players*..
The Narrator probably has an idea of what will occur if the adventurers are triumphant in a battle. But if the adventurers lose, what happens next?
* **Do the adventurers escape but suffer a plot setback?** What does that look like? If the party is pursuing an important item, it might mean that their enemies obtain it instead. A mission to retrieve it—perhaps a heist—could be a fun followup adventure.
* **Does the plot change course?** Perhaps a partys ship is attacked by pirates. On a failure, the adventurers might find themselves chained to oars in the pirate galley, and the next sessions mission is to escape and recover their equipment from the captains cabin.
* **Are the stakes heightened?** A failure may advance a villains plans, bringing the world one step closer to a cataclysmic event. Perhaps it results in danger to a valued NPC ally. A combat failure might give the adventurers a glimpse at whats at risk, propelling the campaign towards a more dramatic finale.
* **Are the adventurers killed?** Death does happen. If the plot demands it, failure might result in death for an adventurer or even a dreaded total party kill. However, if a battle will be difficult and failure will result in death, make sure the players are aware of the stakes beforehand. Give them a choice about whether and when to engage in the battle. Unless everyone is on board, its unwise to stake the future of a campaign on a battle thats unavoidable, deadly, and difficult to win.
## Elite Monsters and Failure
A battle against an elite monster can be one of the riskiest and most taxing combat challenges. In such a battle, consider alternatives to total victory or crushing defeat.
If a party manages to reduce an elite monster to half its hit points, theyve already done very well. Theyve dealt enough damage to defeat a normal monster of its type. Their reward, of course, is that the monster starts hitting twice as hard. The battle becomes more dangerous just when the party may have used up its best resources—which heightens the tension, and not coincidentally, the danger of the encounter.
When adventurers are down to their last few hit points and spells, and an elite monster is bloodied but not beaten, consider whether the monster really wants to fight to the death. An intelligent creature may be ready to retreat or be amenable to a truce, perhaps even offering treasure if the party will leave it alone. After all, its been beaten half to death itself and it could probably use a rest\! The adventurers may have earned its grudging respect, and it might want them alive as captives or even allies. There are many ways that a valiant but unsuccessful battle against an elite monster can lead to a partial victory.
# Encounter Elements
The world can be a dangerous place and the environment might pose a deadly threat all by itself. In addition to their inherent danger, encounter elements offer ways to enhance the perils of exploration challenges or combat to make both more satisfying.
## Acid
A creature that touches acid takes 5 (2d4) acid damage. When a creature first enters into an area of acid or starts its turn there, it takes 10 (4d4) ongoing acid damage. A creature submerged in acid takes 25 (10d4) ongoing acid damage. This damage persists for 3 rounds after the creature leaves the acid. A creature ends all ongoing damage from mundane acid by using its action to wipe away the corrosive liquid.
## Brown Mold
Brown mold subsists on heat, drawing away warmth from the environment and creatures around it. Most patches of brown mold have only a 10-foot radius, but the temperature in a 30-foot radius around it is unnaturally cold.
When a creature moves within 5 feet of the brown mold for the first time on a turn or starts its turn there, it makes a DC 12 Constitution saving throw, taking 22 (4d10) cold damage on a failure, or half damage on a success.
Brown mold is not only immune to fire damage but rapidly grows when exposed to flames. When any source of fire happens within 5 feet of a patch of brown mold, the brown mold rapidly expands to surround it in a 10-foot radius. However, any amount of cold damage instantly destroys a patch of brown mold.
##
## Crowd
Throngs of humanoids are difficult terrain, and a creature surrounded by a crowd has disadvantage on hearing- and sight-based checks to perceive outside of it.
In addition, making attacks in a crowd risks collateral damage and the wrath of the throng. When a creature attacks from within a crowd or attacks a target within a crowd, on a miss by 10 or more the attack hits a crowd member and the creature makes a Deception, Intimidation, or Persuasion check (DC 13 \+ 2 per previous check) to convince the crowd not to attack it. On a failure, the crowd transforms into a **commoner mob** and attacks, fighting until the creature is reduced to 0 hit points or the commoner mob is bloodied.
## Darkness
Darkness comes in two varieties: magical and nonmagical. In nonmagical darkness, creatures with darkvision can see out to the range specified by that trait as if it were dim light. In magical darkness, all vision is blocked. Creatures without darkvision cannot see in mundane or magical darkness. In addition, a frightened creature unable to see because of magical darkness is rattled.
## Dense Smoke
Creatures and objects in an area of dense smoke are heavily obscured. When a creature that needs to breathe starts its turn in an area of dense smoke, if it is not holding its breath it makes a Constitution saving throw (DC 10 \+ 1 per round previous turn in the dense smoke, maximum DC 20\) or it begins to suffocate. A creature that covers its mouth and nose with a damp cloth has advantage on this save. Finally, smell-based checks to perceive or track creatures that have spent more than 1 round in an area of dense smoke have advantage until the creature finishes a long rest or takes at least 10 minutes to clean the smoke from itself.
## Extreme Cold
At the end of every hour a creature is exposed to temperatures at or below 0° Fahrenheit (18° Celsius), it makes a DC 10 Constitution saving throw or suffers a level of fatigue. Resistance to cold damage, immunity to cold damage, or wearing cold weather gear grants an automatic success on this save. Creatures native to an extreme cold environment also automatically succeed on their saving throw.
Saving throws made against effects or spells that deal cold damage have disadvantage.
## Extreme Heat
At the end of every hour a creature is exposed to temperatures at or above 100° Fahrenheit (38° Celsius), it makes a Constitution saving throw (DC 4 \+ 1 per hour spent in extreme heat) or suffers a level of fatigue. Resistance to fire damage, immunity to fire damage, or keeping a light pack (less than half carrying capacity) grants an automatic success on this save, whereas a creature wearing medium armor, heavy armor, or heavy clothing has disadvantage. Creatures native to an extreme heat environment also automatically succeed on their saving throw.
Saving throws made against effects or spells that deal fire damage have disadvantage.
## Falling
The quickest way to severe harm (or even death) is from falling. Whether from a rooftop, cliffs edge, treetop, or flying mount, falling can deal a devastating amount of damage. When a creature falls, it takes 1d6 bludgeoning damage for every 10 feet it falls (maximum 20d6) and lands prone.
A creature that falls into water takes half damage, or no damage if it dives with a successful Athletics check (DC equal to the distance it falls divided by 5).
## Fire
An area of fire sheds bright light to 10 feet beyond its edges and dim light an additional 10 feet. A creature that touches fire takes 7 (2d6) ongoing fire damage. A creature may end ongoing damage from mundane fire by spending an action to extinguish the flames. Smoke and heat shimmer lightly obscure anything within or on the other side of an area of fire.
## Frigid Water
After being in frigid water for a number of minutes equal to its Constitution score, a creature makes a DC 10 Constitution saving throw at the end of each minute or it suffers a level of fatigue. Resistance or immunity to cold damage grants an automatic success on this save. Creatures native to an extreme cold environment also automatically succeed on their saving throw.
## Green Slime
This sticky, vibrantly green, slopping slime clings to and mercilessly eats away at flesh, plants, and even metal.
Green slime covers a 5-foot square area or larger, though rarely greater in size than a 20-foot radius. Although it is alive and able to sense with blindsight to a range of 30 feet, green slime has no Intelligence or other ability scores. When green slime senses movement underneath it, it drops towards the ground. A creature in the green slimes area makes a DC 10 Dexterity saving throw, becoming slimed on a failure.
A slimed creature takes 5 (1d10) ongoing acid damage until the green slime is scraped off with an action. Green slime is destroyed by sunlight, any feature, spell, or trait that cures disease, or any amount of cold, fire, or radiant damage. Wood or metal exposed to green slime instead takes 11 (2d10) acid damage.
## Heavy Precipitation
Heavy snowfall makes an area lightly obscured, and Perception checks relying on sight are made with disadvantage. Heavy rain has the same effects, also affecting Perception checks that rely on hearing and extinguishing any open flames.
## High Gravity
The ranges of ranged weapons are halved, as are all jump distances. When a creature makes its first attack in a round using a weapon that does not have the dual-wielding property, it makes a DC 12 Athletics check or subtracts 1d4 from its attack rolls for 1 round. Falling damage is treated as twice the distance in the area and there is no maximum amount of damage that can be taken from a fall. For every hour spent in the area, a creature not acclimated to it makes a Constitution saving throw (DC 8 \+ the number of hours spent in the area) or gain a level of fatigue (maximum 4 levels of fatigue).
## Lava
A creature that touches lava takes 16 (3d10) ongoing fire damage. When a creature first enters into an area of lava or starts its turn there, it takes 33 (6d10) ongoing fire damage. A creature submerged in lava takes 55 (10d10) ongoing fire damage. This damage persists for 4 rounds after the creature leaves the lava. A creature ends all ongoing damage from lava by using its action to wipe away the molten rock.
## Low Gravity
The ranges of ranged weapons are doubled, as are all jump distances. Falling damage is treated as half the distance in the area. In addition, damage from bludgeoning weapons is reduced by half.
## Magnetized Ore
Magnetized ore wreaks havoc on the use of compasses or any natural sense of direction, making both useless within 500 feet.
While within 50 feet of magnetized ore, a creature wearing heavy armor made from metal or attacking with a metal weapon has disadvantage on its attack rolls, Strength and Dexterity checks, and saving throws made against fatigue.
## Memory Crystals
Recognizing a memory crystal for what it is requires a DC 20 Arcana check. When a creature with prepared spells is within 30 feet of a memory crystal, at the start of its turn it must make a DC 15 spellcasting ability check or lose one randomly determined prepared spell.
When destroyed (DC 17 Strength check, AC 7, 2 hit points) a memory crystal explodes with dangerous magic in a 10-foot radius. Each creature in the area makes a DC 20 Charisma saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one.
An area filled with memory crystals requires a creature to succeed on a DC 8 Acrobatics check at the end of each of its turns to avoid breaking any of the dangerous gemstones.
## Miring Ground
Sludge, tar, or sufficiently deep and sticky mud can provide real danger to creatures caught in them.
Miring ground is difficult terrain. In addition, when a creature starts its turn in miring ground, it begins to sink and makes an Athletics check (DC 12 \+ 2 per round spent in the area) to continue moving. On a failure, its Speed is reduced by 10 feet. When this reduces a creatures Speed to 5 feet or less it begins sinking 1 foot deeper into the miring ground at the end of each of its turns. A sinking creature can be freed with an Athletics check equal to the DC of its last failed check against the miring ground. A sinking creature that becomes submerged begins suffocating if it is unable to hold its breath. Any creature trying to aid a sinking creature must have a solid surface to stand on or a fly speed, but can use ropes or similar means to do so at a distance.
## Poisonous Plants
Spotting the telltale signs of vegetation dangerous to touch requires a DC 15 Nature check. Poisonous plants can be as sparse as a few shrubs or as pervasive as fields of harmful groundcover.
When a creature starts its turn within the area or enters the area for the first time on a turn, it makes a DC 10 Constitution saving throw, taking 3 (1d6) poison damage on a failure, or half damage on
a success.
## Rushing Liquid
Standing in rushing liquid halves the speed of a creature moving against the current and doubles the speed of creatures moving with it. At the start of each of its turns, a creature in knee-high rushing liquid makes an Acrobatics or Athletics check to keep its footing. On a failure, it is knocked prone and moves a number of feet in the direction of the current equal to the amount it failed the check by (rounded up to the nearest 5 feet). The check is DC 11 if the rushing liquid is knee-high, DC 14 if waist-high, DC 17 if chest-high, and DC 20 if the creatures feet cannot touch the bottom. A creature moving with the current has disadvantage on this check. A creature driven into a solid object by the current (such as a rock) takes damage as if it had fallen a number of feet equal to the distance it was moved by the current (minimum 1d6 bludgeoning, piercing, or slashing damage). Standing up from prone in rushing liquid requires an Acrobatics or Athletics check with a DC equal to the DC to keep footing. A creature that loses its footing is considered underwater (see below) until it regains its footing.
## Strong Winds
Ranged weapon attacks and Perception checks that rely on hearing have disadvantage in high winds. In addition, it extinguishes any open flames, disperses fogs and smoke, and forces any flying creature to land before the end of its turn or fall.
## Underwater
A creature that cannot breathe water begins to suffocate underwater once it cannot hold its breath. In addition, creatures without swim speeds have disadvantage on attacks made using any weapon other than a dagger, dueling dagger, javelin, shortsword, spear, or trident. Ranged weapon attacks automatically miss beyond their normal range underwater, and bludgeoning and fire damage are halved. A creature that takes damage while holding its breath underwater must succeed on a concentration check or immediately begin suffocating as if its breath had run out.
## Vacuum
An area of vacuum has no air, so creatures that need to breathe must use another source of air or begin to suffocate once they cannot hold their breath. In addition, the area carries no sound, so hearing-based checks made to perceive automatically fail and spells with vocalized components cannot be cast. A creature with its own air supply may cast spells with vocalized components, but still cannot hear. Vacuum is also utterly chilling, dealing 11 (3d6) cold damage to a creature at the start of each of its turns in the area.
## Webs
Whether created by massive insects or swarms of smaller creatures, these sticky strands ensnare and capture creatures that fall afoul of them. An area of webs is difficult terrain, and when a creature starts its turn within the area or enters the area for the first time on a turn, it makes a DC 12 Dexterity saving throw or becomes restrained. Restrained creatures can use an action to make a DC 12 Acrobatics or Athletics check, escaping on a success.
A 10-foot cube of webs has AC 10, 15 hit points, vulnerability to fire, and immunity to bludgeoning, piercing, and psychic damage.
## Yellow Mold
This sickeningly yellow mold only grows in dark places and is extremely sensitive to movement nearby.
Yellow mold covers a 10-foot radius area. When a creature moves within 30 feet of a patch of yellow mold, at the start of its turn spores are released and it makes a DC 15 Constitution saving throw. On a failure, the creature takes 11 (2d10) ongoing poison damage and becomes poisoned for 1 minute, continuing to take ongoing damage until it is no longer poisoned. At the end of each of its turns, the poisoned creature can repeat the saving throw, ending the effect on itself on a success.
Yellow mold is destroyed by sunlight or any amount of fire damage.
# Combining Combat Encounters and Exploration Challenges
When battle breaks out in the middle of an exploration challenge as long as one complicates the other, to calculate the encounter CR add the challenge rating of each together just like multiple monsters..
**TABLE: CHALLENGE RATINGS AND EXPERIENCE POINTS**
| CHALLENGE RATING | EXPERIENCE POINTS |
| :---: | :---: |
| 0 | 0 or 10 |
| 1/8 | 25 |
| 1/4 | 50 |
| 1/2 | 100 |
| 1 | 200 |
| 2 | 450 |
| 3 | 700 |
| 4 | 1,100 |
| 5 | 1,800 |
| 6 | 2,300 |
| 7 | 2,900 |
| 8 | 3,900 |
| 9 | 5,000 |
| 10 | 5,900 |
| 11 | 7,200 |
| 12 | 8,400 |
| 13 | 10,000 |
| 14 | 11,500 |
| 15 | 13,000 |
| 16 | 15,000 |
| 17 | 18,000 |
| 18 | 20,000 |
| 19 | 22,000 |
| 20 | 25,000 |
| 21 | 33,000 |
| 22 | 41,000 |
| 23 | 50,000 |
| 24 | 62,000 |
| 25 | 75,000 |
| 26 | 90,000 |
| 27 | 105,000 |
| 28 | 120,000 |
| 29 | 135,000 |
| 30 | 155,000 |
## Challenge Rating
The difficulty of a fight against a monster, besting an exploration challenge, or overcoming an encounter element in either is measured by challenge rating, or CR. A challenge rating helps guide the Narrator in choosing appropriate challenges for a group of adventurers and denotes the amount of experience points to be rewarded afterward.
For a short, easy-to-remember summary of these rules, judge a potential encounter by asking the following questions:
* Is the total Challenge Rating of all the monsters close to half the total character level? If so, the combat encounter will be hard. If the total CR is lower than this, the battle will be easier; as the CR gets higher, the battle gets harder. If the total CR equals or exceeds the total character level, the combat may be impossible to win\!
* Are there any monsters with a CR 50% higher than the average character level? If so, the battle may be deadlier than anticipated.
* Are the adventurers level 4 or lower? Keep battles on the easier side, especially against many foes\! For low-level adventurers, a few unlucky die rolls can turn a possible battle into an impossible one.
**TABLE: ENCOUNTER CR FOR DIFFERENT PARTY SIZES**
| CHARACTER LEVEL | 1ST | 2ND | 3RD | 4TH | 5TH | 6TH | 7TH | 8TH | 9TH | 10TH | 11TH | 12TH | 13TH | 14TH | 15TH | 16TH | 17TH | 18TH | 19TH | 20TH |
| :---- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: |
| *Maximum Monster CR* | *1* | *3* | *4* | *6* | *7* | *9* | *10* | *12* | *13* | *15* | *16* | *18* | *19* | *21* | *22* | *24* | *25* | *27* | *28* | *30* |
| Easy battle for 2 adventurers | 1/4 | 1/2 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 |
| Medium battle for 2 | 1/2 | 1 | 2 | 3 | 3 | 4 | 5 | 5 | 6 | 7 | 7 | 8 | 9 | 9 | 10 | 11 | 11 | 12 | 13 | 13 |
| Hard battle for 2 | 3/4 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| Deadly battle for 2 | 1 | 3 | 4 | 5 | 7 | 8 | 9 | 11 | 12 | 13 | 15 | 16 | 17 | 18 | 20 | 21 | 22 | 24 | 25 | 26 |
| Easy battle for 3 adventurers | 1/2 | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 |
| Medium battle for 3 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| Hard battle for 3 | 1 1/2 | 3 | 5 | 6 | 8 | 9 | 11 | 12 | 14 | 15 | 17 | 18 | 20 | 21 | 23 | 24 | 26 | 27 | 29 | 30 |
| Deadly battle for 3 | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 | 40 |
| Easy battle for 4 adventurers | 3/4 | 1 | 2 | 3 | 3 | 4 | 4 | 5 | 6 | 6 | 7 | 8 | 8 | 9 | 10 | 10 | 11 | 12 | 12 | 13 |
| Medium battle for 4 | 1 | 3 | 4 | 5 | 7 | 8 | 9 | 11 | 12 | 13 | 15 | 16 | 17 | 18 | 20 | 21 | 22 | 24 | 25 | 26 |
| Hard battle for 4 | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 | 40 |
| Deadly battle for 4 | 3 | 5 | 8 | 11 | 13 | 16 | 18 | 21 | 24 | 26 | 29 | 32 | 34 | 37 | 40 | 42 | 45 | 48 | 50 | 53 |
| Easy battle for 5 adventurers | 1 | 2 | 2 | 3 | 4 | 5 | 6 | 6 | 7 | 8 | 9 | 10 | 10 | 11 | 12 | 13 | 14 | 14 | 15 | 16 |
| Medium battle for 5 | 1 1/2 | 3 | 5 | 7 | 8 | 10 | 12 | 13 | 15 | 17 | 18 | 20 | 21 | 23 | 25 | 26 | 28 | 30 | 31 | 33 |
| Hard battle for 5 | 2 | 5 | 8 | 10 | 13 | 15 | 18 | 20 | 23 | 25 | 28 | 30 | 33 | 35 | 38 | 40 | 43 | 45 | 48 | 50 |
| Deadly battle for 5 | 3 | 7 | 10 | 13 | 17 | 20 | 23 | 26 | 30 | 33 | 36 | 40 | 43 | 46 | 50 | 53 | 56 | 59 | 63 | 66 |
| Easy battle for 6+ adventurers | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
| Medium battle for 6+ | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 | 40 |
| Hard battle for 6+ | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 | 36 | 39 | 42 | 45 | 48 | 51 | 54 | 57 | 60 |
| Deadly battle for 6+ | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 51 | 55 | 59 | 63 | 67 | 71 | 75 | 80 |
#
# Challenge Rating Increase
The challenge rating of a combat encounter or exploration challenge can be increased when an encounter element is included so long as it poses an active threat—a cage match near a volcanic pit is more dramatic, but no more dangerous than usual.
**TABLE: ENCOUNTER ELEMENT CHALLENGE RATINGS**
| ENCOUNTER ELEMENT | CR INCREASE |
| :---- | :---- |
| Acid | \+2 |
| Brown mold | \+2 |
| Crowd | \+1 |
| Darkness | \+1/2 |
| Dense smoke | \+1 |
| Extreme cold | \+1 |
| Extreme heat | \+1 |
| Falling | \+1 per 30 feet (maximum \+4) |
| Fire | \+2 |
| Frigid water | \+1 |
| Green slime | \+1 |
| Heavy precipitation | \+1/2 |
| High gravity | \+2 |
| Lava | \+4 |
| Low gravity | 1 |
| Magnetized ore | \+1/2 |
| Memory crystals | \+1/2 |
| Miring Ground | \+3 |
| Poisonous plants | \+1 |
| Rushing liquid | \+2 |
| Strong winds | \+1/2 |
| Underwater | \+1 |
| Vacuum | \+3 |
| Webs | \+1/2 |
| Yellow mold | \+2 |
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# Maladies
# Diseases
The rules for handling diseases are unique to each disease. Whereas one affliction might have an incubation period of several weeks, others can prove lethal within minutes. Some diseases infect only certain types of creatures or affect their hosts in different ways. While victims of disease can sometimes recover naturally, supernatural diseases often require magic to cure (such as a *lesser restoration* spell). Particularly virulent diseases might resist even magical healing. Only rare medicines or the intervention of the gods can halt such plagues.
## Treating Diseases
Treating a diseased creature over the course of a short rest with a successful Medicine check (tier 1: DC 10, tier 2: DC 14, tier 3: DC 18, tier 4: DC 22\) grants advantage on its next saving throw against the disease.
# Sample Diseases
Each of the following example diseases includes a general range of adventurers it is intended to be used against: tier 1 (1st4th level), tier 2 (5th10th level), tier 3 (11th16th level), or tier 4 (17th20th level). Narrators that want to introduce a disease above or below the partys current tier can adjust the specifics of the disease to match their resilience and capabilities. Such adjustments might include raising or lowering the saving throw DCs of the disease, changing the diseases symptoms, or making the disease easier (or more difficult) to cure.
## Adverse Ascension (Tier 2\)
Being exposed to too much unfiltered godly glory is deadly to mortals, the simple matter of their flesh and their paltry souls too small to contain such radiance.
The most common way to contract adverse ascension is by use of the *commune* spell, becoming afflicted once every time the caster does not receive an answer. A creature that takes radiant damage equal to triple its total Hit Dice from a celestial can also be afflicted.
Any creature overexposed to the divine makes a DC 15 Wisdom saving throw or becomes infected with adverse ascension. In the first phase of adverse ascension the infected creatures dreams and daydreams start featuring more of the deitys aspects and iconography.
After 1d4 days of the diseases first stage the infected creature must succeed on a DC 12 Charisma saving throw or proceeds to the second stage of infection, gaining a short-term mental stress effect whenever it commits an act of devotion to any other god than the one worshiped by the celestial that afflicted it. On a success, the creature recovers from the disease.
At the end of each long rest, an infected creature makes a Charisma saving throw against a DC determined by infection stage (first stage DC 12, second stage DC 13, third stage DC 14). The saving throw is made with disadvantage if within the last 24 hours the infected creature witnessed divine spellcasting by any follower of the same deity as the one it is being drawn to.
On a success while suffering from the second or third stage of infection, the infected creature regresses to the previous stage of infection.
On a failure while suffering from the second stage of infection, the infected creature gains an ideal: “*All must know how great my deity is.*” This can manifest in many ways, such as muttered whispered scriptures, or as proudly trying to convert everyone around, depending on the person. The infected creature begins to show a miraculous understanding of the Outer Planes that gives it advantage on Religion checks. An infected creature that fails a second saving throw progresses to the third stage of adverse ascension.
On a failure while suffering from the third stage of infection, the infected creature can cast *shield of faith* once between rests. For the spells duration, the infected creature begins to gently fade into the Astral Plane as it is drawn to the divine. At the start of each of its turns, the infected creature makes death saving throws as if dying. The infected creature still acts on its turn as normal, but after three failures it dematerializes into the heavens never to be seen again. Other creatures can use the Help action to grant the infected creature advantage on these saves by speaking encouraging words to it.
After a priest of the same or a similar faith has spent 7 days in one-on-one theology seminars with the infected creature, it makes a DC 12 Charisma saving throw, curing the disease on a success.
## Arcane Autophagy (Tier 4\)
Arcane autophagy occurs when the energy of a powerful spell devours the consciousness of the creature casting it. Despite this diseases name, mages, the servants of the gods, and champions of nature are all vulnerable to arcane autophagy.
Whenever a creature casts a 9th-level spell, roll 1d20. On a result greater than the creatures spellcasting level, it may become afflicted with arcane autophagy. The creature makes a DC 20 saving throw using its spellcasting ability. On a failed save, the creature becomes infected with arcane autophagy and suffers 1 level of strife, or 2 levels on a failure by 5 or more.
Once infected, the creature repeats the saving throw each time it finishes a long rest. The creature must also repeat the save whenever it casts the spell that triggered the disease. On a failed save, the creature suffers another level of strife, or 2 levels on a failure of 5 or more.
*Lesser restoration* has no effect on arcane autophagy. A *greater restoration* spell removes 1 level of strife from the afflicted creature but does not end the disease. To fully recover, the infected creature must purge all traces of the triggering spell from its mind. To do so, the creature must spend 24 hours without casting spells or cantrips, using class features or other abilities involving magic, or activating magic items. If these conditions are met, the next time the creature saves against the disease, it recovers on a success. A recovered creature can reduce levels of strife as normal. On a failed save, the creatures condition worsens, although it can attempt to recover again by repeating the purging process.
## Cackle Fever (Tier 3\)
Also known as the shrieks, cackle fever can afflict any humanoids except gnomes, who are mysteriously immune to the affliction. The diseases symptoms include fever, disorientation, and fits of laughter that are literally contagious.
A creature infected with cackle fever suffers 1 level of fatigue 1d4 hours after contracting the disease. Until the disease is cured, the creature cannot recover from this level of fatigue. Whenever the creature experiences stress (including entering combat or taking damage), it makes a DC 13 Constitution saving throw. On a failed save, it takes 5 (1d10) psychic damage and is incapacitated as it cackles maniacally for 1 minute. At the end of each of its turns, a cackling creature can repeat the saving throw to stop laughing and end the incapacitated condition.
When a creature starts its turn within 10 feet of a cackling creature, it makes a DC 10 Constitution saving throw. On a failed save, it also becomes infected with cackle fever, or on a success it becomes immune to infection from that creatures cackle fever for 24 hours.
A creature infected by cackle fever makes a DC 13 Constitution saving throw whenever it finishes a long rest. On a success, the DC of this saving throw and the saving throw to avoid a cackling fit are reduced by 1d6. The creature recovers from the disease when the DC drops to 0\. If the creature fails three such saving throws before the disease ends, it gains a long-term mental stress effect.
Gnolls are particularly susceptible to cackle fever and have disadvantage on saving throws made against the disease. However, a gnoll is not incapacitated while in the grips of a cackling fit and instead gains advantage on attack rolls.
## Delvers Lung (Tier 1\)
Delvers lung is caused by inhaling the mold spores that often infest dungeons and other subterranean spaces. Though pernicious, delvers lung is rarely fatal.
A beast or humanoid exposed to delvers lung must succeed on a DC 12 Constitution saving throw or become infected. Whenever an infected creature takes the Dash or Sprint action, it repeats the saving throw, suffering 1 level of fatigue on a failure.
Each time an infected creature finishes a long rest, it repeats the saving throw, with advantage if the rest was completed in an environment with clean, fresh air. After succeeding on three consecutive saving throws, the disease ends. A creature that finishes a long rest on the Elemental Plane of Air automatically recovers from the disease.
## Demon Fever (Tier 2\)
Ghouls native to the infernal realms carry an illness known as demon fever in their bile. Night hags (who are immune to this disease) sometimes smear ghoul bile on their lips to infect their mortal lovers.
A humanoid exposed to demon fever must succeed on a DC 14 Constitution saving throw or be infected. Terrifying dreams plague an infected creatures sleep. Whenever the creature attempts to take a long rest, it must succeed on a DC 14 Wisdom saving throw or it gains no benefit from the rest.
A *protection from evil and good* or *magic circle* spell cast on an infected creature prevents the nightmares for 24 hours, allowing it to benefit from a long rest. A *heal* spell or more powerful magic permanently cures demon fever. When afflicted by a night hag, the creature can choose to end the infection at any time.
## Fey Longings (Tier 2\)
The Dreaming is a wondrous realm, so enchanting that some start to long for it without ever having been there. After any personal, intimate interaction with a fey, a creature must succeed on a DC 10 Wisdom saving throw or be infected. Fey aware of this danger can take special precautions to prevent it using wards made from special plants and oils and though most know this, few care. Creatures with fey ancestry (such as elves, gnomes, and half-elves) are immune.
It takes 1d4 days for the symptoms of fey longings to take hold. The infected creature sees fey wherever they look. At first its the giggling sound of pixies just behind the next tree, but after several days its not uncommon for the delusions to include being surrounded by thick vines, glistening psychedelic rains, or riding a colorfully-feathered frog (while in fact the infected creature might be tangled in ropes, showered in blood, or standing on a swift-moving boat). While these vivid hallucinations are complete, they do not directly lead to a creature being harmed or put into harms way.
When the infected creature makes an opposed Deception, Insight, Intimidation, or Persuasion check, it makes a DC 12 Wisdom saving throw. On a failure, the infected creature is charmed by one random creature it can see. This creature cannot be an ally of the infected creature. If theres no viable target, the infected creature instead has disadvantage on attack rolls and ability checks as it sees and tries to interact with a world beyond the veil.
The best cure for fey longings is to bring the infected creature to the Dreaming to interact with its denizens and environment. At the end of each day spent in the Dreaming, an infected creature makes a DC 10 Wisdom saving throw to recover from the disease. Otherwise fey longing naturally fades after 1 month.
## Fractured Rift Disorder (Tier 2\)
Frequent travel beyond the Inner and Outer Planes dilutes a souls tether to its original plane of existence. Spells such as *plane shift* and well-made portals are generally safe, allowing for a smooth transition between dimensions, but journeying by other means can have ill effects. Whenever a creature travels between planes using a naturally occurring portal or dangerous magical item (like a *well of many worlds*), it must succeed on a DC 15 Constitution saving throw or be infected with fractured rift disorder.
Whenever the infected creature suffers a level of fatigue or strife, its connection to the Material Plane is tested and it makes a DC 12 Constitution saving throw. On a failure, the infected creature is teleported 1d20 feet away in a random horizontal direction as its connection to the here and now shifts slightly.
Unless treated (see below) the rift continues to fracture and the infection worsens. At the end of every week during which a creature with a basic or mild infection does more than rest, it makes a DC 15 Constitution saving throw. On a failure, the disease worsens as per Table: Fractured Rift Disorder. On a success, its infection is reduced by one stage (from mild to basic, or basic to recovered).
All of this diseases effects manifest only while on the Material Plane.
*Restoration* and similar magic have no effect on fractured rift disorder since the problem cant be fixed with positive energy. Instead the infected creature needs to strengthen its connection to the world. A druid or similarly nature-oriented person can diagnose the disease with a DC 18 Nature check and prescribe a long-term treatment, usually requiring a month of peaceful meditation in an ancient grove or cave at the end of which the infected creature recovers.
There are legends about living with fractured rift disorder as well, the most popular claiming that an old dwarven hero infected with it crafted a pair of magical iron boots to keep himself grounded.
**TABLE: FRACTURED RIFT DISORDER**
| FRACTURE LEVEL | CUMULATIVE EFFECT | WORSENS WHEN... |
| :---: | ----- | ----- |
| *Basic* | Succeed on a DC 12 Constitution save after taking a level of fatigue or strife, or teleport 1d20 feet in a random direction. | Failing a DC 15 Constitution saving throw at the end of a week of adventuring. |
| *Mild* | Make a DC 12 Constitution save after scoring or taking a critical hit, teleporting 1d20 feet in a random direction on a failure. | Failing a DC 17 Constitution saving throw at the end of a week of adventuring. |
| *Severe* | Become ethereal (as the blink spell) whenever the infected creature rolls a natural 1 on a d20. Make a DC 12 Dexterity saving throw to avoid dropping held items just before the transition. | Automatically worsens after several weeks not spent resting. |
| *Deadly* | When the infected creature has been targeted by a magical effect that changes its form or location within the last round and it makes a Strength check, melee attack roll, or attacks with a thrown weapon, it makes a DC 10 Constitution saving throw or it is transported to a random plane of existence. | — |
##
## Netherblight (Tier 3\)
Whenever a dead humanoid is restored to life (via a *raise dead* spell, for example), roll 1d20. On a result greater than the creatures level (or challenge rating), it may become afflicted with netherblight. The creature must succeed on a DC 17 Charisma saving throw or be infected.
Whenever a creature infected with netherblight finishes a long rest, it makes a DC 17 Charisma saving throw. On a failure, it gains a randomly determined malady as per Table: Netherblight. If this would result in an effect the creature already suffers from, the victims malady does not worsen but it has disadvantage on its next saving throw against the disease.
Only powerful magic (such as a *wish* spell), a divine miracle, or the completion of a quest determined by the Narrator can cure a creature afflicted with netherblight.
**TABLE: NETHERBLIGHT**
| 1D6 | MALADY |
| :---: | :---- |
| 1 | The creatures voice becomes flat and lifeless, and it has disadvantage on Deception and Persuasion checks made to influence living creatures. |
| 2 | The creatures zest for life fades, and it becomes unable to gain inspiration or benefit from Bardic Inspiration. |
| 3 | The creatures type changes to undead. At the Narrators discretion, mindless undead (such as skeletons or zombies) may ignore the creatures presence. |
| 4 | The gods themselves shun the creature. Whenever a spell or magical effect would restore the creatures hit points, the creature regains only half the hit points it would have normally regained. |
| 5 | The creatures grip on life becomes tenuous and it has disadvantage on death saving throws. |
| 6 | Death calls for the creatures return. The creature gains the doomed condition, dying at a time determined by the Narrator. A spell of 7th-level or higher (such as *resurrection*) can remove the doomed condition but does not cure the disease. |
## Pastrasite (Tier 3\)
This chrono-active parasite is native to Limbo, a result of the ever-shifting environment in which even time is malleable. Unfortunately pastrasites are drawn to the Material Plane where the rigid temporal structure of past, present, and future provides an excellent foundation to cling to. They are usually contracted in places of historical significance where they exist in a dormant state around the time of the event itself, looking into the future in search of visitors who have an especially interesting past—adventurers.
Theres no certainty as to what a pastrasite looks like as they can only be detected by their symptoms. They never come in contact with the infected creature itself, instead consuming the creatures background, subsiding on the temporal backlash that results when the timeline snaps back.
When an adventurer enters an area with pastrasites they make a DC 15 Charisma saving throw as their psyche instinctively tries to maintain their personal timeline.
On a success, the pastrasite immediately retreats, choosing another adventurer to infect until there are none. For the next several hours the adventurers have advantage on Intelligence checks made to recall information.
On a failure, the adventurer becomes infected and the pastrasite immediately destroys several years of their past. The infected adventurer loses its background and gains a randomly determined background. This new background is now—and always has been—the adventurers past. The adventurer is vaguely aware of what happened with blurred recollection of things being somehow different than before becoming infected. Only spells that contact other planes can reveal information from the infected adventurers previous timeline. Most facts change as little as possible to remain consistent with the infected adventurers new past, but some friction remains. Whenever an inconsistency between the old and new timelines is first spoken of in front of the infected adventurer, it takes 10 (3d6) psychic damage.
The new timeline gradually settles, and the true past can only be restored through powerful magic such as *wish*. Once a pastrasite has altered an adventurers timeline, although its effects remain the adventurer recovers from the disease. Spells like *remove disease* or features like a heralds Lay on Hands have no effect on pastrasites.
## Rotter Plague (Tier 1\)
Some zombies are creations of magic but others are the spawn of an affliction known as rotter plague.
Zombies infected with rotter plague hunger for living flesh. A rotter zombie has a speed of 35 feet, advantage on initiative checks, and gain the following attack:
***Bite.** Melee Weapon Attack:* \+3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) piercing damage. If the target is a living creature, it must succeed on a Constitution saving throw (DC 10 \+ the damage dealt) or be infected with rotter plague.
A living creature infected with rotter plague suffers no negative effects from the disease and cannot transmit it unless it dies. An infected creature that dies rises as a rotter zombie after 1 minute. Sprinkling the creatures corpse with holy water or dealing it at least 1 damage prevents this transformation. A *gentle repose* spell cast on the body also prevents it from rising as a rotter zombie for the spells duration.
*Lesser restoration* cures rotter plague. Casting *lesser restoration* on an infected zombie removes its ability to transmit rotter plague but has no other effect.
## Scree Scale (Tier 2\)
Prolonged exposure to the Elemental Plane of Earth sometimes results in the extraplanar malady known as scree scale. Though slow acting, an untreated case of scree scale can be debilitating.
A beast or humanoid exposed to scree scale must succeed on a DC 15 Constitution saving throw or be infected. After 1d10 days, an infected creatures skin develops pebble-like growths that spread for as long as the disease persists. Every 1d10 days, the infected creature repeats the saving throw, curing itself of the disease after three successful saves. A *lesser restoration* spell also cures the disease.
An infected creature that fails the saving throw three times before the disease ends becomes a creature of living stone. In this form, the creatures type changes to elemental, and it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that arent adamantine. Once scree scale has progressed to this stage, only *greater restoration* or more powerful magic can reverse the effect.
A creature of living stone repeats the saving throw every 1d10 days. On a failure, the creature becomes petrified until the disease is cured. If the infected creature makes three successful saving throws before becoming petrified, the diseases progression halts and it remains in its living stone form until cured.
## Sewer Plague (Tier 1\)
Unsanitary conditions give rise to all manner of pestilence generically referred to as sewer plague. Contact with rotting waste or stagnant water can transmit sewer plague, as can the bites of rats and other creatures that live amid such filth.
A humanoid exposed to sewer plague must succeed on a DC 11 Constitution saving throw or be infected. After 1d4 days, an infected creature experiences cramps and exhaustion. The creature suffers 1 level of fatigue, it recovers only half the normal amount of hit points when spending Hit Dice, and it regains no hit points upon completing a long rest.
An infected creature repeats the saving throw whenever it finishes a long rest. On a failure, it suffers an additional level of fatigue. On a success, the creature instead recovers from 1 level of fatigue. The creature is cured of this disease when it has no levels of fatigue.
## Sight Rot (Tier 1\)
A beast or humanoid that drinks water tainted with sight rot must succeed on a DC 15 Constitution saving throw or be infected. After 24 hours, an infected creatures vision begins to blur, imposing a 1 penalty to attack rolls and sight-based ability checks. Each time the creature finishes a long rest, the penalty worsens by 1\. Once the penalty reaches 5, the creature is blind for as long as it remains diseased.
A *lesser restoration* spell or similar magic cures sight rot, as does the application of an ointment extracted from eyebright (a rare flower found in some swamps). An hour of work with a single eyebright flower and a DC 14 herbalism kit check produces one dose of the ointment. Applying the ointment to an infected creatures eyes during a long rest prevents the disease from worsening, and three applications of the ointment cures sight rot.
## Spectral Thought-Worms (Tier 4\)
Spectral thought-worms are tiny parasitic creatures native to the Astral Plane. Their preferred habitat is a conscious mind where they subside on thoughts and ideals. When a creature interacts with the Astral Plane (via the *astral projection* spell or magic item mishaps) without the protection of a *mind blank* spell, or when it suffers prolonged exposure to the less stable areas of the Astral Planes wild energies, roll 1d20. On a result equal to or less than its level (or CR), it may become afflicted with this disease. Spectral thought-worms can also be carried along a *detect thoughts* spell, telepathic connections, and similar effects. A creature exposed to a spectral thought-worm or an infected creatures mind must succeed on a DC 16 Charisma saving throw or be infected.
In 1d4 days the spectral thought-worms symptoms manifest in an infected creature. The parasite infestation spreads and they eat the infected creatures psyche, creating a mental space into which they lay eggs. An infected creature has its memories altered (as the *modify memory* spell with no save), completely forgetting the events within 1d4 hours before and 1d4 hours after its affliction.
When an infected creature finishes a long rest, it repeats the saving throw.
On a success, the infected creatures mind fights against the spectral thought-worms and in the resulting struggle its memory is altered, forgetting the events within the last 2d4 hours.
On a failure, the worm clears enough space to lay eggs that hatch in 1d4 days. These start eating the infected creatures personality, reducing its Charisma by 1 at the end of each long rest. When an infected creatures Charisma score is reduced to 0 and it dies, the spectral thought-worms escape to the Astral Plane through the tiny planar opening created by the departing soul.
Spectral thought-worms are susceptible to psychic damage (thus their penchant to hide within minds as a shield against astral energies). When an infected creature is targeted by *lesser restoration*, or takes psychic damage equal to or more than its Charisma score, the parasite goes dormant for 1 week. A dormant spectral thought-worm is destroyed when the infected creature takes psychic damage equal to or more than its Charisma score. Upon destruction a spectral thought-worm dissolves into stray thoughts that are expelled throughout the next day as semi-insightful sayings that float through the creatures mind.
## Troll Pox (Tier 2\)
This virulent disease originated in trolls but has since spread to other creatures. Troll pox manifests as an outbreak of boils that are rapidly replaced by tumorous growths.
Whenever a creature infected with troll pox takes bludgeoning, piercing, or slashing damage, each living creature within 5 feet of it must succeed on a DC 17 Constitution saving throw or be infected. After 1d4 hours, an infected creatures skin erupts with boils.
Though unpleasant, the initial stage of troll pox is harmless to the victim. However, each time the creature finishes a long rest, it repeats the saving throw. On a failure, the boils burst to reveal a host of fast-growing tumors. The creatures hit point maximum is reduced by 5 (1d10). Each time the creature fails the Constitution saving throw, its hit point maximum is reduced by an additional 5 (1d10) points. The target dies if this effect reduces its hit point maximum to 0\.
In addition, the creature gains the following trait:
**Regeneration.** The creature regains 10 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesnt function at the start of its next turn. The creature dies only if it starts its turn with 0 hit points and doesnt regenerate.
Infected creatures can live with troll pox for extended periods, but they never recover naturally. Only a *greater restoration* spell or similar magic can cure the disease.
# Poisons
## Poison Vectors
Poisonings must be delivered using one of four different vectors to be effective (determined by the type of poison).
**Contact.** Contact poison can be smeared on an object, weapon, or up to 3 pieces of ammunition as an action, and remain potent until it is touched or washed off. A creature that touches contact poison with exposed skin is subjected to the poison. You can also use an action to splash these poisons onto a target within 5 feet of you, or throw them up to 20 feet where they shatter on impact. In either case, make a ranged weapon attack against the target, treating the poison as an improvised weapon. On a hit, the target is subjected to the poison. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.
**Ingested.** Ingested poisons are only dangerous when consumed. The dose can be delivered in food or a liquid. When a creature consumes a full dose of ingested poison it is subjected to the poison. If a dose is only partially consumed the creature is subjected to the poison, but it has advantage on saving throws made against the poison and only takes half of any damage the poison inflicts.
**Inhaled.** These poisons are powders or gases that take effect when inhaled. You can use an action to blow these poisons onto a target within 5 feet of you, or throw them up to 20 feet where they shatter and form into a 5-foot radius cloud on impact. In either case, make a ranged weapon attack against the target, treating the poison as an improvised weapon. On a hit, the target is subjected to the poison. Clouds of poisons formed in this way remain for 1d4 rounds or until harmlessly dispersed by a moderate or stronger wind. When a creature enters a poison clouds area for the first time on a turn or ends its turn there it is also subjected to the poison. Creatures that do not breathe are immune to these poisons.
***Injury.*** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage. As an action you can coat one slashing or piercing weapon, or up to 3 pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. A creature that takes piercing or slashing damage from an object coated with the poison is subjected to the poison.
A creature that is immune to the poisoned condition is also immune to the effects of any poisons it is subjected to.
## Poison Onsets
Many poisons work instantaneously but it can often take minutes, hours, or even days for foul ichors to complete their destructive work.
**Instantaneous.** When a creature is subjected to an instantaneous poison they are subjected to the poisons effects and immediately make saving throws against it.
**Onset Duration.** Creatures subjected to a poison with an onset duration are subjected to the poisons effects and make saving throws against it at the end of the onset duration.
## Poison Cost and Rarity
Much like magic items, each poison has a rarity (common, uncommon, rare, very rare, or legendary) and a cost in gold for a single dose. These costs and ratings are optional guidelines for the Narrator to follow for optimal gameplay, but can be adjusted to better suit a given campaign—what follows assumes that most particularly potent poisons are either hard to come by or their creation is outlawed.
## Treating Poisons
Spending 1 minute treating a poisoned creature with a successful Medicine check (DC equal to the poisons saving throw DC) ends the poisoned condition, though the creature is not cured of any damage it has taken from the poison.
# Sample Poisons
Many of the poisons found here are the natural toxins of creatures and can be harvested directly from them using a poisoners kit.
## Arsenic
*Uncommon, ingested, onset (30 minutes),*
*cost 300 gold*
While the simple mineral has many innocuous uses, it still numbers among the most prolifically used deadly poisons. A creature makes a DC 16 Constitution saving throw when subjected to this poison. On a failed saving throw, it takes 14 (4d6) poison damage and is poisoned and incapacitated for 24 hours. On a successful saving throw, the creature takes half damage and isnt poisoned or incapacitated.
## Basilisk Drool
*Uncommon, contact, instantaneous, cost 125 gold*
A basilisks mouth is among the worlds most putrid locations. A creature makes a DC 12 Constitution saving throw when subjected to this poison, taking 7 (2d6) poison damage on a failure, or half as much damage on a success.
## Belladonna
*Uncommon, ingested, onset (10 minutes),*
*cost 450 gold*
Commonly known as deadly nightshade. A creature makes a DC 14 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for 8 hours and takes 14 (4d6) poison damage. On a failure by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses an action to shake it awake.
If a creature with lycanthropy consumes this poison before their first transformation, they may make another saving throw against the effect that afflicted them, ending the lycanthropy permanently on a success (in addition to the poisons other effects).
## Burnt Othur Fumes
*Uncommon, inhaled, instantaneous, cost 450 gold*
Othur bog mold emits caustic spores that are both toxic and intensely flammable. A creature makes a DC 13 Constitution saving throw when subjected to this poison, taking 10 (3d6) poison damage on a failure, or half as much on a success. Additionally, a creature that fails its saving throw takes an additional 3 (1d6) ongoing poison damage for the next 3 rounds.
If a cloud of this poison is exposed to an open flame or any target within it takes fire damage, the 5-foot radius cloud is immediately dispersed as it explodes. Each creature in the area makes a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failure, or half as much on a success.
## Chuul Ichor
*Uncommon, injury, instantaneous, cost 350 gold*
This slime can be carefully harvested from a chuuls tentacles. A creature makes a DC 13 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for 1 minute. Creatures poisoned in this way are also paralyzed. The poisoned creature repeats its saving throw at the end of each of its turns, ending the poisons effects on a success.
## Couatl Venom
*Rare, injury, instantaneous, cost 850 gold*
Couatl sometimes gift their iridescent venom to those that have won their favor. A creature makes a DC 13 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for the next 24 hours. Creatures poisoned in this way are also knocked unconscious. The creature wakes up if it takes damage or if another creature uses an action to shake it awake.
## Green Dragon Breath
*Rare, inhaled, instantaneous, cost 1,650 gold*
Although it is not as potent in this powder form, the distilled draconic bile is still quite noxious. A creature makes a DC 18 Constitution saving throw when subjected to this poison, taking 28 (8d6) poison damage on a failure, or half as much damage on a success.
## Naga Spit
*Rare, contact, instantaneous, cost 1,000 gold*
A creature makes a DC 15 Constitution saving throw when subjected to this poison, taking 45 (10d8) poison damage on a failure, or half as much damage on a success.
## Oil of Taggit
*Uncommon, contact, instantaneous, cost 400 gold*
The roots of the taggit plant can be concentrated into this slick, gray, odorless oil. A creature makes a DC 13 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for 24 hours. Creatures poisoned in this way are also knocked unconscious. The creature wakes up if it takes damage.
## Pale Tincture
*Rare, ingested, onset (24 hours), cost 650 gold*
This malicious alchemical agent slowly eats away at the internal organs of its victim. A creature makes a DC 16 Constitution saving throw when subjected to this poison, and on a failure it takes 3 (1d6) poison damage, its maximum hit points are reduced by the same amount, and it becomes poisoned. The effects of this poison repeat every 24 hours until cured or until 1 week passes (whichever comes first). This poison and all of its effects can be cured by the *greater restoration* spell. Any hit point reduction caused by this poison lasts until the poison is cured or 1 week passes.
## Perditas Abandon
*Rare, ingested, onset (1 minute), cost 1,750 gold*
A creature makes a DC 16 Wisdom saving throw when subjected to this poison, and on a failure it becomes rattled for the next 24 hours. This poison and all of its effects can be cured by the *greater restoration* spell.
## Powdered Fiendhorn
*Rare, inhaled, instantaneous, cost 3,500 gold*
A creature makes a DC 15 Constitution saving throw when subjected to this poison. On a failed saving throw, a creature takes 11 (3d6) necrotic damage and 11 (3d6) poison damage, and it becomes poisoned for 1 minute. While poisoned in this way the creature becomes vulnerable to necrotic damage. A creature that succeeds on its saving throw takes no damage from this poison.
## Pseudodragon Poison
*Common, injury, instantaneous, cost 50 gold*
Though it is rarely given willingly, this kaleidoscopic liquid is drawn from the diminutive stinging tail of the humble pseudodragon. A creature makes a DC 11 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for 1 hour. On a failure by 5 or more, the creature falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
## Purple Worm Poison
*Rare, injury, instantaneous, cost 2,000 gold*
This dark magenta toxin is harvested from the fearsome purple worm. A creature makes a DC 19 Constitution saving throw when subjected to this poison, taking 42 (12d6) poison damage on a failure, or half as much damage on a success.
## Serpent Venom
*Common, injury, instantaneous, cost 75 gold*
The venom sacs of exotic serpents can be carefully extracted and repurposed. A creature makes a DC 11 Constitution saving throw when it is subjected to this poison, taking 11 (3d6) poison damage on a failure, or half as much damage on a success.
## Shadow Poison
*Uncommon, injury, instantaneous, cost 200 gold*
This bright purple sleeping agent is typically brewed by shadow elves. A creature makes a DC 13 Constitution saving throw when it is subjected to this poison, and on a failure it becomes poisoned for 1 hour. On a failure by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
## Striped Toadstool
*Common, ingested, onset (1 hour), cost 50 gold*
These red-striped mushrooms are well known as toxic to forest foragers. A creature makes a DC 12 Constitution saving throw when it is subjected to this poison, and on a failure it becomes poisoned for 1d4 \+ 2 hours. Creatures poisoned in this way also have disadvantage on Wisdom checks and saving throws. Prior to the onset, this poison can be counteracted by the *lesser restoration* spell or any ability that would cure the poisoned condition.
## Truth Serum
*Uncommon, ingested, instantaneous, cost 450 gold*
This clear alchemical concoction unlocks and untethers the mind. A creature makes a DC 14 Constitution saving throw when it is subjected to this poison, and on a failure it becomes poisoned for 1 hour. While poisoned in this way a creature cannot knowingly lie, as per the *zone of truth* spell, using the poisons DC as the spell save DC.
## Walking Death
*Legendary, ingested, onset (3 days), cost 60,000 gold*
The shredded petals of this black flower—said to only grow in the land of the dead—are the most potent known poison. A creature makes a DC 28 Constitution saving throw when it is subjected to this poison, and on a failure it is doomed. Prior to the onset, this poison can only be counteracted by the *wish* spell or similar magic.
## Wyvern Poison
*Rare, injury, instantaneous, cost 1,200 gold*
It is practically impossible to take from a living specimen, but once slain the toxin drawn from a wyverns stinging tail is lethal. A creature makes a DC 15 Constitution saving throw when it is subjected to this poison, taking 24 (7d6) poison damage on a failure, or half as much damage on a success.
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