Lore, Ooze Lore, Plant Lore, Botany, Cartography, Geography, Geology, and Poison. ##### Beast Lore Lions, Tigers and Bears. And Giant Rats. And Dinosaurs. Prepared characters are ready for any of these horrors nature decides to throw at them. ##### Fey Lore The Seelie and Unseelie courts are something no rational character will want to delve into, but rarely do you interact with these strange beings of your own volition. ##### Ooze Lore One would think that Oozes don't have much lore behind them but the Oozeologists of the worlds disagree. These creatures have a tendency to inhabit exactly the places where characters need to go. ##### Plant Lore While farmers grow wheat and rotting wood grows new mushrooms, there are more mobile threats to the world. ##### Botany If it's not walking, talking and thinking but it's still a plant, those trained in botany know all about it. Farmers, cooks, rangers, and scholars tend to fill out their ranks. \pagebreakNum ##### Cartography There's a big difference between being able to read the lay of the land in person, and reading a map. Knowing how to create and read maps is especially important for adventurers wanting to explore new lands. ##### Geography Knowing how and why mountains form, what rocks lay under the ocean and which side of trees moss tends to are all skills useful to those who trek through the wilds. You can read the lay of the land faster than any map. ##### Geology No dwarf worth their salt would be caught dead not knowing the differences between rock types. If you plan on delving through caves or even the Underdark, it's advised you listen to their knowledge. ##### Poison Is a substance safe to touch? To breathe? To apply to your weapon? Not all poisons are created equal and their dangerous nature means understanding them makes you much safer. ### Religion Religion is broken down into seven subskills: Celestial Lore, Fiend Lore, Undead Lore, Ceremony, Divine Spell Lore, Prophecy Lore, and Zeal. ##### Celestial Lore Angels are powerful creatures and it's an old hero's adage: don't anger anyone who can vaporize you in a beam of concentrated holy light. ##### Fiend Lore Devils? Demons? It's ill-advised to trust either, but knowing which one sticks to their word and which doesn't will save your life. ##### Undead Lore A skeleton stands before you, a few strands of hair clinging to the dome of its skull. A quick check will tell you if you should rush a disposable guardian or if you're about to be disintegrated by a powerful lich. ##### Ceremony Watching a priest perform a ritual in the center of town is something most wouldn't consider unusual. Those keen of eye and armed with the knowledge of the hidden rituals of Tamoachan would know something evil is afoot. ##### Divine Spell Lore A priest raises their hands, calling out for a powerful being to lend them power. With your hefty knowledge of divine spells, you'll know if they're summoning a fiendish weasel or casting a magical darkness. ##### Prophecy Lore Characters deal with prophecies regularly, but it usually involves seeking out wise old mountain dwellers for their knowledge. Cut out the middle prophet by learning about them yourself. ##### Zeal A priest needs to communicate with the followers of their God. Zeal allows them to pass religious messages along with their sermons, similar to Bards using the Perform skill with an audience. ## Wisdom ### Animal Handling Animal Handling consists of five subskills: Entomology, Falconry, Horsemanship, Kenneling, and Shepherding. ##### Entomology Favoured by the drow, your knowledge of insects and arachnids allows you to identify the small ones and convince the big ones to let you ride them. ##### Falconry Working with majestic birds, you can train them to send messages to other cities, find food, or if your size allows, ride them. ##### Horsemanship Many an adventurer has swung a sword from horseback, but these creatures need to be trained to wade into battle. Understanding your mount will go a long way towards keeping it from flinging you off. ##### Kennelling While others know how to deal with animals and even ride them, learning kennelling will allow you to keep and breed them. Many lords will have large kennels of canines with which to hunt. ##### Shepherding While not as glamourous as a giant spider, eagle, wolf or horse, the shepherd deals with herding groups of animals. A rider can calm a horse, but a shepherd can calm a whole herd of cows, sheep or goats. ### Insight Insight is broken into two subskills: Empathy and Combat Sense. ##### Empathy A bard might understand how to make others see their point of view with a silvered tongue. Empathy will let you understand how someone else is feeling without having to press them as forcibly. A more subtle art, certainly. ##### Combat Sense Everyone knows to take the high ground, but there are hundreds of battlefield strategies that can keep adventurers alive. Likewise, understanding that your opponent also knows these tricks is an equally useful tool. ### Medicine Medicine is broken down into four subskills: Apothecary, Massage, Forensics, and Veterinary. \pagebreakNum ##### Apothecary Ointments, medicines and unguents are all different ways of solving what ails the common man who can't afford to down a healing potion whenever they get a headache. Being trained in the skill allows you to separate real cures from snake oil. ##### Massage Therapy Physical therapy is not only a useful skill medicinally, but many a powerful ruler has had their ear swayed when they were in good moods during a skilled massage. ##### Forensics Looking at a battlefield and being able to determine which side won, where the victors went and who might have survived takes as sharp a wit as being able to look at a corpse and determine the cause of death. Such a skill can help keep the same fate from befalling the characters. ##### Veterinary While many medicines apply in a general way between humans and horses, understanding the specific differences between the two can help you apply medicine to animals. ### Perception Perception is broken into three subskills: Eavesdropping, Guarding, and Tasting. ##### Eavesdropping Listening through a door, from a distance, or around a corner is not an easy task. Another one of those skills that urban adventurers find useful. ##### Guarding You have an ever-watchful eye that can spot movement or any other irregularities around you. You keep a perfect watch, able to tell friend from foe and patiently guard your surroundings. ##### Tasting Wow, you can really taste the poison! Every lord, king, or emperor will be glad they have royal tasters specially trained in picking out the dangers lurking within their food. ### Survival Survival consists of 10 subskills: Find Water, Fire Mastery, Fishing, Foraging, Regional Navigation, Rope Mastery, Skinning, Tracking, Trapping, and Weather Sense. ##### Find Water It's recommended that characters take time to drink a few times in an adventuring day. In some of the more dangerous regions of the world that can be hard to do. Being trained to find water can help mitigate this risk. ##### Fire Mastery Something even child is taught and one of the basics of survival, you know how to start, stop, or enlarge a fire. Also, you can easily determine how long a fire has been burning. \columnbreak \pagebreakNum ##### Fishing Let others eat berries. Find yourself some of that delicious flaky food. A staple in any port location, many adventurers will supplement their dried foods with fish. ##### Foraging No water nearby? Can't hunt because the animals in the forest belong to the king and his evil henchmen? If you're going to end up eating berries, it's a good idea to know the difference between the ones that will make you feel better and the ones that will leave you sick. ##### Region Navigation Can't see the forest for the trees? Finding the Underdark keeps twisting around in circles? An ocean all around you and no idea where you are? Take some time to learn how to navigate the world and never feel lost again. When picking this skill, select a region from the Regional Lore expertise. You can take this skill multiple times, selecting a new region each time. ##### Rope Mastery You might not want to kill your foes, but they certainly can't be allowed to walk around freely. Why not tie them up with a rope? Or tie off a rope as an impromptu ladder for those times you're in the dungeon and a ladder cannot be found. ##### Skinning Animals need to be skinned before becoming the leather armor that ends up protecting your more lightly armored friends and warming more northern peoples. It is recommended for DMs to set the DC based on how difficult removal is and to reward failures with lower yields. ##### Tracking Not everyone can be so lucky as to track foes through wet mud or snow. Being skilled in spotting the tell-tale signs of your prey through the best and worst of conditions is useful to most adventuring groups. ##### Trapping If the whole 'slowly chase animals and shoot them with arrows' thing isn't working for you, try luring them with some bait into a trap! It is advised that the DM sets the DC based on how plentiful creatures are in the area. ##### Weather Sense Storm's a brewin' and you can tell! Know what the weather will be like in a few hours or even a few days, if you're really good at it. ## Charisma ### Deception Deception is broken into five subskills: Acting, Boasting, Disguise, Fast Talking, and Mimicry. ##### Acting From impressing audiences in the amphitheatres of large cites to tricking mob bosses in sewer lairs, the skill of Acting can be plied widely across the land. ##### Boasting Drunks from taverns across the world, trained or otherwise, flood the ears of passers-by with the Boasting skill. Of course, every single boasted tale is absolutely factual as well! ##### Disguise This is the ability to apply pigments, makeup, and prosthetics to literally make someone look unlike themselves. The DM should set the DC according to how difficult it would be to make the target look like something else. ##### Fast-talk Your lips are just as quick as your wits, and combining both throws people off of the intent of your words and directly where you want them (provided they don't notice your duplicity). ##### Mimicry Calling out to a goblin tribe, mimicking their war boss, and having them let prisoners loose is a great test of your Mimicry skill. Of course, sounding like someone isn't enough to convince people you are them but it's a start. ### Intimidation Intimidation is broken into two subskills: Torture and Savagery. ##### Torture Extracting information from a source by force. The DM should use a Constitution or an Endurance (Pain Tolerance) roll to set the DC for using this skill. ##### Savagery Talking to barbarians, tribal creatures, and other so-called 'uncivilized' societies requires a different set of skills from playing around in a court. The Savagery skill is used in the same way that Etiquette is used in civilized places or Zeal in locations of faith. ### Performance Performance is broken down into seven subskills: Comedy, Dancing, Entertainment Mastery, Pantomime, Oratory, Poetry, and Singing. ##### Entertainment Mastery You have mastered a form of entertainment appropriate to specific situations. When picking this subskill, select a style. You can take this subskill multiple times, selecting one new style each time. You can use this subskill to perform in a way that is particularly fitting to specific situation. If you use an instrument you are proficient with, you gain advantage to your skill check. * **Tavern Music** - jolly or rautious songs of simple nature * **Ceremonial** - fit for weddings, funerals or other rituals * **Storytelling** - telling great stories that inspire others * **Emotional** - music that makes people laugh or weep * **Concerto** - excquisite performance for the high classes ##### Comedy What's the deal with Orcs subjugating other races? Comedy is a great way to endear yourself to your audience. Of course, the wrong joke to the right crowd could end very poorly. \pagebreakNum > ##### Creating New Subskills > > The list of subskills is not exhaustive. You can propose new ones that the DM must approve. > > Well-designed subskills should always cover a narrow niche of knowledge or experience that doesn't benefit general adventuring or take over the main use of the skill itself. A great use for subskills are crafts and trades that can earn income. \columnbreak ##### Dancing Dancing is a universal sign of civilization. From the smallest Halflings to the largest Giants, every race seems to have their own culturally significant way to cut a rug. ##### Pantomime This is the ability to pantomime actions and have others understand what you're conveying, such as communicating with party members without resorting to whispering. The DM should set the DC according to how difficult that action would be to convey without any other items. ##### Oratory A booming voice, echoing through a large room, catches the attention of all. The oratory skill lets you say what needs to be said with a significant amount of panache. ##### Poetry It's not for everyone but to the right target, Poetry is like the Massage skill for the soul. ##### Singing Functionally similar to playing an instrument but requiring an entirely different set of skills, singing is oft said to be one of the most difficult instruments to perfect. ### Persuasion Persuasion consists of six subskills: Bargaining, Debate, Etiquette, Leadership, Provocation, and Seduction ##### Bargaining Honest merchants prefer a fair bargain versus a cunning tongue. The best deals are the ones which benefit everyone. ##### Debate You might be right, and they might be wrong, but if you don't understand the best way to express that then you'll truly have your work cut out for you. ##### Etiquette While your usual skills of persuasion will work with the commoners, nobles and gentry will require a much more refined touch. That's when it's time to break out your Etiquette skills to impress. ##### Leadership Anyone can send a troupe of soldiers into battle. A leader will be there to inspire them to stay on the battlefield when the going gets tough, or to ignore their exhaustion when they're tired. The DM should set the DC based on how loyal that group is to the leader as well as what the leader is asking of that group. ##### Provocation Your cunning words cut deeper than your sword, and it is a fair reason to make anyone react angrily, violently, or emotionally against their best interests. ##### Seduction If you've got it, flaunt it. Of course there's no promise that you are what your target is looking for, but nothing ventured, nothing gained. \pagebreakNum # Inventory Slots ___ Many players dislike managing inventory weight and ignore the rules for encumbrance. These new Inventory rules allow you to manage your most frequently accessed items using a simple slot system. ### Item Bulk Instead of a precise weight, items have a Bulk value based on their approximate size and mass. Players and the DM can easily classify every item using the suggested examples from the table below. Most adventuring items fall into the Medium size category. Most quest items are either Tiny or Small. Add together the Size and Mass value to get the Bulk of an item. ##### Item Sizes | Bulk | Category | Examples for Medium size characters| |:---:|:-----------:|:-----------| | – | Tiny | Very small (smaller than your palm). Hold many in one hand. Many fit in a pocket. Coins, pebbles, keys, rings, small gems. | 0 | Small | Short length (up to a handspan / 9 inches). Held comfortably in one hand. Can fit one in a pocket that visibly bulges. A dagger, a potion, a scroll, a pocket-sized book. | 1 | Medium | Medium length (up to an arms-length /
2 ft). Held with one hand. Cannot fit in a pocket, but can be attached to a belt or strap. A sword, a set of tools, a spell book, a healing kit, a lantern, quiver of 20 arrows. | 2 | Large | Long length (longer than arm). Requires one hand to hold or two hands to use. All weapons with Reach or Two-Handed. All shields. A long sword, a large sack, small furniture. ##### Item Mass | Bulk | Category | Examples | |:---:|:-----------:|:-----------| | -1 | Light | The item is very light for its size. You can hold several in your hand if the size allows. Includes all weapons with Light property. | 0 | Normal | The item is easy to carry in one hand. | +2 | Heavy | The item is heavy or bulky, and if Medium or Large requires two hands to carry. Includes all weapons and shields with Heavy property. ### Inventory Slots You have a number of Prepared Item and Stowed Item slots based on your Strength score, or based on the Capacity of your Clothes and Containers. Each item takes up to number of slots equal to its Bulk value. >Armor (except Shields) never use the slot system and cannot be used as Prepared or Stowed items. To interact with Armor, use the don and doff armor rules (*Player's Handbook*, pg. 146) \columnbreak ##### Prepared Items Prepared items are items that are kept in easily accessible pockets, sheaths, holsters or belt pouches. You can draw a Prepared Item using your Free Item Interaction (see pg. [5](#p5)). You can have Prepared slots equal to half your Strength score or the Capacity value of your clothing, whichever value is higher. Items with 0 Bulk still take 1 Prepared slot. ##### Clothing Capacity for Prepared Items
| Clothing | Capacity|
|:---:|:-----------:|
| Belt | 4
| Commoner | 5
| Clothing | Capacity|
|:---:|:-----------:|
| Traveller | 6
| Assassin's | 8
##### Stowed Items
Stowed items are on top of backpacks, in carefully-balanced leg or arm pockets, or otherwise packed away where they will least encumber you. Any Stowed items need to be stored in a Container (see below) and the Container must be carried by you or located within 5 feet reach from you.
You can draw a Stowed item using your Action to quickly dig it out of your backpack or sheaths. You can have Stowed slots equal to your Strength score.
##### Other items
All items that are not Prepared or Stowed cannot use the slot system and their weight counts towards your Encumbrance (pg. [60](#p60)). During combat you must spend an Action to open one of your backpacks and rummage in it, followed by another Action to draw the desired item.
### Containers
Containers are used to store Stowed items, as well as your whole inventory. A container's Size category is a limit on the largest item you can place inside it, and its own size. The Slots value defines how much total Bulk can be stowed inside it for easy access. The Weight value is how much general encumbrance can be stored in the container.
In addition to containers, you have storage space for 10 basic rations, a waterskin, and a purse that holds 100 coins. That space doesn't count towards your Prepared or Stowed items. Your clothing also doesn't occupy a slot when worn.
##### Containers
| Container | Max. Size | Stow Slots | Weight
|:---:|:-----------:|:-----------:|:-----------:|
| Messenger Bag | Medium | 3 | 15 lbs
| Small Sack | Medium | 4 | 30 lbs
| Large Sack | Medium | 5 | 40 lbs
| Backpack | Large | 8 | 30 lbs
| Traveling Backpack | Large | 10 | 60 lbs
### Inventory Slots and Weight
If you must calculate the total weight of all your Prepared and Stowed items, each slot that is occupied by an item with Bulk 1 or more weight 3 pounds. Items with Bulk 0 or less have no weight. Empty slots also have no weight as well.
\pagebreakNum
# Realistic Encumbrance
___
The variant rule for Encumbrance (*Player's Handbook*, pg. 176) does not offer realistic scaling of physical strength. Use the improved table below to determine whether your gear is heavy enough to slow you down. Depending on your carrying capacity, you may be carrying a light, medium, or heavy load. Your gear should not exceed your Maximum capacity.
When using the Inventory rules (pg. [59](#p59)) to avoid the need to calculate weight for all your Prepared and Stowed items, you can reserve 3 pounds for each Prepared slot and reserve enough capacity for Stowed items that you need to be more accessible. The remaining capacity is available for your worn armor as well as treasure haul or incidental baggage.
##### Carrying Capacity (Up To Weight Maximum)
| Strength | Light | Medium | Heavy | Maximum
|:--------------:|:----------:|:-----------:|:----------:|:----------:|
| 1 | 3 lbs | 6 lbs | 9 lbs | 12 lbs |
| 2 | 6 lbs | 12 lbs | 18 lbs | 24 lbs |
| 3 | 10 lbs | 20 lbs | 30 lbs | 40 lbs |
| 4 | 13 lbs | 27 lbs | 40 lbs | 53 lbs |
| 5 | 17 lbs | 33 lbs | 50 lbs | 67 lbs |
| 6 | 20 lbs | 40 lbs | 60 lbs | 80 lbs |
| 7 | 23 lbs | 47 lbs | 70 lbs | 93 lbs |
| 8 | 27 lbs | 53 lbs | 80 lbs | 107 lbs |
| 9 | 30 lbs | 60 lbs | 90 lbs | 120 lbs |
| 10 | 33 lbs | 67 lbs | 100 lbs | 133 lbs |
| 11 | 38 lbs | 77 lbs | 115 lbs | 153 lbs |
| 12 | 43 lbs | 87 lbs | 130 lbs | 173 lbs |
| 13 | 50 lbs | 100 lbs | 150 lbs | 200 lbs |
| 14 | 58 lbs | 117 lbs | 175 lbs | 233 lbs |
| 15 | 66 lbs | 133 lbs | 200 lbs | 266 lbs |
| 16 | 77 lbs | 153 lbs | 230 lbs | 307 lbs |
| 17 | 87 lbs | 173 lbs | 260 lbs | 347 lbs |
| 18 | 100 lbs | 200 lbs | 300 lbs | 400 lbs |
| 19 | 117 lbs | 233 lbs | 350 lbs | 467 lbs |
| 20 | 133 lbs | 267 lbs | 400 lbs | 533 lbs |
| 21 | 153 lbs | 307 lbs | 460 lbs | 613 lbs |
| 22 | 173 lbs | 347 lbs | 520 lbs | 693 lbs |
| 23 | 200 lbs | 400 lbs | 600 lbs | 800 lbs |
| 24 | 233 lbs | 467 lbs | 700 lbs | 933 lbs |
| 25 | 267 lbs | 533 lbs | 800 lbs | 1067 lbs |
| 26 | 307 lbs | 613 lbs | 920 lbs | 1227 lbs |
| 27 | 347 lbs | 693 lbs | 1040 lbs | 1387 lbs |
| 28 | 400 lbs | 800 lbs | 1200 lbs | 1600 lbs |
| 29 | 467 lbs | 933 lbs | 1400 lbs | 1867 lbs |
| 30 | 533 lbs | 1067 lbs | 1600 lbs | 2133 lbs |
\columnbreak
### Encumbrance
If you are carrying a Medium or Heavy load, you are slowed down and you suffer penalties as listed in the table below.
You also suffer a level of Soft Exhaustion (pg. [13](#p13)) when you carry physical activity (such as walking) for a number of hours shown in the Time column, without taking a short rest.
##### Encumbrance
| Load | Time | Effect |
|:---:|:-----------:|:-----------|
| Light | — | No negative effect. |
| Medium | 6 | Speed decreased by 10 feet. Your maximum Dexterity bonus to AC is +3. Disadvantage on Ability checks using Dexterity. |
| Heavy | 3 | Speed decreased by 20 feet. Your maximum Dexterity bonus to AC
is +1. Disadvantage on Ability checks, Attack rolls and Saving throws using Strength, Dexterity and Constitution. |
### Size and Body Shape
Creatures with a size category different than Medium apply a modifier to their Load thresholds. Quadrupeds can carry heavier loads than bipeds can and have their own modifiers.
##### Capacity Modifiers
is +1. Disadvantage on Ability checks, Attack rolls and Saving throws using Strength, Dexterity and Constitution. |
-------------------- **Size Categories** --------------------
| Body Shape | T | S | M | L | H | G |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Bipedal | ×1/2 | ×3/4 | ×1 | ×2 | ×4 | ×8 |
| Quadrupedal | ×3/4 | ×1 | ×1.5 | ×3 | ×6 | ×12 |
### Feats of Strength
You can lift a weight up to your Maximum Load over your head or deadlift up to twice that for a number of rounds equal to your Strength Modifier (minimum of 1). You can pull or push a weight up to twice your Maximum Load for a number of minutes equal to your Strength modifier (minimum of 1).
While engaged with weights above your Heavy Load your speed drops to 5 feet, you do not benefit from Dexterity bonus to Armor Class, and you are unable to take any action other than maintaining the weight. You stagger and you cannot enter difficult terrain. Taking damage causes you to drop the weight unless you make a Constitution saving throw against DC 20 or the damage taken, whichever is higher.
If you want to exceed your physical limits, attempt a Strength (Athletics) check against DC 15. For each 5 points your result beats the DC, you can increase your Maximum Load by a number of pounds equal to your Strength Score.
If you want to ignore the effect of Soft Exhaustion from Medium or Heavy Load, or extend your lifting or pull/push period, attempt a Constitution (Endurance) check (see pg. [51](#p51)) against DC 15. For each 5 points your result beats the DC, you increase the period (hours, minutes, or rounds) by one.
\pagebreakNum
# Realistic Opponents
___
The *Dungeon Master's Guide* (pg. 274) offers guidelines on how to create a monster for your adventures. While sufficient for fantasy monsters, realistic humanoids must have physical limitations and abilities that should closely resemble those of player characters to remain believable. This section contains additional rules to improve realistic opponent design.
### Concept
When creating realistic opponents, start by selecting official or third party classes, subclasses and feats. You will be using the class hit die and its abilities for your opponent.
### Attributes
You can set arbitrary values between –5 and +5 to each of the six attributes, or roll them using a mix of 3d6 and "4d6, drop the lowest" methods.
Ordinary, mediocre opponents roll five times using "3d6" and one time using "4d6, drop the lowest" values and distribute them as required. Competent opponents roll three times using "3d6" and three times using "4d6, drop the lowest" values. Heroic and highly competent opponents roll six times using"4d6, drop the lowest" like player characters in the *Player's Handbook*.
### Hit Points
At CR 1, realistic opponents should start with 6 hit dice of its corresponding size category (usually d8 for humanoids).
For each category below CR 1, subtract 1 hit die. For each category above CR 1, add one hit die of its size category and two hit dice of its chosen class.
Realistic humans reach peak health condition at 20 hit dice. You can assign different values to other races, such as 18 to elves, 25 to half-orcs and 30 to dwarves.
As an opponent ages, their hit dice total will decline. As an opponent passes its prime, the hit dice maximum decreases by 10%, rounded down. If an opponent is old or venerable, the hit dice maximum is decreased by 20%, rounded down. A life of deprivation or disease would decrease hit dice further.
### Damage per Round
Damage per Round must be distributed into one or several attacks. Without multiple attacks, your opponent will either deal all or no damage at all against players with high AC. By distributing damage into multiple attacks, you improve their odds to deal at least some damage.
For each 10 points of the Damage per Round total allow for a separate attack after the first, up to five attacks. Each attack must deal a roughly equal share of the total. Subtract the Strength (melee) and Dexterity (ranged) modifier from each attack, and convert the remaining damage into the weapon dice of a desired weapon.
### Attacks
Even if your opponent can make only one attack per round, it is good practice to prepare several different attack options for various situations. If you are expecting players with very high AC, you should prepare a Grapple or a Saving Throw-based attack to challenge them.
Your opponent may be particularly proficient with specific attacks. You may distribute up to 2 points of Attack bonus from one attack to another. The improved attack has the Recharge (5-6) property and on a failed Recharge the opponent must use the weakened attack.
You may use Combat Options and Weapon Properties in this supplement as attacks, if your players are actively using them too. Put a Recharge(4-6) requirement on them to make sure your opponent is not overusing them.
### Conditional Damage
High offensive CR allows for more damage than a realistic opponent can fit within five attacks. If your opponent must deal 80 damage per round, but five attacks can deal about 50, you have to distribute the remaining 30 elsewhere.
You can assign extra damage to attacks when certain conditions are met, or when the target fails a saving throw with an appropriate Save DC for the opponent's CR. The extra damage uses the same damage type as the main attack and is included when checking for Wound Risk (pg. [8](#p8)).
You can convert 10 damage per round into a chance to inflict condition instead of extra damage. The condition must allow the target to spend its action to recover (such as Standing from Prone, or Remove Burning Clothes), or repeat a saving throw at the end of its next turn (like a Constitution saving throw to recover from Stunned or Poisoned).
You can convert 10 damage per round and make an attack also inflict an extra Wound Risk if it hits. The target suffers an extra Wound Risk even if the total damage doesn't exceed the threshold of 12 + Constitution modifier. The target can attempt a saving throw at an appropriate Save DC to avoid the guaranteed Wound Risk.
You can convert 20 damage per round and make an attack also inflict an Injury Token if it hits. The target can attempt a saving throw at an appropriate Save DC to avoid the guaranteed Wound Risk.
When creating multiple conditions on different attacks, avoid creating self-sufficient synergies. Allow different opponents to play as a team and complement each other.
___
>
>
>
> ### Example Actions
> ***Quarterstaff.*** *+5 to attack, 1d8+3 bludgeoning damage.* If the target is prone, your attack deals 2d8 extra damage.
>
>
>
> ***Knife.*** *+2 to attack, 1d4+2 piercing damage.* The target must make a DC 13 Dexterity check or take 3d4 extra damage.
>
>
>
> ***Knee Strike.*** *+3 to attack, 1d4+1 bludgeoning damage.* If you have advantage on your attack roll, the target must make a DC 13 Constitution check or drop prone. [Converts 10 damage into a prone condition].
>
>
>
> ***Heart Pierce.*** *+5 to attack, 1d6+5 piercing damage.* The target must make a DC 11 (13, minus 2) Dexterity check or take a guaranteed Open Wound. [Converts 10 damage into an Open Wound].
\pagebreakNum
### Abilities
Realistic opponents have a class and subclass just like players do and use the same abilities. The table below lists which class and subclass abilities are available to the opponent based on its CR.
Player abilities may increase your opponent's effective CR compared to a monster CR from other sources. The increase modifier is listed as a CR increase in the table.
| Minimum CR | Class Abilities | Subclass Abilities | CR Increase
|:---:|:-----------:|:-----------:|:-----------:|
| 1+ | Level 1-5 | – | –
| 3+ | Level 1-11 | Level 1-7| +1
| 6+ | Level 1-17 | Level 1-15| +1
| 9+ | Level 1-20 | Level 1-20| +2
You may substitute features and abilities from classes and subclasses with feats or monster abilities from the *Monster Manual* or other sources. Make sure you substitute features important to combat encounters, not flavor or skill abilities.
If you want your opponent to multiclass, you can replace any class or subclass ability available at its CR for another from another class or subclass, as long as the new ability is of the same type (class or subclass) and is gained on a level tier lower than the ability that is being replaced. It is possible but not advised to multiclass with abilities that unlock new mechanics, resources or lists of options (such as the list of Battlemaster techniques or Ki points). ### Spellcasting Spellcasting is a feature inherent to some player classes or subclasses, and some monster types. Its choice of spells and spellcasting ability are determined by its class. Realistic opponents of CR 1 count as a spellcaster of 2nd level. For each 2 CR above 1, the spellcasting level increases by 1. The choice of spells also affects the opponent's CR. If it wields destructive magic, check its highest spells damage output as an alternative to its attacks' total Damage per Round to calculate the opponent's offensive CR. ### Legendary Actions Realistic opponents with a high CR make great champions or memorable villains that players will try to challenge as a group. Against experienced players and without any support, a villain will be easily overwhelmed. You can balance such encounters and utilize extra damage by giving your opponent access to Legendary Actions. A boss creature meant to be engaged by the whole group needs to have Legendary Actions equal to party size minus one. Elite creatures meant as a group leader or challenging opponent can have one or several. The table below defines four power tiers with descriptors you may attach to their creature type, a number of Legendary Actions per turn, an increase to the opponent's effective CR and extra Hit Dice based on their chosen class. When calculating the effective CR of a Legendary opponent, consider any creature of CR 1/2 or lower as having a CR of 0 for the purpose of this calculation. \columnbreak | Power Descriptor | CR Increase | Legendary Actions | Extra Hit Dice |:---:|:-----------:|:-----------:|:-----------:| | Elite | +1 | 1 | +2 class | Boss | +2 | 2 | +4 class | Legendary | +3 | 3 | +6 class | Epic | +4 | 4 | +8 class | *Custom* | *+1/Leg.A* | *Players-1* | *+2/Leg.A* Opponents can perform Legendary Actions after another creature’s turn, provided they can “pay” the action cost for them. For example, an Elite opponent will not be able to perform Legendary Actions that cost 2 actions because they can only take 1 such action per round. Only one Legendary Action option can be used at a time and only at the end of another creature’s turn. The opponent regains all spent Legendary Actions at the start of its turn. The list below contains Legendary Actions that represent extraordinary skill or combat insight. ___ > > > > ### Legendary Actions > ***Attack.*** The opponent makes a single melee or ranged attack. > > > > ***Move.*** The opponent moves up to its speed without provoking attacks of opportunity. > > > > ***Cast a Cantrip.*** The opponent casts a cantrip, provided it is able to cast spells. > > > > ***Multiattack (Costs 2 Actions).*** The opponent uses its multiattack, provided it already has such an action option. > > > > ***Special Ability (Costs 2 Actions).*** The opponent uses one of its special abilities that requires an action, provided that it has such an ability. > > > > ***Cast a Spell (Costs 2 Actions).*** The opponent casts a spell, provided it is able to cast spells. > > > > ***All-Out (Costs 3 Actions).*** The opponent moves up to its speed without provoking attacks of opportunity and uses its multiattack, provided it already has such an action option. In addition to Legendary Actions, opponents also gain access to the same amount of Legendary Reactions. Unlike Actions, they do not recover at the start of the opponent's next turn but at the dawn of the next day. ___ > > > > ### Legendary Reactions > ***Legendary Resistance.*** If the opponent fails a saving throw it can choose to succeed instead. > > > > ***Legendary Conditioning***. If a condition or effect makes you suffer from disadvantage, ignore it
until the end of the turn. \pagebreakNum ### Final Touches **Armor Class.** Increase or decrease AC by up to 3 points. High AC opponents usually have lower than average HP. ___ **HP.** You can increase or decrease hit points by up to 30%. Realistic opponents (**real.HP** column) peak at 20 hit dice. High HP opponents usually have a lower AC or Attack bonus. ___ **Attack.** Increase or decrease their Attack bonus by up to 2 points. High Attack opponents usually have lower than average HP or Armor Class. Opponents can have various attacks with a lower Attack bonus but higher damage output.
**Damage.** Increase or decrease damage per round by up to 50%. High damage opponents usually have lower AC or HP. ___ **DC and Save.** This value represents a creature's top attribute save. You can increase or decrease the DC and Save by up to 2 points. ___ **Number of Attacks.** For each 10 points of damage, deal one extra attack. Distribute damage between all attacks. ___ **Legendary Action.** Some opponents of CR 12+ can have a number of optional Legendary attacks.
##### Balanced Monster CR Scaling
|CR|AC|HP|real.HP|+Attack|Damage|DC|Save|No. Attacks|Leg. Actions|
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
|**0**|12|3|10|+2|1|9|+1|1|–|
|**1⁄8**|12|9|15|+3|3|10|+2|1|–|
|**1⁄4**|13|15|20|+3|5|10|+2|1|–|
|**1⁄2**|13|24|25|+4|8|11|+3|1|–|
|**1**|13|30|30|+4|10|11|+3|1|–|
|**2**|13|45|45|+5|15|12|+4|2|–|
|**3**|14|60|60|+5|20|12|+4|2|–|
|**4**|14|75|75|+6|25|13|+5|3|–|
|**5**|14|90|90|+6|30|13|+5|3|–|
|**6**|15|105|105|+7|35|14|+6|4|–|
|**7**|15|120|120|+7|40|14|+6|4|–|
|**8**|15|120|120|+8|40|15|+7|4|–|
|**9**|16|135|135|+8|45|15|+7|5|–|
|**10**|16|150|150|+9|50|16|+8|5|–|
|**11**|16|165|165|+9|55|16|+8|5|–|
|**12**|17|180|180|+10|60|17|+9|5|1|
|**13**|17|195|180|+10|65|17|+9|5|1|
|**14**|17|210|180|+11|70|18|+10|5|1|
|**15**|18|225|180|+11|75|18|+10|5|1|
|**16**|18|240|180|+12|80|19|+11|5|2|
|**17**|18|255|180|+12|85|19|+11|5|2|
|**18**|19|270|180|+13|90|20|+12|5|2|
|**19**|19|285|180|+13|95|20|+12|5|2|
|**20**|19|300|180|+14|100|21|+13|5|3|
|**21**|20|315|180|+14|105|21|+13|5|3|
|**22**|20|330|180|+15|110|22|+14|5|3|
|**23**|20|345|180|+15|115|22|+14|5|3|
|**24**|21|360|180|+16|120|23|+15|5|4|
|**25**|21|375|180|+16|125|23|+15|5|4|
|**26**|21|390|180|+17|130|24|+15|5|4|
\pagebreakNum
# Encounter Balancing
___
*Dungeon Master's Guide* (pg. 82) suggests using XP budget to create balanced encounters. This approach can be difficult to master since you may end up with overwhelming group of weaker opponents or overpowering solo villains at very high challenge rating. The following method simplifies that math of encounter building and resolves its issues without need for modifiers for multiple monsters and other tweaks.
### Party Rating
Sum up the Rating value of all players and NPCs that assist them in combat, based on their player level.
| Player Level | Rating |
|:---:|:-----------:|
|1|1|
|2|1.5|
|3|2.5|
|4|3|
|5|5|
|6|6|
|7|7|
|8|8|
|9|9|
|10|10|
| Player Level | Rating |
|:---:|:-----------:|
|11|11|
|12|12|
|13|13|
|14|14|
|15|16|
|16|18|
|17|20|
|18|22|
|19|24|
|20|26|
### Encounter Rating
Sum up the Rating value of all hostile creatures that are part of the encounter, based on their challenge rating.
| Monster CR | Rating |
|:---:|:-----------:|
|0|1/3|
|1/8|1/2|
|1/4|1|
|1/2|1.5|
|1|2|
|2|4|
|3|6|
|4|8|
|5|11|
|6|13|
|7|15|
|8|18|
|9|21|
|10|24|
|11|28|
|12|32|
|13|36|
| Monster CR | Rating |
|:---:|:-----------:|
|14|40|
|15|44|
|16|48|
|17|52|
|18|56|
|19|60|
|20|64|
|21|76|
|22|88|
|23|104|
|24|120|
|25|136|
|26|152|
|27|168|
|28|184|
|29|200|
|30|216|
\columnbreak
### Monster Rating
Once you calculate your Party Rating, you can compare it with the Encounter Rating to figure out the difficulty of the encounter. You can add or remove hostile creatures to get closer to your desired difficulty.
Encounter difficulty descriptions listed in the *Dungeon Master's Guide* reflect the combat-heavy adventuring of a dungeon crawl. To be properly challenged and exhausted, players must face 6 to 8 Medium or Hard encounters per day, with about two short rests between them. Outside of published adventures, such combat heavy adventuring is rare and DMs should focus on one to three Deadly encounters. If you want to challenge your players with only one defining encounter per day, use the new Challenging and Punishing difficulties. When creating such encounters, the maximum CR of a single creature should not be more than 3 levels than average player level among the party. | Encounter
Difficulty | Encounter % of
Player Rating | |:---:|:-----------:| |Very Easy, no limit, no risk| up to 40%| |Medium, up to 8/day, no risk|~60%| |Hard, up to 6/day, forces use of powers|~80%| |Deadly, up to 2/day, risk of player down|~100%| |Challenging, 1/day, small risk of TPK|~125%| |Punishing, 1/day, high risk of TPK|~150%| ### Modifying CR A creature's Challenge Rating can vary widely depending on the player's resources to deal with it. Check the table below for some common modifiers. Round down, where needed. | Condition | CR Modifier | |:---:|:-----------:| |Resistance to almost all player damage| +1/3 CR| |Benefits from difficult terrain or magic aura|+1 to +2| |Evaluates party and targets weakest players|+1| ### Characters as Enemies Player characters and opponents are built using different rules. Player Characters have less hit points than monsters but more abilities and powers at their disposal, and usually help each other to overcome the odds. Their opponents have roughly double the health points in order to survive long enough to challenge the players, but they have few and simple abilities that define their tactics in combat. The exception of this rule are spellcasting monsters who are generally more capable casters than players at the same Challenge Rating. If you want to use a non-spellcasting player character as an opponent, its CR is equal to half the levels, rounded up. If you want to use a spellcasting character as an opponent, its CR is equal to two thirds of its spellcasting level, rounded up. Increase the CR by 1 or 2 if the character build is using optimized build or powerful abilities unavailable to players. \pagebreakNum ## Hordes If combat would be slowed down by a large number (16 to 20) of identical creatures working as a collective towards
a common goal, you can instead represent them as a single horde opponent. You can also use hordes to represent each separate squad in mass combat warfare. ### Horde Template To create a horde, choose a creature and apply the following template to its statistics. ___ **Hit dice.** The horde's hit dice are d20, and total hit points should be roughly equal to 12 × the hit points of one creature. ___ **Abilities.** The horde's Strength score increases by 6, and Intelligence and Charisma decrease by 4. ___ **Size.** A horde of Small or Medium creatures is sized as Gargantuan, taking up a 20 feet by 20 feet area on a map. Creatures that are Large or larger are difficult to fit into hordes, and should be treated as individual combatants. Groups of Tiny creatures are considered a swarm (pg. [67](#p67)). ___ **Speed.** The horde's movement type and speed is based on the individual creatures. Except when it uses the Stampede action, a horde's movement speed is decreased by 5 feet. ___ **Condition Immunities.** The horde gains immunity to the following conditions: charmed, frightened, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned. Additionally, the horde is immune to any spell or effect that would alter its form. These immunities do not apply when the spell or effect targets 10 members or more. ___ **Crowd Shape.** The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature. ___ **Creature Features.** The horde retains some of the features of the individual creatures that comprise it. If the horde contains a minority of different creatures, their activated abilities should have a Recharge (5-6) property. ___ **Limited spellcasting.** The horde is unable to cast spells. If the horde consists of spellcasters, they must separate from the horde as individual creatures to cast spells. ___ **Group Initiative.** When rolling for initiative or skill checks, if the horde rolls 7 or less it can take 8 instead of the die result. ___ **Multiattack.** The horde makes four attacks, or two attacks if the horde is Bloodied (pg. [12](#p12)). If the individual creatures in a horde originally had the Multiattack action, the horde gains one extra attack. ___ **Assault Attack** When the horde has enemies surrounded, it can use its action to make a single assault attack against multiple enemies within the area it occupies. See the rules for Assault Attacks (pg. [66](#p66)). ___ **Challenge Rating.** It is recommended that the base creature used for the horde is CR 1/2 or less. The horde's Challenge Rating increases by 5 when calculating its Encounter Rating (pg. [64](#p64)) \columnbreak ### Horde Commander The role of a commander is assigned to a separate creature that bears similarities to the horde it leads, but exemplifies itself in some factor. Examples of such creatures include the orc war chief, a priest among a peasant mob, etc. While a commander is within 60 feet of its horde, it can take 1 legendary action choosing from the options below, at the end of another creature's turn. The commander regains the spent legendary action at the start of its turn. ___ > > > > ### Commander Legendary Actions > ***Attack.*** The commander and the horde both make a single melee or ranged attack. > > > > ***Charge.*** The commander and the horde both move up to their speed. > > > > ***Rally.*** The horde gains temporary hit points equal to the commander's Challenge Rating plus the commander's Charisma modifier (minimum of one). ### Horde Actions The horde can choose from additional actions during its turn. #### Stampede When the horde uses the Dash action, it may choose to Stampede instead. If the horde enters the space of one or several individual creatures that are no more than one size larger than an individual member of the horde, they must succeed on a Strength saving throw or be knocked prone. The DC of this saving throw is equal to 8 + the horde's proficiency bonus + the horde's Strength modifier. #### Protect A horde can allow friendly creatures to enter its occupied space and protect them from enemy attacks. A horde can protect up to three creatures of the same size as the horde's individual creatures. The creatures must share space occupied by the horde and Engage with it to become Protected. Protected creatures can Disengage at any time to cancel this condition. The Protected creatures cannot be Engaged (pg. [22](#p22)) and benefit from three-quarters cover (+5) against ranged attacks unless the horde is Bloodied. #### Surround If the horde occupies the space of one or several individual creatures that are no more than one size larger than an individual member of the horde, it can use its action to surround them. The creatures must succeed on a Dexterity saving throw or become Surrounded. The DC of this saving throw is equal to 8 + the horde's proficiency bonus + the horde's Dexterity modifier. Surrounded creatures can be targeted by Assault Attack. They cannot use Dash or Disengage while surrounded, and provoke an opportunity attack if they use their Move action. If a creature that is Surrounded deals damage to the horde, it can attempt a Dexterity saving throw against the horde's DC at the end of the turn. On a successful save, it is no longer Surrounded and can use its movement to leave the space of the horde without provoking an opportunity attack. \pagebreakNum #### Spread The Horde can use its action to spread thin across a larger unoccupied area. The Horde needs a 40 feet by 40 feet area on a map to spread successfully. While spread, the Horde can make only 2 attacks (1 if bloodied) as part of its multiattack, and cannot be targeted by Volley attacks or targeted by spells with a range of 30 feet or less or that targets a large number of creatures (10 creatures or more). While the Horde is spread, all creatures that occupy its space lose the Surrounded or Protected conditions if they had them. #### Collide If the horde occupies some of the space of another horde and both hordes are not already Surrounded, it can use its action to collide with it. Both hordes suffer the Surrounded condition from each other. Both hordes make an opposed Strength check, adding their proficiency bonus. The horde that wins the contest can immediately make one Surround Attack against the other horde. #### Assault Attack Hordes that use surround tactics can use their action to make a single Assault Attack that targets all creatures that occupy its space and suffer the Surrounded condition. Assault attacks are listed in the horde's statistics. When the horde makes an Assault Attack, all targets must make a Dexterity saving throw. The DC of this saving throw is equal to 8 + the horde's proficiency bonus + the horde's Strength modifier (or Dexterity modifier if the horde uses ranged or finesse weapons). On a failed save, each target takes damage equal to 4 times an individual creature's weapon dice, or 2 times an individual creature's weapon dice if the horde is Bloodied. On a successful save, it takes half as much damage. #### Volley Attack If the horde consists of individual creatures armed with ranged weapons, they can shoot a volley at all targets within a 10-foot radius sphere centred on a point within a ranged weapon's range. All targets must make a Dexterity saving throw. The DC of this saving throw is equal to 8 + the horde's proficiency bonus + the horde's Dexterity modifier. On a failed save, each target takes damage equal to 4 times an individual creature's weapon dice, or 2 times an individual creature's weapon dice if the horde is Bloodied. On a successful save, it takes half as much damage. ### Hordes and Mapless Combat When using Mapless Combat (pg. [22-24](#p22)), each zone can accommodate only one horde of Gargantuan size. If another horde wants to enter the zone it must Collide with the horde occupying the zone. While inside a zone, the horde can use its Move and declare engagement with any Near creature without breaking its current engagements. Each creature it Engages is considered to share space with the horde and is a valid target for the Surround action. The size of a Horde makes it an easy target. Any Near creature can attack the horde even if it is not Engaged by it. \columnbreak ### Area of Effects and Many Targets Although hordes are immune to many conditions as a group, an effect that is capable of targeting the horde's entire space or of targeting a large number of creatures can suspend this. If the effect targets a large number of creatures (10 creatures or more), the horde is required to be the only target of such an effect. The horde loses its immunity against that specific effect, but makes any saving throws related to it at advantage. Additionally, if the area of an effect that deals damage covers all of a horde's space, the horde has vulnerability to the effect's damage. Examples of spells that would interact with this rule include *fireball*, *fear*, *mass suggestion*, *weird*, and *mass polymorph*, among others. ### Survivors When a horde is reduced to 0 hit points, the DM can have it make a Constitution saving throw to determine any survivors. The DC is equal to 5 + the damage taken. On a successful save, the DM can then add 1d4 individual creatures from the horde, acting on the horde's initiative. \pagebreakNum ## Swarms Small or Tiny creatures who fight together are called Swarms and can be represented as a single creature. ### Swarm Template To create a swarm, choose a creature and apply the following template to its statistics. ___ **Hit dice.** The horde's hit dice are d8, and total hit points should be roughly equal to 8 × the hit points of one creature. ___ **Abilities.** The swarm's Strength score increases by 4, and Intelligence and Charisma decrease by 2. ___ **Size.** A swarm of Tiny creatures is sized as a Medium creature. A swarm of Small creatures is sized as a Large creature. For Medium or larger creatures, use Hordes. ___ **Condition Immunities.** The swarm gains immunity to the following conditions: charmed, frightened, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned. Additionally, the swarm is immune to any spell or effect that would alter its form. The swarm can't regain hit points or gain temporary hit points. ___ **Damage Resistances.** If the swarm is made of Tiny creatures, it benefits from resistance to bludgeoning, piercing and slashing damage. ___ **Crowd Shape.** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for an individual creature. ___ **Multiattack.** The swarm makes two attacks, or one attack if the swarm is Bloodied (pg. [12](#p12)). If the individual creatures in a swarm originally had the Multiattack action, the swarm does not gain the individual's Multiattack action. ___ **Challenge Rating.** It is recommended that the base creature used for the horde is CR 1/4 or less. The horde's Challenge Rating increases by 3 when calculating its Encounter Rating (pg. [64](#p64)) ### Hivemind Swarms can have a unified consciousness or intelligence that coordinates the actions of each individual creature. Such a swarm benefits from a Commander (see *Horde Commander*, pg. [65](#p65)) except it is not a creature but a feature of the swarm. The swarm benefits from a hivemind and can take legendary actions (except *Rally*) only as long as it is not Bloodied. ### Swarm Actions The horde can choose from these actions during its turn. #### Attack The swarm can use its action to make a multiattack. Attacks from Tiny swarms have Reach 0 and must occupy the space of its target to attack it. Attacks from Small creatures have Reach 5 feet. The swarm is always proficient with its attacks. The Damage caused by the swarm’s attacks is based upon its Hit Dice used to calculate its hit points: |Swarm Hit Dice|Damage|Damage while Bloodied |:--:|:--:|:--:| |1-5|2d4|1d4 |6-10|2d6|1d6 |11-15|2d8|1d8 |16-20|2d10|1d10 |21+|2d12|1d12 If the base creature has any special ability that deals extra damage with an attack (e.g. a poison bite), double the amount of damage dealt by the swarm's normal attacks and convert half of it into the damage type of the special ability. #### Cover When the swarm occupies the space of a creature that is Medium or smaller, the swarm can use its action and cover its body. The creature must succeed on a Dexterity saving throw or become Covered by the swarm. The DC of this saving throw is equal to 8 + the swarm's proficiency bonus + the swarm's Dexterity modifier. While the creature is Covered by the swarm, it suffers vulnerability to damage dealt by the swarm. Also when the creature moves the Swarm may choose to spend its reaction to move with the creature to its new occupied space. If a creature that is Covered by a swarm deals damage to the swarm, it can attempt a Dexterity saving throw against swarm's DC at the end of the turn. On a successful save, it is no longer Covered and can use its movement to leave the space of the horde without provoking an opportunity attack. #### Topple While the swarm is Covering a creature, it can use its action to put the creature off balance or knock it prone. The swarm and the creature make a Grapple check. If the creature fails the check, it suffers disadvantage to its attacks until the end of its next turn. If the creature fails the check by 5 or more, it is also knocked prone. If the creature succeeds at the check, it can use its reaction to make a Dexterity saving throw against the swarm's DC (see *Cover*, above) to break free from the Covered condition. ### Swarms and Mapless Combat When using Mapless Combat (pg. [22-24](#p22)), swarms must use the Dash action to Engage and also enter the space of another creature. If a swarm chooses to just Engage instead of Dash, it can attack a Near creature but it doesn't share space with it and cannot use the Cover and Topple actions. ### Area of Effect and Many Targets Although swarms are immune to many conditions as a group, an effect that is capable of targeting the horde's entire space and doesn't require a specific number of targets suspends this. The horde loses its immunity against that specific effect, but makes any saving throws related to it at advantage. Additionally, if the area of an effect that deals damage covers all of a swarm's space, the swarm has vulnerability to the effect's damage. Examples of spells that would interact with this rule include *fireball, fear, mass suggestion, weird,* and *mass polymorph*, among others. \pagebreakNum
# Part II
##### Hard Grit Mode
\pagebreak
# Hard Grit Mode
___
Even with all the rules in *Grit and Glory* aimed at increased realism and danger, *Dungeons and Dragons* remains a game about heroes who inevitably become legends and face ever growing threats. For a historical or medieval campaign where characters must remain mundane, the DM needs rules that restrict leveling without restricting progression. Hard Grit Mode is a *5th Edition* variant of the widely popular "Epic 6" rules from past editions that allow to lock characters in low-tiered play and limit magic up to 3rd level spells.
#### The Limits of Hard Grit
* **Level.** You can progress up to 5th level in any class. You can multiclass in a second class at any time, and pick a third class once you reach 5th level in both your initial classes. You can choose no more than one spellcasting class. Taking a new class requires that its multiclassing prerequisites be fulfilled and you gain the saving throw proficiencies of the new class.
* **Hit Dice.** You can have up to 5 hit dice, unless class features, feats or rewards grant you additional ones. Once you reach maximum hit dice, gaining new dice allows you to remove a smaller die and gain a larger die in its place.
* **Proficiency Bonus.** Your bonus does not increase once you reach 5th level in any class.
* **Effect Scaling.** Features and abilities that scale by level use the sum of all levels among classes you multiclass to scale their effect.
### Starting Level
In a Hard Grit game, most characters start at 1st or 2nd level. Characters at 1st level are ordinary people, who undertake their career. Level 2 and 3 are experienced and accomplished in routine tasks and ready for the challenges ahead. Level 4 characters are talented experts with few may exist in a city. Level 5 are among the best between mundane professionals that may have what it takes to excel into heroes some day.
A campaign may also start with zero-level characters. A zero-level character has no proficiency bonus, no hit dice,
>
> ##### Optional High Lethality Variant Rules
>
>This chapter contain variant rules that change core concepts of *Player's Handbook* - leveling, armor class and hit points. These rules are meant only for most realistic and lethal games focused on ordinary characters in a historic campaign. Unlike other rules in *Grit and Glory* tackling similar subject, these take grit to a whole new level and do not support classic D&D campaigns such as dungeon crawls.
and its maximum hit points equal to 1d6 plus Constitution modifier. Once such character survives a proving ground challenge and accepts the campaign mission, it gains a level in class of its player's choice. ### Milestone Leveling Hard Grit uses milestone leveling. Milestones are dangerous achievements that are defined by the DM or players pick for themselves. The effort needed to accomplish each milestone should vary by the expected length of your campaign. They can be simple steps achieved in a session for a campaign aimed to last a month, or very long and demanding goals in campaigns made to last for years. Most campaigns should have between 15 and 30 milestones. The DM can allow players to come up with their personal milestone goals based on their character's motivation in the story. All player must have equal number of milestones but may achieve them at different times. This allow some players to level up before others, however in the long run the group should remain relatively at the same level. \columnbreak ### Using Milestones When a player completes a number of milestones he can spend them to unlock one of the following rewards: ##### Gain a new Level [2 to 5] The milestone cost to gain a new level is equal to your character level but never more than 5 milestones. ##### Improve Abilities or Gain a Feat [6] You can increase one ability score by 2 or two abilities by 1 up to maximum of 20, or gain a new feat. ##### Improve one of your Subclasses [8, 12, 16] For 8 milestones, you unlock abilities for levels 6 to 10 in one of your subclasses. For 12 milestones you can further unlock abilities for levels 11 to 16. For 16 milestones you can unlock abilities for levels 17 to 20. You must take each unlock before you take the next one in the same subclass. ### High Magic Hard Grit mode restricts spell casters up to 3rd level of spells. If you want to introduce higher level magic in your campaign, consider these or other options for your game: You can introduce rare or very rare magical items that provide one or several higher level spell slots to the caster while worn or held. A typical rare item can have up to 4th level slot, very rare up to 6th, and legendary up to 9th level. The slots recover at dawn each day and can be used to cast any known spell, any known spell from certain schools or preselected list of spells that the item is able to cast on its own. Spells with concentration require the item to be held for concentration to be maintained. You can require rituals for non-combat spells of higher levels with requirements specific to your setting. This may include number of casters, material components or sacrifice. Rituals up to 4th level require 3 or more casters and use of uncommon components, up ot 6th level require 10 casters and rare components and spells up to 9th level require 30 casters and very rare components. ### Option: Spellcasting Limits In order to cast a spell, you must have an ability score in your spellcasting ability equal or higher than 10 + spell's level. ### Option: Wider Proficiency Proficiency Bonus (*Player's Handbook*, pg. 16) is based on 20 level progression. To make it meaningful in Hard Grit, use the table below to find your Proficiency Bonus. This change will allow for middle-tier checks but low-tier abilities and magic.
| Level | Proficiency Bonus |
|:---:|:-----------:|
| 0th | — |
| 1st | +2 |
| 2nd | +2 |
| Level | Proficiency Bonus |
|:---:|:-----------:|
| 3rd | +2 |
| 4th | +3 |
| 5th | +4 |
\pagebreakNum
# Variant: Realistic Defense
___
In real life, armor doesn't make you harder to hit, instead it mitigates the damage you take. If your historic campaign needs accurate rules for armor and defense, these rules allow you to change a core concept in *Dungeons and Dragons*.
### Armor Class [AC]
Your Armor Class (AC) that attack rolls must meet or beat, is based only on your combat proficiency and your Dexterity as well as any bonus from carrying a shield.
##### Armor Class = 8 + Proficiency Bonus
+ Dexterity Bonus to Armor + Shield AC
+ Dexterity Bonus to Armor + Shield AC
### Damage Reduction [DR] Each time you get hit, your armor mitigates some of the damage dealt to you. Your Damage Reduction (DR) is
equal to the sum of all AC bonuses from all worn armor components when using Realistic Armor (pg. [28](#p28)), or your Total AC - 10 using standard armor rules. When using Realistic Armor, some armor components have additional DR value against specific damage types.
Add together the base and the additional DR against these types of damage. ### Coverage [CV] Your armor provides Coverage to your body, measuring how much area of you is covered by all worn protective layers. | Coverage | Value | |:---|:-----------:| | Bare-chested, Unarmored | 12 | | Chest covered partially, exposed arms | 15 | | Chest covered fully, exposed arms | 17 | | Chest covered fully, upper arms covered | 18 | | Chest covered fully, full arm coverage | 19 | When using Realistic Armor (pg. [28](#p28)) supplemental items that cover the head, hands and thigh provide additional Coverage that is added to the armor's Coverage. If using Sunder (pg. [20](#p20)) and Armor Degradation (pg. [31](#p31)) rules, when your armor is sundered its Coverage value is decreased by 2 (4 if it is also Worn Out) instead of your AC. ### Hitting and Taking Damage If an attack meets or exceeds the Armor Class of the target, but doesn't exceed the Coverage value of the target, the target subtracts its armor's DR from the damage taken. If the attack also meets and exceeds the Coverage of the target, damage is taken as normal without subtracting armor's DR from it. ### Magical Armor Enhancement bonus from magical shield is added to your Armor Class, as normal. Enhancement bonus from magical armor is added to your DR value. \columnbreak >##### How this changes the game? > >Using Realistic Defense, you will hit and you will take damage more often. Armor will mitigate some of the damage but the small scratches accumulate over time and result in quicker deaths. > >To protect yourself, learn to use the full potential of your reaction. Combat Options such as Deflect, Give Ground or Raise Shield (pg. [19](#p19)) can further mitigate damage or avoid enemy attacks. Mastering the use of reactions is crucial to survive in combat. ### Types of Damage Armor DR is effective against all types of physical damage (bludgeoning, slashing and piercing), as well as all damage types delivered by melee or ranged attacks, including spell attacks, except force, psychic and radiant damage. Damage that do not require touch or that envelops an area 5-foot or larger (such as enveloping fire or poisonous gas) ignores DR. DM may require that at least one worn armor component is made of material able to protect against each damage type: one must be made of Cloth or Leather for cold damage; one must be made of Metal for acid and fire damage; one must have Hard property for thunder damage; none must be made of Metal for lightning damage; one must be magical for force damage. Coverage of 3 or more from supplemental items may be needed for necrotic and radiant damage. ### Abilities Abilities, actions or weapon properties that provide a bonus to AC should be evaluated by the DM. As a rule of thumb, abilities that make you harder to hit should retain their AC bonus while abilities that make you endure more damage should be converted to bonus to DR. Abilities that deal extra damage (such as *Sneak Attack* or *Power Attack*) are added to the damage before subtracting DR. Abilities that have additional effects on a successful hit require at least 1 point of hp damage after subtracting DR to count as a hit. ##### Unarmored Defense The Monk's *Unarmored Defense* ability remains a bonus to AC. A Barbarian's *Unarmored Defense* becomes a DR bonus that is never ignored by exceeding their Coverage. ##### Great Weapon Master / Sharpshooter The -5/+10 Power Attack option changes as follows: you can choose to make an attack roll without adding your proficiency bonus to it and if your attack results in a hit, you deal twice your proficiency bonus as extra damage. If the attack is a critical hit, instead you deal three times your proficiency bonus as extra damage. ##### Weapon Properties The weapon properties *Fragile*, *Sharp* and *Sundering* (pg. [36](#p36)) should refer to DR not AC, and subtract 10 from the values listed in their description. ##### Other Abilities Monster abilities such as *Parry* should remain a bonus to AC. \pagebreakNum # Variant: Wounds and Vigor ___ Wounds and Vigor are variant to hit points made popular in previous editions of Dungeons & Dragons. Vigor represents your combat fatigue and ability withstand pain, while Wounds are a measure of your physical integrity and actual damage. ### Vigor Your stamina and ability to evade enemy attacks is your Vigor points. It's equal to your hit points. Anytime you take damage, subtract that amount from Vigor and if there's excess damage remaining, subtract that amount from Wounds. #####
Vigor = Hit Points
##### Instant Death If damage reduces your Vigor reserve to 0 and the excess damage remaining is equal or more than your maximum Wounds, you die instantly without death saves. ##### Vigor Exertion Before you make an attack you can exert yourself by spending and rolling one Hit Die. You take the rolled result as Vigor damage then you can add the rolled amount to one attack roll or damage roll of a weapon or spell attack, or the attack uses your bonus action instead of your action. ### Wounds You have Wound points equal to the sum of your Constitution score (not the modifier) and your proficiency modifier. If your Wound points ever reach 0, you start dying. #####
Wounds = Constitution Score + Proficiency Modifier
You lose Wound points when: * you take damage and your current Vigor is 0. Any excess damage is dealt to your Wound reserve * you take damage from a single weapon or a spell attack, before adding any extra damage from abilities (such as Sneak Attack or a Smite), that excceeds *10 + your level + your Constitution modifier*. Such debilitating damage causes you to lose one Wound point. * you take damage from a critical hit. Even if your Vigor is more than 0, you lose Wound points equal to attacker's proficiency modifier * you take damage while unconscious, stunned, paralyzed, incapacitated, or you take falling damage it always goes to Wounds * you take damage during a surprise round. You can make a Dexterity or Constitution saving throw with a DC equal to 10 or half the damage, whichever is greater. If you fail the save, damage is dealt directly to Wounds instead Vigor. ##### At Death's Door When your Vigor reaches 0 but you have remaining Wounds, you remain standing and conscious but you are reeling. You gain the At Death's Door condition. Anytime you use your action while At Death's Door, make a DC 12 Injury check (only make the check, without consulting the tables and take an injury). If you fail, you take one level of Exhaustion. \columnbreak ##### Bleeding For each Wound point lost since the beginning of the combat, you lose 1 Vigor point as bleeding damage. You can stop the bleeding during combat if you spend your action and make a Wisdom (Medicine) check at DC 10 + bleeding damage. When combat ends and heart rates slow, bleeding causes you to lose one Wound every 10 minutes, without Injury check. ### Injuries ___ Anytime you lose Wound points, you risk suffering a Lasting Injury. Make an Injury check by adding your Constitution saving throw modifier and remaining Wound points, and then subtract the amount of Wounds points missing from your reserve (all lost points, not just during the last damage taken). Consult the the Injury tables (pg. [95-102](#95)) for the effect of the injury suffered. If the same injury is rolled twice, unless its effect state otherwise you don't get another injury but the existing one is aggravated, up to DM's discretion. If you have resistance to the damage type of the attack, you make an Injury check with advantage, or with disadvantage if you suffer from vulnerability to the damage type. #####
Injury Check = d20 + Constitution Saving Throw Modifier + total Coverage + your remaining Wounds - lost Wounds so far
___ > > > Jorgal the Barbarian has Constitution save modifier of +6, maximum Wounds of 17 but only 9 remain after an enemy club hit him. His check is 1d20 + 6 + 9 - 8 on the Bludgeoning table on pg. [95](#95). Jorgal hopes to get a total of 17+ to avoid anything worse than a broken nose. > ##### Nonlethal Damage to Wounds Monlethal damage that results in loss of Wound points doesn't provoke an Injury check. The same rule applies
to bleeding damage lost outside of combat. ### Healing Vigor follows the same rules for healing as hit points (pg. [11](#11), [16](#16)). Wounds are recovered with natural recovery, normal or magical healing: * at the end of a long rest, you recover Wound points equal to your Constitution modifier. at the end of a full rest you recover the same amount plus one extra Wound point. * with the First Aid action and a use of Healer's Kit (pg. [11](#p11)), you recover 1 Wound point if you succeed, and 1 extra Wound point for each 5 points you beat the First Aid DC. * with magical healing you may choose to recover Wounds instead of Vigor. Each 5 points recover 1 Wound. ### Injury Recovery Injuries have natural recovery usually in days or weeks. For each day of full rest you receive magical healing focused on your injury while you are at maximum Vigor points, the day counts as two days for the purpose of injury healing. \pagebreakNum
# Part III
##### Living The World
\pagebreakNum
# Economy
### Silver Standard Economy
Players interested in Medieval life and alternative historical settings may find *Dungeons & Dragons* prices and treasure based on gold to be very generous. Playing poor characters that struggle in remote areas is also made impossible by the ease of attaining gold. To improve the level of realism in your game, you may want to switch to the Silver Standard instead.
The Silver Standard is a simple conversion of all official rulebook prices of nonmagical goods, weapons and armor from gold to silver. If a longsword costs 15gp in the *Player's Handbook*, it now costs 15sp; a 1sp club costs only 1cp. This makes silver the basis of your game economy and copper is now a meaningful exchange unit for small transactions. Any treasure in the form of gold and platinum is suddenly the stuff of legend and a life-changing opportunity to become rich.
Players creating new characters don't need to convert while choosing their starting equipment. Once done, any remaining money is converted from silver to copper, and from gold to silver.
Depending on your setting, you may want to keep certain prices in gold. In settings with low magic, magical items are expensive and should retain their price in gold. In settings where knowledge and skill are highly valued, mercenaries might retain their hire price in gold. In settings with politics and merchants, all international trade is done in gold.
\columnbreak
### Masterwork Weapons
In medieval and alternative historical settings where magic may not exist, players do not have access to magical weapons as presented in *Dungeon Master's Guide*. The following rules allow the DM to provide Masterwork items, created by few master craftsmen, using rare materials or forged with secret smithing techniques.
Masterwork weapons still have bonus properties but they only apply to damage. For example, a +1 longsword will add +1 to damage, but not +1 to attack. Masterwork weapons cannot have their damage die or bonus impaired by effects, such as a Rust Monster's touch.
Masterwork weapons and armor are not magical and rules regarding magical items do not apply to them. If a spell is used to enchant the weapon to make it a magical weapon with both an attack and damage bonus, the Masterwork item gains a bonus to attack up to its bonus to damage.
When deciding the price of any Masterwork weapon or armor, use 40% of the price provided in the *Dungeon Master's Handbook* or other supplements. Unlike normal weapons, Masterwork gear retains its value. If you want to sell your normal used weapons or armor, the DM may have traders pay a third of their listed value while Masterwork weapons always retain at least 80% of their listed value. If you use the Silver Standard and access to high quality equipment is reserved for nobility and kings only, you may retain its price in gold.
\pagebreakNum
## Realistic Lifestyle
In realistic campaigns, your wealth and lifestyle define what you can and cannot do, and who you are in the eyes of the people and the state. These rules will help you manage your wealth and commodities between adventures.
### Starting Lifestyle
To pick a lifestyle, work with the DM to decide what kind of community you or your family lives in. Each community has a Size and Lifestyle shared by the majority of the population. Pick any lifestyle up to three categories above the community average.
##### Community Size
| Community | Population | DC Mod. | In the Realms |
|:---|:---:|:-----------:|:-------|
Homestead|20 – 80|+3|*Kheldell*|
Hamlet|81 – 400|+2|*Longsaddle*|
Village|401 – 900|+1|*Port Llast*|
Small town|901 – 2,000|0|*Daggerford*|
Large town|2001 – 5,000|-3|*Skullport*|
Small city|5,001 – 12,000|-6|*Zhentil Keep*|
Large city|12,001–100,000|-9|*Neverwinter*|
Metropolis|100,001+|-12|*Waterdeep*|
##### Community Lifestyle
Predominant Lifestyle|Price Mod.|DC Mod.|Risk Range|
|:---|:---:|:-----------:|:-----------:|
Wretched|× 0.1|+6|1–8
Squalid|× 0.2|+4|1–3
Poor|× 0.5|+2|1–2
Modest|× 1|0|1–1
Comfortable|× 1.2|-1|–
Wealthy|× 2|-2|–
Aristocratic|× 5|-5|–
### Personal Expenses
Your chosen lifestyle defines how much you must spend on expenses (food, clothes and necessities), state tax (if you run a business, you are subject to additional wealth tax determined by the DM) and minimum expenditure for entertainment. Multiply the values in the table by the community Price Mod.
##### Daily Lifestyle Expenses
| Lifestyle | Expenses | Taxes | Entertainment |
|:---:|:---:|:-----------:|:-------:|
| Wretched | 5 cp | – | 1 cp
| Squalid | 1 sp | – | 1 sp
| Poor | 2 sp | – | 2 sp
| Modest | 1 gp | 1 sp | 5 sp
| Comfortable | 2 gp | 2 sp | 1 gp
| Wealthy | 4 gp | 8 sp | 3 gp
| Aristocratic | 10+ gp | 3+ gp | 10+ gp
\columnbreak
You can support your lifestyle as long as you can pay your expenses and tax at the end of the week. If you fail to do so, your lifestyle decreases by a category or you enter debt.
### Lifestyle Description
**Wretched.** You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.
___
**Squalid.** You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have no legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.
___
**Poor.** A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.
___
**Modest.** A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.
___
**Comfortable.** Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.
___
**Wealthy.** Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.
___
**Aristocratic.** You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility.
\pagebreakNum
### Option: Family Expenses
In historic times, people strived to support large families to survive hardship or acquire wealth and influence. If you have a family, such as a partner and children to support, you must multiply all your personal expenses based on the table below.
Family Size|Expenses Mod.|Bolster Effect|
|:---|:---:|:-----------:|
Partner or old parents|× 1.5|+1 bonus, 1/day|
Partner and 1-3 children|× 2|+2 bonus, 1/day|
Partner and 4+ children|× 4|+2 bonus, 2/day|
In exchange for supporting your family, you benefit from a psychological bolstering effect. Anytime you face imminent danger, as a reaction you may think of your family that you must support and increase your AC or Wisdom saving throw by +1 or +2. You may do so a number of times as shown in the table. You benefit from this bolstering effect as long as you dutifully provide to your family and protect them from harm.
### Lifestyle Risks
If you have a Modest lifestyle or worse, you may be exposed to regular hardships and misfortune. At the end of each week, make a d20 roll and compare the result with your community Risk Range. If the result is within Risk Range, make a roll on the Misfortune table. The DM decides how each misfortune complicates your life and may even pose a risk of death.
If you have a family, the DM may choose to impose the misfortune effect to your partner or any of your children. If so, you must take every measure to protect them if you want to continue to benefit from the bolstering effect.
##### Poverty Misfortunes
| d6 | Misfortune |
|:---:|:-----------|
|1|**Injured.** Make a DC 15 Dexterity check. If you fail, you suffer a bad injury and it takes 1d10 days to recover.
|2|**Exploited.** Make a DC 15 Intelligence check. If you fail, you are involved in local conflict of power for 2d4 days.
|3|**Indentured.** Make a DC 15 Wisdom check. If you fail, a debt is paid by 1d6 days of unpaid hard labor.
|4|**Beaten.** Make a DC 15 Strength check. If you fail, you are beaten by thugs and it takes you 1d6 days to recover.
|5|**Sick.** Make a DC 15 Constitution check. If you fail, you go down very sick until you start to recover in 1d8 days.
|6|**Prison.** Make a DC 15 Charisma check, If you fail, you spend the next 1d10 days in incarceration.
### Buying Items
Other than expenses, you may want to acquire adventuring goods or magical items. Every item or service has a chance of being available for purchase in your settlement based on its purchase price, multiplied by the settlement's Price Mod. Find the closest value to the modified item price and write down the Acqusition DC that corresponds to it.
In places full of people with Poor, Wretched and Squalid lifestyles, access to expensive and magical items is extremely limited. Only apply the Price Mod to everyday goods and nonmagical services.
\columnbreak
| DC | Price |
|:---:|:-----------:|
1|1 cp
2| 3 cp
3 |5 cp
4| 7 cp
5 |9 cp
6| 1 sp
7| 3 sp
8| 5 sp
9| 7 sp
10| 9 sp
11| 1 gp
| DC | Price |
|:---:|:-----------:|
12| 20 gp
13 |40 gp
14| 60 gp
15| 80 gp
16| 100 gp
17 |180 gp
18| 260 gp
19| 340 gp
20| 420 gp
21| 500 gp
22| 1,400 gp
| DC | Price |
|:---:|:-----------:|
23| 2,300 gp
24| 3,200 gp
25 |4,100 gp
26| 5,000 gp
27| 14,000 gp
28| 23,000 gp
29| 32,000 gp
30| 50,000 gp
31| 250,000 gp
32| 250,000+ gp
___
The Acquisition DC is then modified by both the DC Mod of the settlement size and the settlement's predominant lifestyle (see tables in Starting Lifestyle, pg. [74](#p74)).
If it is an item, the DM or one of the players rolls a D20, and if the result equals or exceeds the modified DC, the item is available for sale. If the item isn't available for sale, the players can attempt to see if the item is available at the same settlement after a number of days equal to the difference of the modified DC and the roll result.
If it is a service, the availability may depend on prior commitments made by the proprietor. The PCs can roll again for services, if they offer to pay an amount that would increase the purchase DC by 1. This can continue until the purchase DC equals 21.
If the modified DC is 1 or less, the item is automatically available for purchase in the settlement the PCs are in. If the modified DC is 21 or higher, the settlement will never have the item readily available for purchase, though the DM may allow the PCs to order such items to be crafted or delivered. Rolls are not necessary for these situations.
If your result exactly matches the DC, the item is available for purchase but there's complication to it. It can be an unwilling seller, competition from another buyer or legal issues surrounding the item or service.
>##### Magical Item Prices
>
>The *Dungeon Master's Guide* does not condone selling magical items for gold. However if your campaign allows magical items to be acquired for gold, we suggest you use [Sane Magical Items](https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view?usp=sharing) for balanced prices.
### Lifestyle Influence
In historical campaigns where social status and lifestyle are highly valued, you can use your affluent lifestyle to force others to recognize your authority and do things for you.
For every category of lifestyle higher than an opponent, you benefit from a +1 bonus to opposed Charisma (Persuasion), Wisdom (Deception) and Charisma (Intimidation) checks. If you fail a check by 5 or more, the opponent recognizes your abuse of your status and you lose the benefit of the bonus from your lifestyle (up to the DM).
\pagebreakNum
## Running a Business
When players acquire wealth from adventuring it is a good idea to invest it wisely. While a business has nothing to do with delving into dungeons or saving the world, it provides a stable income you can always fall back on and it can affect how others perceive you in your home community. These rules cover creating and maintaining your own venture.
There are five types of businesses in a medieval society:
* **Farms.** These businesses produce raw or processed plant or animal food, beasts of burden and mounts.
* **Inns.** These businesses provide services to locals and visitors such as food, lodging, and simple entertainment.
* **Shop.** These businesses produce goods and offer services that require expertise, from a cobblery to a magic shop.
* **Stage.** These businesses offer elaborate entertainment, from gladiatorial fights to high class theatre and concerts.
* **Caravan or Ship.** These businesses transport goods and people across long distances.
___
Businesses are graded based on their scale (pg. [77](#p77)). A level 1 business is usually a small farmstead while level 9 may be an arcana shop sought after nationwide. Monopolies are venues that are the only one in a small locale or offer unique goods, services or experiences that people would travel far to find.
Each settlement has a populace of sufficient wealth able to support a business up to the Max Grade listed below. Businesses that are larger make Operation checks with disadvantage.
### Creating a Business
To create a business, you need to have a permit to build from the local authority, and sometimes a permit to work usually granted by guilds. Building in the wilderness or a small village does not carry such costs.
Find the base permit cost for the chosen community and multiply it by the Grade of your chosen business (see pg. [77](#p77)). If you can spend the money, you must also make a Charisma (Persuasion or Deception) check against the Permit DC. If you fail, you can retry in a week but must spend half the Permit cost on bribes. If you choose not to spend on bribes, the next check suffers a disadvantage.
##### Business Permits
| Community | Max Grade | Permit DC | Permit Cost |
|:---|:---:|:-----------:|:-----------:|
Homestead|3|–|–|
Hamlet|4|–|–|
Village|5|–|1 gp|
Small town|5|10|2 gp|
Large town|6|12|5 gp|
Small city|7|15|10 gp|
Large city|8|20|15 gp|
Metropolis|9|25|20 gp|
___
Once you secure a permit, you can start building. A business has a Base Cost and Workdays (see pg. [77](#77)). The Base Cost covers the materials for the building and hiring labor. Each day, every worker completes one workday worth of construction.
Once built, a business can be upgraded to a higher grade by spending the Base Cost and Workdays of the next grade.
\columnbreak
If creating a new business is impossible or takes too long, you can always purchase an existing one. The DM decides whether the business you are interested in is successful, struggling or failing. Look at the Community Lifestyle table (pg. [77](#p77)) and find the Price Mod based on the lifestyle of the majority of the population. If the business is struggling, move one lifestyle category lower. If the business is failing, instead move two categories lower. Multiply the Base Cost of the business by the Price Mod to find the initial asking price. ### Managing a Business To run a business, you need a Master (yourself or a hired expert) who will run the business, and a number of helping hands. The Master provides his experience and skill and manages the helping hands. You or the Master choose one skill that will govern how the business is handled. The Master must have a total bonus in that skill equal to or higher than the Skill value (see pg. [77](#p77])). If the Master does not have this minimum experience, the Business Operation roll is made at disadvantage (see Business Operation (pg. [77](#77])). | Skill Check | Description | |:---:|:-----------| | Persuasion | The business is run diplomatically with good business sense. | | Performance | The business attracts the populace with spectacles and shows. | | Intimidation | The business has a tight grip on its competition and employees. | | Deception | The business is shady and tricks the populace into overspending. | | Insight | The business predicts the local trends and prices. | | Any Subskill (pg. [50](#50)) | If the business requires trade knowledge, such as an Arcane or Herbalist shop, and you have an applicable Field Expertise, you may add your Focus Benefit to the Business Operation roll. | Helping Hands are usually unskilled labor assisting the Master in his work. A business must have a minimum number of helping hands as listed in the Business table. The Master and the helping hands salaries are listed in the Businesses table, (pg. [77](#p77)). Salaries must be paid at the start of the week from existing revenue. Master may work up to two weeks without payment, while helping hands will carry on up to four weeks without payment. >##### Working at other Businesses > >You may work as a Master or helping hand at the businesses of other people. You must succeed a Charisma (Persuasion, Deception or appropriate tool proficiency) check to get hired, at DC 10 for a helping hand, or DC 12 + the Grade of Business as a Master. You must have total bonus to the roll in the Business Skill equal or higher than the required Skill value if you are hired as Master, otherwise the business will suffer disadvantage on the Business Operation rolls. > >You receive salaries as listed in the Businesses table, at the start of each week past the first. \pagebreakNum
##### Businesses Table
|Grade|Description|Expenses (week)|Cost (gold)|Workdays|Skill|Hands|Salary (Master)|Salary (Hands)|
|:----:|:---|:----:|:---:|:----:|:----:|:----:|:---:|:----:|
|1|Farm, Market Stand|25 sp|160|15|+2|—|15 sp|—|
|2|Large farm, Large Market Stand|5 gp|400|20|+3|1|1 gp|2 sp|
|3|Massive Farm, Small Shop, Tiny Stage, Tiny Inn,
Small Caravan|10 gp|800|25|+3|2|2 gp|4 sp| |4|Multiple farms, Shop, Stage, Inn, Large Caravan|20 gp|2,000|50|+4|3|3 gp|6 sp| |5|Local Farm Monopoly, Large Shop, Large Stage,
Small Ship|80 gp|4,000|50|+4|3|4 gp|8 sp| |6|Farm Monopoly, Massive Shop, Massive Stage,
Massive Inn, Caravan Monopoly, Large Ship|120 gp|8,000|80|+4|4|8 gp|1 gp| |7|Multiple Shops, Multiple Stages, Multiple Inns,
Multiple Caravans, Multiple Small Ships|160 gp|20,000|125|+5|5|12 gp|12 sp| |8|Local Shop Monopoly, Local Stage Monopoly,
Local Inn Monopoly, Small Ship Monopoly|320 gp|50,000|250|+5|6|16 gp|15 sp| |9|Shop Monopoly, Stage Monopoly, Inn Monopoly, Large Ship Monopoly|640 gp|100,000|500|+6|8|20 gp|2 gp|
### Business Operation
At the start of each week, spend the Expenses needed to keep the business open. At the end of each week, make a check using the skill that was chosen for the Business and consult the table below to find your profits or losses.
Your business has its own account in gold where all revenues are added and expenses and salaries to staff are paid from. When you visit the business location, you can add to that account or withdraw as you wish. If your business cannot pay losses or salaries, it can go into debt. The DM decides the interest rate and any additional details. If your business generates debt equal to half its Base Cost, it is requisitioned by your creditors.
Under certain conditions the DM may choose for a player to roll with advantage or disadvantage on the Operations check. A festival might increase demand to give the business an advantage, or customers may be too poor to afford its wares, putting the business at a disadvantage.
Small Caravan|10 gp|800|25|+3|2|2 gp|4 sp| |4|Multiple farms, Shop, Stage, Inn, Large Caravan|20 gp|2,000|50|+4|3|3 gp|6 sp| |5|Local Farm Monopoly, Large Shop, Large Stage,
Small Ship|80 gp|4,000|50|+4|3|4 gp|8 sp| |6|Farm Monopoly, Massive Shop, Massive Stage,
Massive Inn, Caravan Monopoly, Large Ship|120 gp|8,000|80|+4|4|8 gp|1 gp| |7|Multiple Shops, Multiple Stages, Multiple Inns,
Multiple Caravans, Multiple Small Ships|160 gp|20,000|125|+5|5|12 gp|12 sp| |8|Local Shop Monopoly, Local Stage Monopoly,
Local Inn Monopoly, Small Ship Monopoly|320 gp|50,000|250|+5|6|16 gp|15 sp| |9|Shop Monopoly, Stage Monopoly, Inn Monopoly, Large Ship Monopoly|640 gp|100,000|500|+6|8|20 gp|2 gp|
##### Business Operation
| Roll | Revenue for the week |
|:---:|:-----------|
| 4— | The business generates twice the expenses as losses. Hands left unpaid. |
| 5—9 | The business generates its expenses as losses. Hands paid half. |
| 10—14 | The business covers its expenses but generates
no profit. | | 15—19 | The business makes a profit equal to half the expenses. | | 20—24 | The business makes a profit equal to the expenses. | | 25—29 | The business makes a profit equal to twice the expenses. Master Salary raised by half. | | 30+ | The business earns a profit equal to three times the expenses. Master Salary doubled.|
On a natural 1, the DM may impose additional losses up to one tenth of the Base Cost (consumed in a fire, for example). On a natural 20, the DM may increase the profits by a factor of the maintenance cost and the next week has advantage.
\columnbreak
>
>##### Taxes
>
>In communities that tax businesses, taxes are a percentage increase of the expenses (usually 10% but may vary) paid at the start of the week.
>
>In places that tax profits, taxes are a percentage of the profits (usually 10% but may increase by 5% for each 50g in profits) paid by businesses only on weeks when a business turns a profit.
\pagebreakNum
## Henchmen and Hirelings
Players truly feel rich when they can hire others to do most of their chores for them - like tending to their business or hold, to build them a castle or gather a mercenary army. These new rules add realistic prices for hiring unskilled and skilled workers, negotiating salaries, mercenaries, offering bounties that entice others to do their dirty work.
### Unskilled Laborers
Unskilled Laborers have +0 total bonus to skill checks and are hired for field work and construction. The standard cost for hiring a common laborer is 2 silver pieces per day.
In communities where the majority are Poor (see pg. [74](#p74)), you might be able to hire unskilled laborers for as little as 1 sp per day. This is considered inhumane for good-aligned characters, as this barely allows for a Squalid lifestyle.
Alternatively in communities that are Comfortable or better, unskilled labor can be hired for up to 5 sp per day.
### Skilled Laborers
Skilled laborers are individuals who have the aptitude, skill and experience to accomplish complex tasks and are offering their services for hire. Their hiring price is determined by their total bonus to the skill checks for which they are hired. Their availability depends on the community size.
no profit. | | 15—19 | The business makes a profit equal to half the expenses. | | 20—24 | The business makes a profit equal to the expenses. | | 25—29 | The business makes a profit equal to twice the expenses. Master Salary raised by half. | | 30+ | The business earns a profit equal to three times the expenses. Master Salary doubled.|
| Modifier | Cost/Day |
|:---:|:-----------:|
| +1 | 1 gp |
| +2 | 2 gp |
| +3 | 3 gp |
| +4 | 4 gp |
| +5 | 5 gp |
| +6 | 6 gp |
| +7 | 7 gp |
| +8 | 8 gp |
| +9 | 16 gp |
| +10 | 32 gp |
| +11 | 64 gp |
| +12 | 128 gp |
| +13 | 136 gp |
| +14 | 144 gp |
| Modifier | Cost/Day |
|:---:|:-----------:|
| +15 | 152 gp |
| +16 | 160 gp |
| +17 | 168 gp |
| +18 | 176 gp |
| +19 | 184 gp |
| +20 | 192 gp |
| +21 | 200 gp |
| +22 | 208 gp |
| +23 | 216 gp |
| +24 | 224 gp |
| +25 | 232 gp |
| +26 | 240 gp |
| +27 | 248 gp |
| +28 | 256 gp |
| Community | Min Modifier | Max Modifier | Min CR | Max CR
|:---|:---:|:-----------:|:-------|:-----------:|:-------|
Homestead|+1|+3|0|3
Hamlet|+1|+4|1/4|4
Village|+2|+5|1/2|4
Small town|+2|+7|1|5
Large town|+3|+8|2|5
Small city|+4|+10|3|6
Large city|+5|+12|3|6
Metropolis|+6|+15|3|7
Certain trades might demand a higher price than others - an alchemist might cost double, while a weaver will cost half. Inventors capable of creating new items or technologies or improving existing standards always cost double.
### Hiring Mercenaries
When you want to hire someone with combat experience to defend you or fight for you, the cost is based on their CR.
| CR | Cost/Day |
|:---:|:-----------:|
| 0 | 5 sp |
| 1/8 | 1 gp |
| 1/4 | 2 gp |
| 1/2 | 5 gp |
|1|10 gp|
|2|15 gp|
|3|35 gp|
|4|65 gp|
|5|100 gp|
|6|145 gp|
|7|195 gp|
|8|255 gp|
|9|325 gp|
|10|400 gp|
|11|485 gp|
|12|575 gp|
|13|675 gp|
| CR | Cost/Day |
|:---:|:-----------:|
|14|785 gp|
|15|900 gp|
|16|1,025 gp|
|17|1,155 gp|
|18|1,295 gp|
|19|1,445 gp|
|20|1,600 gp|
|21|1,765 gp|
|22|1,935 gp|
|23|2,115 gp|
|24|2,305 gp|
|25|2,500 gp|
|26|2,705 gp|
|27|2,915 gp|
|28|3,135 gp|
|29|3,365 gp|
|30|3,600 gp|
Unlike laborers, mercenaries have their own terms of service. Most mercenaries will refuse to be hired for a period of days less than their CR or one week, whichever is longer. They also expect plentiful availability of food and water, first aid and accessories rather than bringing their own.
The base costs are intended for keeping mercenaries on retainer for extended periods of time, with only intermittent periods of fighting. An example would be in a war scenario where the PCs are fielding an army; most days, there's no fighting at all (though the threat of ambush is ever present), and when fighting does happen it's not terribly lethal. Facing extremely lethal encounters in dangerous places where a mercenary might expect several times as much fighting such as the worst day at war, may raise the cost of hire by 2 or even 4 times. Soldiers specialized in traditional warfare might outright refuse, while only adventurers may agree.
Chaotic-aligned mercenaries will respect orders as long as hired by players of no more than 3 levels lower. Evil-aligned mercenaries will not consider mutiny as long as hired by players of no more than 3 levels lower.
Spellcasters cost several times as much as a warrior of a comparable level. Depending on the highest level of harmful spells they can cast, their hiring cost is modified as described in the table below.
| Max Spell Level | Cost Mod |
|:---:|:-----------:|
| 3rd | x 1.5 |
| 5th | x 2 |
| Max Spell Level | Cost Mod |
|:---:|:-----------:|
| 7th | x 3 |
| 9th | x 5 |
\pagebreakNum
# Realistic Travel
___
In historic and fantasy campaigns, wilderness travel can take a very long time crossing through unsettled territory with neither the luxury to rest in an inn or road hut each night, nor the safety of secure civilization. These rules simulate the resource management and perils of day to day traveling.
## The Travel Route
As a DM, help your players come up with a travel plan then calculate its distance in miles. Break down the full distance into smaller segments by using checkpoint locations such as towns and hamlets, wayside inns, river banks and other points of interest. Break segments when terrain type changes or roads start or end as such changes affect travel speed.
For particularly long travels across unsafe territory, it is best that you prepare a random encounter table specific to the region. In these rules you will find advice for when and how to introduce danger in your travel. If you have preplanned encounters that happen at specific locations or at a set distance along the travel route, keep a handy list and check it at the start of each daily routine. By dividing the distance to the encounter location by the speed of travel, you can identify during which travel leg the players will reach it.
Players must put a great deal of their effort into managing their resources - food, water, and means of transportation (mounts or vehicles) when available. Appoint one dependable player with the role of Travel Manager, who will calculate the use of resources and distribute tasks between other players.
\columnbreak
## The Traveling Day
A typical day of travel consists of roughly 9 to 16 hours of activity, out of which there are 6-10 hours of actual travel. At specific times the party must rest, drink and eat.
##### Daily Travel Routine
| Activity | Time | Cost |
|:------:|:-------:|:-------:|
|Wake up around sunrise|——|——|
|Breakfast and breaking up camp|——|1/2 ration|
|First travel leg|3-5 hours| 2 pints water|
|Midday break|1-2 hours| 1/2 ration |
|Second travel leg|3-5 hours| 2 pints water|
|Rest for the night|8 hours|——|
#### Daylight by Season
The amount of usable daylight vastly depends on the region and/or season you are traveling at.
| Season | Sunrise | Sunset | Time Traveling |
|:------:|:-------:|:------:|:--------:|
| Summer | 4 am | 8 pm | 16 hours |
| Spring/Autumn | 6 am | 6 pm | 12 hours |
| Winter | 8 am | 4 pm | 8 hours |
\pagebreakNum
## Daily Planning
During each travel day, the players must make choices.
**Choose Destination and Speed.** Players must choose a travel pace (fast, normal or slow) and whether they will force march despite exhaustion. The Travel Manager spends the needed resources.
**Determine Terrain Difficulty.** The DM determines the terrain type and calculates how much distance will be crossed without any larger disruptions (such as combat or a detour to explore unexpected locations).
**Decide Travel Activities.** The players distribute Travel Activities among themselves. In each of the two travel legs of the daily routine, a player may take one activity of his choice. Some activities allow several players to work as a group.
**Making Camp.** The players must search the environment and find a proper location for setting up camp. Depending on the location, the camp can have different properties.
**Decide Camp Activities.** The players distribute Camp Activities among themselves. Each player can take one Camp Activity before having to rest for the night.
## Choose Destination
The players must choose where they are heading and at which pace to travel at. The party can follow a natural feature of the land like a coast, river or tree line, or just head off in any of the cardinal directions. Check the *Travel Speed and Activities* table to decide on the following properties.
##### Travel Speed
The actual movement speed (by foot) either per hour or per day (assuming 8 hours of travel).
If you travel by horse or carriage and you cross *easy* (DC 5) or *moderate* (DC 10) terrain, refer to Mounted Travel rules (pg. [85](#p85)) for each mount's speed and distance. If you choose to gallop by horse and you cross *easy* (DC 5) terrain, you can use fast pace and increase distance traveled by 33%. If you cross *difficult* terrain (DC 15 or higher), you can only use slow pace and decrease distance traveled by 33%.
##### Travel Activities
Your chosen pace of travel affects how easy it is to do things during your daily travel legs.
**Favored Activities.** Favored activities may be made with advantage when traveling at this pace.
**Associated Activities.** Associated activities are typical activities for the corresponding pace.
**Hindered Activities.** Hindered activities must be made with disadvantage when traveling at this pace.
**Forbidden Activities.** These activities cannot be taken when traveling at this pace.
\columnbreak
##### Forced March
Players can safely travel for 8 hours in a day before risking exhaustion. For each additional hour of travel beyond that, each player or their mounts (if riding or in a carriage) must make a Constitution saving throw at the end of every hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, the player or its mount suffers a level of exhaustion.
If the party is moving at a *slow* pace, they gain a +5 bonus to the check, and a *fast* pace imposes a -5 penalty
## Determine Terrain
Several activities during travel refer to the Navigation DC. This DC is dependent on the terrain you are traversing.
The harder the terrain, the slower your group will advance during your travel, up to a point where you must concentrate on actually moving, rather than paying attention to other activities. If difficult terrain slows your pace to 0 miles or less, you can still move but at ½ a mile per hour.
| Terrain Difficulty | DC | Speed Modifier |
|:------------------------------------------------------|:--:|:------------------:|
|Barren, wasteland|10|-1 mile/hour
|Clear, farmland|5|——
|Desert, rocky|10|-1 mile/hour
|Desert, sand|15|-2 miles/hour
|Forest, medium or heavy|15|-2 miles/hour
|Forest, light|10|-1 mile/hour
|Glacier|10|-1 mile/hour
|Grassland, foothills|5|——
|Scrub, bushland, hills|10|-1 mile/hour
|Jungle, heavy|20|-3 miles/hour
|Jungle, medium|15|-2 miles/hour
|Marsh, swamp|20|-3 miles/hour
|Moor|15|-2 miles/hour
|Mountain, high|20|-3 miles/hour
|Mountain, low or medium|15|-2 miles/hour
|Tundra|15|-2 miles/hour
|Any terrain, by trail|5|——
|Any terrain, by road|5|+2 miles/hour
|Fog, rain, low visibility|+3|——
|Storm, snowfall, dark night|+5|-1 mile/hour
##### Travel Speeds and Activities
32 miles per day | ——— | ——— | Keep Watch,
Navigate, Scout, Track, Trailblaze | Draw a Map, Hunt & Forage, Sneak | |*Normal* | 3 miles per hour;
24 miles per day | ——— | Keep Watch,
Navigate, Scout, Track, Trailblaze | Draw a Map, Hunt & Forage, Sneak | ——— | | *Slow* | 2 miles per hour;
16 miles per day | Keep Watch,
Navigate, Scout, Track, Trailblaze | Draw a Map, Hunt & Forage, Sneak | ——— | ——— |
\pagebreakNum
## Travel Activities
For each travel leg, a player may choose one of the following activities in accordance with your chosen travel pace. Each activity has an associated ability check you will make to determine your success or failure during the travel leg.
##### Dangerous Activities
Several activities are noted as *Dangerous*. Performing one of these activities usually means having to separate from the group with a risk of being attacked or trapped without help.
##### Distracting Activities
Some activities are so demanding that you can't pay much attention to your surroundings. If you perform a *Distracting* activity, you suffer a -5 penalty to your passive Wisdom (Perception) score for the whole travel leg.
##### Exhausting Activities
Some activities are much more tiresome that simple travel. If you perform two *Exhausting* activities on one day, you suffer one level of exhaustion after finishing the second one, but before looking for and setting up camp.
##### Focused activities
Most activities can be performed by several players. However, some activities can only be performed by one or two simultaneously. These Focused activities can only be performed by a maximum of 2 players, and you only use the higher of the two check results to determine their effect.
If a player fails their check, they still suffer the consequences.
### Draw a Map
___
**Skill:** Intelligence (Cartographer's tools)
___
While your companions keep watch, hunt for food and guide the party, you focus on documenting your journey. Drawing a map won't help you on your journey forward, but might prove useful once you try to find your way back. Good maps are also a highly sought-after commodity.
___
Make an Intelligence (Cartographer's tools) check against the Navigation DC.
* If your guide succeeded on their navigation check, you gain a +5 bonus to your check.
* If they failed by less than 5, you suffer a -5 penalty.
* If you got lost, your check automatically fails.
* For each travel leg, note if you succeeded or failed your cartography check.
Once you have reached your destination, divide the number of successful cartography checks by the total number of legs travelled, and compare the result on the following table:
| Success per Travel Leg | Result |
|:--------------------------------------:|:-------|
| 0.75 | Detailed Map |
| 0.5 | Simple Map |
| 0.25 | Crude Map |
| 0 | *Wasted Effort* |
### Hunt & Forage
___
**Skill:** Wisdom (Survival)
___
During your travels, you keep an eye out for nearby sources of food and water, such as roots, fruits, small game, and hidden springs. You must pick one: either plants, game or water.
Make a Wisdom (Survival) check and compare the result with the region's abundance level on the following table to determine the number of fresh rations (for 1 day) you can manage to provide, or gallons of water (8 pints) you gather.
----------------------------------------------------------------- **Travel Activities** -----------------------------------------------------------------
| Pace |Travel Speed | Favored | Associated | Hindered | Forbidden |
|:-----|:-------------|:-----------:|:--------:|:---------:|:----------:|
| *Fast* | 4 miles per hour;32 miles per day | ——— | ——— | Keep Watch,
Navigate, Scout, Track, Trailblaze | Draw a Map, Hunt & Forage, Sneak | |*Normal* | 3 miles per hour;
24 miles per day | ——— | Keep Watch,
Navigate, Scout, Track, Trailblaze | Draw a Map, Hunt & Forage, Sneak | ——— | | *Slow* | 2 miles per hour;
16 miles per day | Keep Watch,
Navigate, Scout, Track, Trailblaze | Draw a Map, Hunt & Forage, Sneak | ——— | ——— |
--------- **Number of Rations / Gallons** ---------
|Abundance| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|:--------|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|
| Plenty | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 |
| Average | 10 | 13 | 16 | 19 | 22 | 25 | 28 | 31 |
| Scarce | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 |
| Barren | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 |
### Keep Watch
___
**Skill:** Wisdom (Perception)
___
You keep your eyes peeled and your ears open for any sign of approaching danger, as well as signs of close by pursuers.
Make a Wisdom (Perception) check. If you roll 7 or less, you take 8 as your result. The DM determines the DC for any threat or other suspicious activity along your path and compares it to the result of all watching players.
If you travel at a *Fast Pace*, you do not benefit from the minimum result of 8 on your Keep Watch die roll.
### Navigate
___
**Skill:** Intelligence (Navigator's tools) or Wisdom (Survival)
___
More often than not, a location of interest for a group of adventurers is not situated along a well trodden path, but hidden in the wilds behind obscure hints and directions.
If you wish to find your way through the wilds towards a specific location, you need to make a Navigation check at the Navigation DC. The Navigation DC is additionally modified by the information you possess to reach your destination:
| Detail of information | DC |
|:----------------------|:---------------------------------------:|
| Detailed map with travel hints | -5 |
| Outdated or simple map | 0 |
| Crude Map or general directions *(e.g. 40 miles north-west, near a small lake)* | +5 | | Obscure information *(e.g. follow the
rising sun for 2 moons as the owl flies)* | +10 | If your navigation check fails by less than 5, you roughly travel towards your target, but not in the most direct way. Your travel speed is halved (rounded down) for this travel leg. If your navigation check fails by 5 or more, you have made a mistake. Your travel speed is halved (rounded down) for this travel leg, however, you moved _away_ from your location. If you rolled a total of 5 or lower, you got lost. Depending on the nature of your surroundings, getting lost might entail additional complications and dangers. \pagebreakNum ### Scout ___ **Skill:** Intelligence (Investigation) in civil environment, Intelligence (Nature) or Wisdom (Survival) in wild environment. ___ If your travel information is rather vague, or you are simply curious to see what else there is to see, you can scout ahead of the group. Make an Intelligence (Investigation or Nature) or Wisdom (Survival) check. If you are approaching stealthily, also make a Dexterity (Stealth) check. The DM determines the DC for any noticeable things in the vicinity and whether you are noticed scouting. You might find such things as creatures waiting in ambush, favorable paths, or hidden locations. ### Sneak ___ **Skill:** Dexterity (Stealth) ___ Sometimes you need to move quietly for a while to avert the eyes and ears of nearby enemies or to cover your tracks and take detours to shake off possible pursuers. Doing so does not require the whole party to perform the Sneak activity, as the party members that do so, can try to keep everyone else as stealthy as possible. Add the Dexterity (Stealth) check results of all sneaking party members together and divide the sum by the number of players in the group (rounding down). This is the final and effective result for the group's efforts. ### Track ___ **Skill:** Wisdom (Survival) ___ Sometimes you don't try to find a specific location, but follow or chase another creature or group. Instead of the Navigation activity, make a Wisdom (Survival) check against the terrain \columnbreak DC to find and follow the tracks of your quarry. If your quarry is trying to cover their tracks, use the higher of their Sneak result or the terrain DC. If your check fails by less than 5, you are having trouble following your quarry. Your travel speed is halved (rounded down) for this travel leg. If your check fails by 5 or more, you have made a mistake. Your travel speed is halved (rounded down) for this travel leg, however, you moved away from your quarry. If you rolled a total of 5 or lower, you got lost. Depending on the nature of your surroundings, getting lost might entail additional complications and dangers. ___ A different use for the Track activity is to read the tracks your group crosses during their travel, in order to glean what kind of creatures are roaming nearby. Make a Wisdom (Survival) check. The DM determines the DC for any possible tracks you might find and to which creatures they might belong. ### Trailblaze ___ **Skill:** Strength (Athletics) ___ Traveling through difficult terrain slows you significantly. You can help your companions by clearing a clear path for them to follow. Make a Strength (Athletics) check against the terrain DC. If you succeed, the terrain's travel speed penalty is reduced by 1 mile per hour (to a minimum of 0). If you succeed by 5 or more, the terrain's travel speed penalty is reduced by 2 miles per hour instead. If you fail the check by less than 5, you still reduce the terrain's travel speed penalty by 1 mile per hour (to a minimum of 0), but you automatically suffer one level of exhaustion at the end of the activity. \pagebreakNum ## Making Camp When it's time to make camp for the night, the players need to start looking for a suitable camping location. If you had players *Scout* on the last leg, they may make an Intelligence (Investigation) check, while players that *Kept Watch* may make a Wisdom (Perception) check with disadvantage. For each 5 points of the best result among all rolls, the campsite has one or more properties, some even improved. If none of the party took either activity, you need to spend an additional hour to find a suitable campsite.
| Campsite properties | Search Result |
|:-------------------:|:---------:|
| 0 | 1–5 |
| +1st Property | 6–10 |
| +2nd Property | 11–15 |
| Campsite properties | Search Result |
|:-------------------:|:---------:|
| +3rd Property | 16–20 |
| Improve any 1 | 21–25 |
| Improve any 2 | 26–30 |
The DM rolls a d6 on the table below to decide what campsite properties are found first, second and third.
| d6 | 1st Property | 2nd Property | 3rd Property |
|:-------------------:|:---------:|:---------:|:---------:|
|1|Comfortable|Defendable|Hidden
|2|Comfortable|Hidden|Defendable
|3|Defendable|Comfortable|Hidden
|4|Defendable|Hidden|Comfortable
|5|Hidden|Comfortable|Defendable
|6|Hidden|Defendable|Comfortable
___
If you are not content with the campsites you found, you must travel on for another hour (risking a forced march), in order to search again. Once night sets in, you can search by *Scouting* using Intelligence (Investigation) with disadvantage.
##### Comfortable
*The campsite is reasonably protected against all but the harshest weather.* You regain half your maximum hit dice (rounded down, minimum 1) and reduce your exhaustion level by one after completing a long rest (as usual).
In an *Uncomfortable* location you only regain one quarter of your maximum hit dice (rounded down, minimum 0) and don't reduce your exhaustion level.
##### Defendable
*The campsite has a natural barrier or is otherwise difficult to reach (e.g. inside the canopy of a large tree or up on a rock ledge).* The party entering the camp for the first time and other approaching creatures need to succeed on a DC 15 Strength (Athletics) check to enter the camp.
This property can be improved on a Search Result of 20 and more, increasing the DC to enter the campsite to 20.
##### Hidden
*The campsite is removed or obscured from prying eyes (e.g. a cave behind a waterfall or under the leaves of a huge willow tree).* Approaching creatures need to succeed on a DC 15 Intelligence (Investigation) or Wisdom (Perception) check to find your camp.
This property can be improved on a Search Result of 20 or more, increasing the DC to find the campsite to 20.
\columnbreak
## Camp Activities
Once a party sets down to rest, players can choose one or more of the following activities. Each activity takes roughly 1 hour, i.e. each player can perform one of these activities during a short rest, or two activities during a typical long rest of 8 hours (6 hours of sleep and 2 hours of light activity).
You may always expend hit dice to regain lost hit points, but you can take a special camp activity to accelerate your recovery (*Tend to the Wounded*).
### Attune Magic Item
___
**Skill:** none
___
Attuning to one magical item takes time and concentration. You must have identified the items magical properties before you can attune to it.
### Camouflage Camp
___
**Skill:** Dexterity (Stealth)
___
You can gather and use natural materials like rocks or foliage to hide your campsite. A successful DC 15 Dexterity (Stealth) check adds the *Hidden* property to your campsite if it doesn't have it.
### Cook Hearty Meal
___
**Skill:** Wisdom (Cook's utensils)
___
A good night's rest is not guaranteed when camping in the wilds and a fine cooked meal can go a long way to remedy this fact. Make a DC 15 Wisdom (Cook's utensils) check. You need one fresh ration of food for every person that will partake of the meal, as well as a reasonable amount of seasoning. If you provide at least 50% more fresh rations than necessary, you gain advantage on this check. If you can only provide half the required amount of rations (but not less), you gain disadvantage. If you succeed, each person partaking of your meal regains a quarter of their maximum hit dice (rounded down, min 1). If you fail, the meal is edible, but not refreshing. If you rolled a total of 5 or lower, the whole meal is spoiled and its rations are wasted. You can only benefit from one hearty meal per long rest. ### Fortify Camp ___ **Skill:** Strength (Athletics) ___ You can use wooden spikes or large boulders to barricade your campsite or dig a ditch and build ramparts. A successful DC 15 Strength (Athletics) check adds the *Defendable* property to your campsite if it doesn't already have it. ### Hunt & Forage ___ **Skill:** Wisdom (Survival) ___ Gather food and water or hunt local game. This is the same action as the *Hunt & Forage* travel activity. However, since you are not traveling at this point, you may make the corresponding Wisdom (Survival) check with advantage. \pagebreakNum ### Identify Magic Item ___ **Skill:** proficient Intelligence (Arcana) ___ If you lack the magic abilities to use the *identify* spell, you can try to ascertain the nature of a magic item by focusing on its aura and trying to decipher its glyphs and markings. Make an Intelligence (Arcana) check. The DC depends on the rarity of the magic item you wish to identify. | Magic Item Rarity | DC | |:------------------|:----------:| | Common | 10 | | Uncommon | 15 | | Rare | 20 | | Legendary | 25 | | Artifact | 30 | ### Keep Watch ___ **Skill:** Wisdom (Perception) ___ A long rest requires at least 6 hours of sleep and 2 hours of light activity. Depending on the size of the traveling party, you are advised to take shifts keeping watch whilst the others try to gain some sleep. Make a Wisdom (Perception) check. If your result is 7 or lower, you can take 8 instead. Players who perform one of the other camp activities (i.e. not sleeping or keeping watch) do not benefit from a minimum of 8 on the roll. The DM determines the DC for any threat or approaching danger (hostile creatures or natural phenomena) and compares it to all Wisdom (Perception) results. On a success, the watchers are able to wake and warn the rest of the party, and prevent being surprised. \columnbreak ### Set up Traps ___ **Skill:** Wisdom (Survival) ___ You can set a number of small traps like caltrops, slings, and small pits around your camp. Make a Wisdom (Survival) check. The DC to find these traps with an Intelligence (Investigation) or Wisdom (Perception) check, as well as the DC for any saving throw made to resist their effects is equal to the result of your Wisdom (Survival) check. ### Rest and Recuperate ___ **Skill:** Wisdom (Medicine) ___ You take your time to catch your breath properly, eat and drink, and dress your wounds. Make a Wisdom (Medicine) check. The DC depends on the severity of your wounds (see the *Dress Wounds* table). If you succeed, treat any hit dice rolled to determine the hit points you regain as having rolled their maximum value during this rest. If you suffer from a sickness or disease, you gain advantage to one related Constitution saving throw during your long rest. ### Tend to the Wounded ___ **Skill:** Wisdom (Medicine) ___ You go around camp, making sure that the wounds of up to six creatures other than yourself are properly cleaned and dressed. Make a Wisdom (Medicine) check for each patient, in order to assess the wounds and properly dress them. The DC depends on the severity of their wounds (see the *Dress Wounds* table). If you succeed, your patient can treat any hit dice rolled to determine the hit points they regain as having rolled their maximum value, during this rest. If your patient suffers from a sickness or disease, it gains advantage to one related Constitution saving throw during your long rest. ___ >##### Dress Wounds > >
> > ___ > | Combat Condition
(see pg. [12](#p12)) | DC* | Required Uses
of Healer's kit | > |:----------:|:----:|:---:| > | *Bruised* | 5 | 0 | > | *Bloodied* | 10 | 1 | > | *Beaten* | 15 | 2 | > | *Dying* | 20 | 3 | > ___ > > The DC increases by 5 for every use of a healer's kit you cannot provide. \pagebreakNum ## Mounted Travel Using mounts or vehicles (such as carts and wagons) you can significantly shorten travel time, up to maximum distance per travel leg using normal pace. ##### Travel Pace of Mounts | Pace | Cost | Speed | Max.Distance| Capacity |:------|:---------------|:------:|:----:|----:| | Pony | 50gp | 5 per hour| 18 miles| 225 lb | Mastiff | 25 gp | 4 per hour| 12 miles| 195 lb | Musk Ox | 30 gp | 4 per hour| 15 miles| 700 lb | Donkey | 8 gp | 5 per hour| 18 miles| 420 lb | Riding Horse| 75 gp | 8 per hour| 30 miles| 480 lb | War Horse| 400 gp | 8 per hour| 30 miles| 540 lb | Draft Horse | 50 gp | 6 per hour| 25 miles| 540 lb | Mammoth | 200 gp | 4 per hour| 15 miles| 1500 lb | Camel | 50 gp | 4 per hour| 15 miles| 480 lb | Carriage | 100 gp | 4 per hour| 15 miles| 1500 lb | Cart, wagon | 15 gp | 4 per hour| 12 miles| 480 lb Animals need feed (per day) or can find some themselves with a Wisdom (Survival) check at a DC based on the *Hunt & Forage* table (pg. [81](#p81)) for 1 Ration. Animals who hunger or thirst for longer than 2 days suffer one level of Exhaustion per day at the end of their long rest. ##### Feed Costs (per day) | Type | Cost | Weight |:------|:---------------|:------| | Herbivores (hay, barley) | 5cp | 10 lb.| | Omnivore (disposed food) | 10cp | 5 lb.| | Carnivore (by-products, entrails) | 25cp | 3 lb.| Mounts can pull five times their typical carrying capacity minus the weight of the vehicle. Mounts pulling carts or wearing armor may not travel more than two travel legs in a row without rest and suffer a disadvantage to the Forced March check. Travel groups that use wagons have access to the Drive Wagon travel activity, below. ### Drive Wagon ___ **Skill:** Intelligence (Vehicle proficiency) or Dexterity (Animal Handling) ___ You stay at the front of the wagon, maintaining a steady pace for the animals and avoiding road obstacles that slow down or damage the carriage. Make a Dexterity (Animal Handling) check against the Navigation DC. Increase the DC by 5 if you are traveling off-road, without a clear trail or road. If your check succeeds by 5 or more, you may increase the travel pace by 1 mile per hour for the rest of the travel leg. If your check fails by 10 or more or is a critical failure, a cart wheel breaks. Repairing a cart is a Focused activity requiring a successful DC 15 Intelligence check and takes a full travel leg. Players with proficiency in Smith, Carpenter, Woodcarver, or Tinker's tools add their proficiency bonus. \columnbreak ## Perils of Travel ##### Starvation Players can survive without food for 3 + Constitution Modifier Days. At the end of a day beyond that limit, you are starving and automatically suffer one level of exhaustion. Eating food resets the count of days since starvation.
> >##### What's In A Ration? > > Hard tack, dried and cured meats, cheeses, and dried grains form the basis of traveler's rations. These rations last for 10 days before spoiling, making them valuable choices for purchase compared to fresh meats which spoil after a day.
##### Dehydration Hot weather and deserts doubles water intake need to 4 pints per travel leg. Players who can only drink half their daily water intake, must succeed on a DC 15 Constitution saving throw or suffer two levels of exhaustion. If a player drinks no water for the whole day, they automatically suffer two levels of exhaustion.
> > ##### Desperate Measures > > You can quench thirst by eating raw meat or fresh plants. Each 2 pints of fresh blood or 1 pound of fresh plants counts as 1 pint of water. > >You can drink dirty water or blood from a carcass. You must make a DC 15 Constitution saving throw to avoid vomiting. Your next saving throw to resist sickness is at disadvantage. >
##### Sickness At the end of each day of travel, every player makes a DC 12 Constitution saving throw. If you travel in hazardous weather (arctic or winter) or terrain (jungle or swamp) or someone in the party already suffers from a contagious disease, make that check at disadvantage. Remember that camp activities such as *Rest and Recuperate* and *Tend to the Wounded* helps negate this disadvantage. If you fail, record the failure. If you succeed, remove all recorded failures so far. If you record two failures in a row, you come down with a minor sickness such as the common cold. It is more of an annoyance than anything else. If you record three failures in a row, you get sick from a regional sickness such as flu or malaria. While sickened, you suffer from disadvantage to Dexterity and Wisdom saving throws until you recover. Magic such as greater restoration helps you recover immediately. If you record four or more failures in a row, you are really sick from a rare regional disease such as plague or dengue fever. While sickened, you suffer one permanent level of exhaustion and disadvantage to all saving throws until you recover. DMs may impose other risks, including death. \pagebreakNum ## Optional Detail These tables help the DM come up with quick results to player actions based on terrain and circumstances. ### Foraging - Water When making a *Hunt & Forage* travel activity for water, you may apply the following modifiers: | Terrain | DC | |:----:|:----:| | Tundra, Snowfall/Winter| No check needed | Mountain Peak, Sub-Arctic| No check needed | Swamp | No check. Dirty Water. | | Light Forest, Jungle | 10 | | Dense Forest | 12 | | Plains, Hills | 15 | | Mountain Base| 20 | Major River within 10 miles| -5 DC | Recent Rainfall|-5 DC ### Foraging - Plants When making a *Hunt & Forage* travel activity for plants, if your result beats the DC you find a specific type of plant food. ##### Plains | Type | Summer/Spring | Autum| Winter |:----:|:----:|:----|:----|:----| | Fruit/Berries | 12 |15| N/A | Mushrooms/ Edible Plants | 10 | 12| N/A | Nuts/Roots | 10 | 11| 15 ##### Forest | Type | Summer/Spring | Autum| Winter |:----:|:----:|:----|:----|:----| | Fruit/Berries | 10 |15| N/A | Mushrooms/ Edible Plants | 5 | 10| N/A | Nuts/Roots | 10 | 12| 15 ##### Jungle/Swamp | Type | Summer/Spring | Autum| Winter |:----:|:----:|:----|:----|:----| | Fruit/Berries | 12 |15| N/A | Mushrooms/ Edible Plants | 10 | 12| N/A | Nuts/Roots | 11 | 11| 15 ##### Hills/Mountain Base | Type | Summer/Spring | Autum| Winter |:----:|:----:|:----|:----|:----| | Fruit/Berries | 13 |16| N/A | Mushrooms/ Edible Plants | 10 | 12| N/A | Nuts/Roots | 11 | 11| 15 \columnbreak ##### Tundra/Sub-arctic/Mountain Peak | Type | Summer/Spring | Autum| Winter |:----:|:----:|:----|:----|:----| | Fruit/Berries | N/A |N/A| N/A | Mushrooms/ Edible Moss | 15 | 20| N/A | Roots | 15 | 17| 20| ### Hunting When making a *Hunt & Forage* travel activity for a game, the DM may let the players roleplay actual hunting. If they choose to, use the following tables to identify, track and kill the prey. Make a Wisdom (Perception) check against the Track DC, and then an Attack Roll against the Kill DC to take down each individual prey with the appropriate weapon (usually, a ranged weapon). You have advantage on one of the Attack rolls if you beat the Track DC by 5 or more prior making the killing shot. Each terrain table has 17 safe encounters and 3 combat encounters with *Monster Manual* page references. In combat encounters, players can withdraw or must fight the creature. Depending on how dangerous your environment is, you may change safe encounters into appropriate combat encounters.
##### Plains
1d20|Creature|Track|Kill|Meat (lbs)|
|:----:|:----|:----:|:----:|:----:|
1—3|1d2 Rabbits|12|14|1d2|
4—5|1d4 Deer|12|13|20+1d8|
6—7|1d2 Elk|12|10|30+1d10|
8—9|1d4 Wolves|15|13|1d12|
10—11|1d4 Foxes|15|13|1d8|
12—13|1d4 Squirrels|10|13|1d2|
14—15|1d20 Flock of birds|10|8|1d2|
16—17|1 Eagle|12|12|1d12|
18|1 Giant Lizard (MM318)|12|Combat|1d12|
19|1 Wild Cat
(MM339)|15|Combat|20+1d20| 20|1 Male Lion (MM339)|15|Combat|30+1d10|
(MM339)|15|Combat|20+1d20| 20|1 Male Lion (MM339)|15|Combat|30+1d10|
##### Hills/Mountain Base
1d20|Creature|Track|Kill|Meat (lbs)|
|:----:|:----|:----:|:----:|:----:|
1—3|1d2 Rabbits|12|14|1d2|
4—5|1d4 Goats|11|13|10+1d8|
6-7|1d2 Wild cats|14|10|10+1d8|
8—9|1d4 Wolves|15|13|1d12|
10—11|1d4 Foxes|15|13|1d8|
12—13|1d20 Birds|10|8|1d2|
14—15|1d5 Vultures|12|10|1d12|
16—17|1 Black Bear
(MM318, flees)|11|11|40+1d10|
\pagebreakNum
(MM318, flees)|11|11|40+1d10|
##### Hills/Mountain Base (cont.)
1d20|Creature|Track|Kill|Meat (lbs)|
|:----:|:----|:----:|:----:|:----:|
18|1 Boar
(MM319)|9|Combat|30+1d8| 19|1 Brown Bear (MM319)|12|Combat|80+2d10| 20|1 Cave Bear (MM334)|13|Combat|100+2d10|
(MM319)|9|Combat|30+1d8| 19|1 Brown Bear (MM319)|12|Combat|80+2d10| 20|1 Cave Bear (MM334)|13|Combat|100+2d10|
##### Swamp
1d20|Creature|Track|Kill|Meat (lbs)|
|:----:|:----|:----:|:----:|:----:|
1—3|1d6 Frogs|10|11|1d2|
4—5|1d6 Lizards|8|10|1d4|
6—7|1d4 Turtles|8|12|1d6|
8—9|1d20 Birds|10|8|1d2|
10—11|1d4 Poisonous Snakes|10|13|1d2|
12—13|1d2 Constrictor Snakes|10|12|1+1d4|
14—15|1 Crocodile|10|12|20+1d8|
16—17|1d4 Snails|8|10|1d2|
18|1 Giant poisonous snake (MM327)|10|Combat|5+1d12|
19|1 Giant Lizard (MM318)|12|Combat|1d12|
20|1 Giant Crocodile (MM324)|10|Combat|30+1d10|
##### Forest
1d20|Creature|Track|Kill|Meat (lbs)|
|:----:|:----|:----:|:----:|:----:|
1—3|1d4 Squirrels|10|13|1d2|
4—6|1d2 Rabbits|12|14|1d2|
7—9|1d4 Wolves|15|13|1d12|
10—11|1d2 Foxes|12|13|1+1d6|
12—13|1d2 Racoons|10|10|1+1d6|
14—15|1d2 Wild cats|14|10|10+1d8|
16—17|1d20 Flock of birds|10|8|1d2|
18|1 Boar
(MM319)|9|Combat|30+1d8| 19|1 Brown Bear
(MM319)|12|Combat|80+2d10| 20|1 Owlbear
(MM249)|13|Combat|90+2d6|
\columnbreak
(MM319)|9|Combat|30+1d8| 19|1 Brown Bear
(MM319)|12|Combat|80+2d10| 20|1 Owlbear
(MM249)|13|Combat|90+2d6|
##### Tundra/Sub-Arctic
1d20|Creature|Track|Kill|Meat (lbs)|
|:----:|:----|:----:|:----:|:----:|
1—3|1d2 Arctic hares|12|14|1d2|
4—5|1d8 Musk ox|10|12|40+1d20|
6—7|1d4 Wolves|15|13|1d12|
8—9|1d2 Arctic foxes|12|13|1+1d6|
10—11|1d4 Goats|11|13|10+1d8|
12—13|1d2 Caribou|12|10|30+1d10|
14—15|1d6 Penguins|8|12|2+1d6|
16—17|1d20 Flock of birds|10|8|1d2|
18|1 Saber-Toothed Tiger (MM336)|15|Combat|40+1d10|
19|1 Polar Bear
(MM334)|12|Combat|90+2d20| 20|1 Yeti
(MM305)|14|Combat|90+1d20|
(MM334)|12|Combat|90+2d20| 20|1 Yeti
(MM305)|14|Combat|90+1d20|
##### Jungle
1d20|Creature|Track|Kill|Meat (lbs)|
|:----:|:----|:----:|:----:|:----:|
1—3|1d20 Flock of birds|10|8|1d2|
4—5|1d4 Poisonous Snakes|10|13|1d2|
6—7|1d2 Constrictor Snakes|10|12|1+1d4|
8—9|1d6 Lizards|8|10|1d4|
10—11|1 Crocodile|10|12|20+1d8|
12—13|1d6 Frogs|10|11|1d2|
14—15|1d4 Panthers|12|15|15+1d10|
16—17|1+1d6 troop of apes|11|15|10+1d6|
18|1 Giant Lizard
(MM318)|12|Combat|1d12| 19|1 Saber-Toothed Tiger (MM336)|15|Combat|40+1d10| 20|1 Giant ape
(MM323)|11|Combat|50+1d10|
\pagebreakNum
### Fishing
Fishing is a time-consuming activity that requires a whole travel leg (3-5 hours) to be spent near the bank of a river or a lake. For every travel leg spent fishing, the player rolls a DC 12 Survival check. If successful, the DM rolls on the following table.
Subtract 5 from the result (minimum 1) if fishing in a River, or subtract 10 from the result (minimum 1) if fishing in a Pool or a Small Lake.
##### Freshwater
| 1d20 | Fish Type| Meat (lbs)
|:----:|:----:|:----:
| 1|Bass|2d4
| 2|Perch|1d6
| 3|Catfish|2d6
| 4|Walleye|2d6
| 5|Crappie|1d4
| 6|Bluegill|1d2
| 7|Rudd|1d4
| 8|Bream|2d4
| 9|Chub|2d4
|10|Pike|3d6
|11|Snook|2d6
|12|Salmon|2d6
|13|Grayling|2d4
|14|Trout|2d4
|15|Flounder|2d6
|16|Grouper|2d6
|17|Tarpon|20+2d10
|18|Sole|2d4
|19|Tuna|10+2d8
|20|Swordfish|30+3d10
##### Saltwater
| 1d12 | Seafood | Number Appearing| Meat (lbs)
|:----:|:-----:|:----:|:----:
| 1| Crab |1d8|1d4
| 2| Crayfish |1d12|1d2
| 3| Lobster |1d12|1d2
| 4| Prawn |2d20|1/4
| 5| Molluscs |1d12|1/4
| 6| Cockle|1d12|1/4
| 7| Cuttlefish|1d2|1d2
| 8| Mussel|1d12|1/4
| 9| Octopus|1d2|1d4
|10| Oyster|1d6|1/4
|11| Scallops|1d12|1/4
|12| Squid|1d4|1d4
\columnbreak
## Creating Hazards
The following rules let the DM quickly design and resolve blizzards, hailstorms, avalanches and earthquakes. Choose the appropriate tier of your player group and the danger level of the hazard: setback, dangerous or deadly. Each hazard has an associated saving throw (usually Dexterity or Constitution) that the players must make.
If they fail, they take damage appropriate for their level tier. If they succeed, they take half of that damage. If they critically fail, they suffer vulnerability to the full damage. If they critically succeed, they have resistance to the half damage.
##### Hazards Save DCs and Attack Bonuses
| Hazard Danger Level | Save DC |
|:----|:---|
| Setback | 10-11 |
| Dangerous | 12-15 |
| Deadly | 16-20 |
##### Damage Severity by Level
| Character Level | Setback | Dangerous | Deadly |
|:----:|:---:|:---:|:---:|
| 1st-4th | 1d10 | 2d10 | 4d10 |
| 5th-10th | 2d10 | 4d10 | 10d10 |
| 11th-16th | 4d10 | 10d10 | 18d10 |
| 17th-20th | 10d10 | 18d10 | 24d10 |
### Hazard Examples
#### Avalanches, Rockfalls and Mudslides
*Any Level of Hazard*
___
Any character in the area where the hazard occurs must make a Dexterity saving throw. On a failed save, a creature takes bludgeoning damage and is buried by the hazard, or half as much damage on a successful one. The area is filled with snow, rubble or mud and becomes difficult terrain.
Any buried creature is considered suffocated, and it can dig through to free itself. To do so, the creature must succeed a number of Strength (Athletics) checks, as shown in the following table.
| Hazard Level | Number of Checks |
|:----|:----:|
| Setback | 2 |
| Dangerous | 3 |
| Deadly | 4 |
You can read more about suffocating rules in chapter 8 of the *Player's Handbook.*
#### Blizzard
*Setback Hazard*
___
The area affected by a blizzard is considered difficult terrain. When a creature without proper shelter is in the area affected by the blizzard for one hour, it must make a Constitution saving throw, taking cold damage on a failed save or half as much damage on a successful one. If a creature is wearing warm clothing, it has advantage on the saving throw.
\pagebreakNum
#### Earthquakes
*Any Level of Hazard*
___
A tremor shakes the area; each creature on the ground in that area must make a Dexterity saving throw or be knocked prone.
The hazard level is determined by the proximity to the epicentre or the intensity of the earth tremor:
- **Setback.** Far from the epicentre or light earthquake.
- **Dangerous.** Near the epicentre or moderate earthquake.
- **Deadly.** Very close to the epicentre or severe earthquake.
#### Hailstorm
*Dangerous Hazard*
___
Similar to a blizzard, the terrain affected by the hailstorm is considered difficult terrain. When a creature without proper shelter is in the area affected by the hailstorm for one hour, it must make a Constitution saving throw, taking cold damage on a failed save or half as much damage on a successful one.
#### Insect Swarm
*Setback Hazard*
___
A cloud of swarming insects fills a 20-foot-radius sphere. The swarm moves 20 feet each round. When a creature enters the cloud, it must make a Constitution saving throw. On a failed save, it takes piercing damage, or half as much damage on a successful one. A creature that ends its turn in the cloud must roll another saving throw. A creature cannot be damaged by the insect swarm if it’s wielding a torch or if it is at least 5 feet from a fire.
#### Lava
*Deadly Hazard*
___
The lava is considered difficult terrain. Any creature that enters the lava takes fire damage. A creature that ends its turn in the lava takes fire damage.
#### Lightning Storms
*Dangerous or Deadly Hazard*
___
The DM rolls a d20 to determine if any creature is struck by lightning. This check can be made at the beginning of each turn during combat or at any time while the party is not in combat.
| d20 | Number of Creatures |
|:----:|:----|
| 1—10 | 0 |
| 11—14 | 1d4 |
| 15—17 | 1d6 |
| 18—19 | 1d8 |
| 20 | 1d10 |
The creatures hit by lightning are determined by the DM, and any creature in the area under total cover from above cannot take damage.
\columnbreak
#### Magma Eruptions
*Dangerous Hazard*
___
Magma erupts from a point on the ground, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a Dexterity saving throw, taking fire damage on a failed save, or half as much on a successful one.
#### Poison Clouds and Spores
*Setback Hazard*
___
When a creature enters the cloud, it must make a Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud must make another saving throw.
#### Rapids
*Setback Hazard*
___
When a Large or smaller creature enters the rapids, it’s pushed 30 feet in the direction of the water flow and it must succeed on a Strength saving throw or take bludgeoning damage. Any creature caught by the rapids can make a Strength (Athletics) check to swim out of the rapids.
#### Rogue Wave
*Dangerous Hazard*
___
A large and unexpected wave that can be extremely dangerous. When a creature is hit by the rogue wave, it must succeed on a Strength saving throw or take bludgeoning damage, or half as much damage on a successful save. The rogue wave, along with any creatures in it, moves in a straight line at a speed of 50 feet per turn, and any Huge or smaller creature inside the wall must succeed on a Strength saving throw or take damage. The wave damage is reduced by 1d10 on each subsequent round. When the damage is reduced to 0, the wave ends.
A creature caught by the wave can move by swimming and it can make a Strength (Athletics) check to swim out of the wave.
#### Sandstorms
*Dangerous Hazard*
___
Any creature in the sandstorm must make a Constitution saving throw or be blinded until the sandstorm ends. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature cannot be blinded by the sandstorm if it’s wearing goggles or something that protects its eyes.
Any check that relies on sight is made with disadvantage for the duration of the sandstorm.
#### Unsteady Ground
*Setback Hazard*
___
The floor in the area is considered difficult terrain. Any creature on the ground that starts moving on its turn while in the area must succeed on a Dexterity (Acrobatics) check or fall prone. If a creature uses a Dash action, it must make another check.
\pagebreakNum
(MM318)|12|Combat|1d12| 19|1 Saber-Toothed Tiger (MM336)|15|Combat|40+1d10| 20|1 Giant ape
(MM323)|11|Combat|50+1d10|
# Part IV
##### Crits & Injuries
___
\columnbreak
\pagebreakNum
##### Weapon Attack Critical Hit
| Roll % | Description | Effect |
|:---:|:-----------|:----------:|
| 1 | *You feel accomplished, but nothing remarkable happens.* | Regular critical hit. |
| 2-5 | *You feel it is imperative to press the advantage no matter the cost.* | You can choose to gain advantage on all attacks against your target until the end of your next turn, but if you do all enemies have advantage on their attack rolls against you until the end of your next turn. |
| 6-9 | *You feel it is imperative to press the advantage, but maintain awareness of your surroundings.* | You can choose to gain advantage on all attacks against your target next turn, your target has advantage on their attack rolls against you until the end of your next turn. |
| 10-14 | *You know how to press the advantage.* | You gain advantage on all attacks against your target until the end of your next turn. |
| 15-19 | *As you are fighting, you notice an effective route to escape danger.* | You are able to use the disengage action after your attack. |
| 20-24 | *You feel the eb and flow of the battle, and know where to make your next move.* | After your turn you move to the top of the initiative order. |
| 25-29 | *You begin to recognize patterns in your opponent’s fighting technique.* | You gain +2 to your AC against your target, and advantage on all savings throws from effects originating from your target until your next turn. |
| 30-39 | *You are able to manoeuvre towards your opponent while attacking, and attempt to harass them.* | After your attack you can choose to attempt to grapple your opponent if you have a free hand, or attempt to shove your opponent if both hands are in use. |
| 40-49 | *You are able to manoeuvre towards your opponent while attacking and harass them.* | After your attack you can choose to automatically succeed in grappling your opponent if you have a free hand, or shoving your opponent if both hands are in use. |
| 50-59 | *You attempt to disarm your opponent.* | You are able to take the disarm action after your attack |
| 60-69 | *You kick your target’s weapon out of their hands.* | You are able to take the disarm action after your attack, and can steal your opponent’s weapon if you have a free hand. Otherwise you can knock it up to 20 feet away. |
| 70-74 | *Your senses heighten and you become aware of threats around the battlefield.* | You are able to use the dodge action after your attack. |
| 75-79 | *Your attack knocks your target over.* | Your target is knocked prone. |
| 80-84 | *Your strike surprises your opponent.* | Your target is surprised until the end of their next turn. |
| 85-89 | *You strike with great force.* | Roll an additional set of damage dice above and beyond your normal critical roll. |
| 90-94 | *You strike with extreme force.* | Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers one level of exhaustion. |
| 95-99 | *You strike with debilitating force.* | Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers a permanent injury chosen by the DM. The permanent injury can be healed with an extended rest of a length determined by the DM, but the attack leaves a scar. |
| 100 | *You strike with devastating force.* | Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers 1 unit of exhaustion, and the target suffers a permanent injury chosen by the DM. The permanent injury can be healed with an extended rest of a length determined by the DM, but the attack leaves a scar. |
##### Limiting Critical Hits
You can limit critical effects only when rolling natural 20 while also having Dominance (pg. [18](#p18)) over your target.
\pagebreak
##### Critical Failure
When you roll natural 1 on an attack roll,
roll 1d100 for a Critical Failure event.
roll 1d100 for a Critical Failure event.
##### Weapon Attack Critical Failure
| Roll % | Description | Effect |
|:---:|:-----------|:----------:|
| 1 | *You are embarrassed by your poor showing, but nothing remarkable happens.* | You miss your attack. |
| 2-5 | *You lose your combat footing, exposing yourself to your target.* | Your target has advantage on their first attack roll against you next round. |
| 6-9 | *You lose your combat footing, exposing yourself to your enemies.* | Your enemies have advantage on their first attack roll against you next round. |
| 10-14 | *You lose your combat footing, and have difficulty recovering.* | Your enemies have advantage on their attack rolls against you until the end of your next turn. |
| 15-19 | ***Melee:** You get tangled with your enemy and fall over.
**Ranged:** You spill the contents of your quiver.* | **Melee:** You are knocked prone and your movement is reduced to 0. Your target must succeed a DC 10 dexterity check or they are also knocked prone.
**Ranged:** You must pick up arrows individually from the ground using your “environmental interaction”, or the “Use an Object” action to nock an arrow. | | 20-29 | *You lose your balance while attacking.* | You fall prone and your movement is reduced to 0. | | 30-39 | *As you attack your opponent you begin to fear that they are the superior combatant.* | Disadvantage on your next attack roll against your target. | | 40-49 | *You miss an attack and gaze upon the chaos of the battle, causing your confidence to falter.* | Disadvantage on your next attack roll against any target. | | 50-59 | *You lose your grip as you attack.* | Roll a DC 10 Dexterity Check, on a failure you drop your weapon at your feet. | | 60-69 | ***Melee:** The weapon slips from your hand as you attack.
**Ranged:** Your ammunition gets lodged in its container.* | **Melee:** Roll a DC 10 Dexterity Check, on a failure you throw your weapon into your enemy’s space. The DM determines where the item is thrown on large or greater sized creatures.
**Ranged:** You must use an action to organize the ammunition in its case before you can make another ranged attack. | | 70-79 | ***Melee:** You lunge past an enemy exposing yourself to his attack.
**Ranged:** Your missile startles your allies near your target.* | **Melee:** The enemy you were attacking is able to use their reaction to perform and attack of opportunity.
**Ranged:** the target can perform an opportunity attack on any ally within melee range. | | 80-84 | *Missing what you thought was a critical blow causes you to panic.* | End your current turn and you are surprised until the end of your next turn. | | 85-89 | *You attack wildly and lose track of the fight around you.* | End your turn and move to the bottom of the initiative order at the start of the next round. | | 90-94 | *You lose your footing while attacking and fall to the ground bumping your head.* | You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious. | | 95-99 | *You lose your footing while attacking and fall head first.* | You fall prone. Roll a DC 15 constitution save, on failure you take 2d6 damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious. | | 100 | *You lose your footing while attacking and slam your head into the ground.* | You fall prone, take 3d6 damage, and become unconscious for 1 minute or until you receive damage from any source. |
**Ranged:** You spill the contents of your quiver.* | **Melee:** You are knocked prone and your movement is reduced to 0. Your target must succeed a DC 10 dexterity check or they are also knocked prone.
**Ranged:** You must pick up arrows individually from the ground using your “environmental interaction”, or the “Use an Object” action to nock an arrow. | | 20-29 | *You lose your balance while attacking.* | You fall prone and your movement is reduced to 0. | | 30-39 | *As you attack your opponent you begin to fear that they are the superior combatant.* | Disadvantage on your next attack roll against your target. | | 40-49 | *You miss an attack and gaze upon the chaos of the battle, causing your confidence to falter.* | Disadvantage on your next attack roll against any target. | | 50-59 | *You lose your grip as you attack.* | Roll a DC 10 Dexterity Check, on a failure you drop your weapon at your feet. | | 60-69 | ***Melee:** The weapon slips from your hand as you attack.
**Ranged:** Your ammunition gets lodged in its container.* | **Melee:** Roll a DC 10 Dexterity Check, on a failure you throw your weapon into your enemy’s space. The DM determines where the item is thrown on large or greater sized creatures.
**Ranged:** You must use an action to organize the ammunition in its case before you can make another ranged attack. | | 70-79 | ***Melee:** You lunge past an enemy exposing yourself to his attack.
**Ranged:** Your missile startles your allies near your target.* | **Melee:** The enemy you were attacking is able to use their reaction to perform and attack of opportunity.
**Ranged:** the target can perform an opportunity attack on any ally within melee range. | | 80-84 | *Missing what you thought was a critical blow causes you to panic.* | End your current turn and you are surprised until the end of your next turn. | | 85-89 | *You attack wildly and lose track of the fight around you.* | End your turn and move to the bottom of the initiative order at the start of the next round. | | 90-94 | *You lose your footing while attacking and fall to the ground bumping your head.* | You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious. | | 95-99 | *You lose your footing while attacking and fall head first.* | You fall prone. Roll a DC 15 constitution save, on failure you take 2d6 damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious. | | 100 | *You lose your footing while attacking and slam your head into the ground.* | You fall prone, take 3d6 damage, and become unconscious for 1 minute or until you receive damage from any source. |
##### Triggers of Failure
Critical failure can put an abrupt end to any campaign. Such fumbles only happen for you if you have 3 or more levels of Exhaustion.
\pagebreak
##### Spell Attack Critical Hit
| Roll % | Description | Effect |
|:---:|:-----------|:----------:|
| 1 | *You feel accomplished, but nothing remarkable happens.* | Regular spell critical hit. |
| 2-5 | *You feel it is imperative to press the advantage no matter the cost.* | You can choose to gain advantage on your next attack roll against your target, but all enemies have advantage on their attack rolls against you until the end of your next turn. |
| 6-9 | *You feel it is imperative to press the advantage, but maintain awareness of your surroundings.* | You can choose to gain advantage on your next attack roll against your target, your target has advantage on their attack rolls against you until the end of your next turn. |
| 10-14 | *As you are fighting, you notice an effective route to escape danger.* | You are able to use the disengage action after your attack. |
| 15-19 | *You feel the eb and flow of the battle, and know where to make your next move.* | After your turn you move to the top of the initiative order. |
| 20-29 | *Your spell cripples your opponent.* | Your target’s movement speed is cut in half for their next 2 turns. |
| 30-39 | *Your spell attack knocks your target over.* | Your target is knocked prone. |
| 40-49 | *The light from your spell flashes near your target’s eyes* | Your target is blinded until the end of their next turn. |
| 50-59 | *You blast the targets weapons out of their hands.* | Your target’s weapon is flung 1d6*5 feet away in a random direction. |
| 60-69 | *The sight of your magic fills the target’s heart with fear.* | Your target is frightened by you until you stop casting magic. You are able to discern the source of your targets fear. |
| 70-74 | *The force from your spell stuns your opponent.* | Your target is incapacitated until the end of their next turn. |
| 75-79 | *Your spell is incidentally infused with fey energy.* | Roll 10d8. If your targets current health is lower than the number rolled they fall asleep for 1 minute. |
| 80-84 | *Your spell’s strike surprises your opponent.* | Your target is surprised until the end of their next turn. |
| 85-89 | *Your spell strikes with great force.* | Roll an additional set of spell damage dice above and beyond your normal critical roll. |
| 90-94 | *Your spell strikes with extreme force.* | Roll an additional set of spell damage dice above and beyond your normal critical roll, and the target suffers one unit of exhaustion. |
| 95-99 | *Your spell strikes with debilitating force.* | Roll an additional set of spell damage dice above and beyond your normal critical roll, and the target suffers a permanent injury chosen by the DM. The permanent injury can be healed with an extended rest of a length determined by the DM, but the attack leaves a scar. |
| 100 | *Your spell strikes with devastating force.* | Roll an additional set of spell damage dice above and beyond your normal critical roll, and the target suffers 1 unit of exhaustion, and the target suffers a permanent injury chosen by the DM. The permanent injury can be healed with an extended rest of a length determined by the DM, but the attack leaves a scar. |
##### Limiting Critical Hits
You can limit critical effects only when rolling natural 20 while also having Dominance (pg. [18](#p18)) over your target.
\pagebreak
##### Critical Failure
When you roll natural 1 on a spell attack, roll 1d100 for a Critical Failure event.
##### Spell Attack Failure
| Roll % | Description | Effect |
|:---:|:-----------|:----------:|
| 1 | *You are embarrassed by your poor showing, but nothing remarkable happens.* | You miss your attack. |
| 2-5 | *You get wrapped up in your spellcasting and forget to watch your target.* | Your target has advantage on their first attack roll against you next round. |
| 6-9 | *You get wrapped up in your spellcasting and forget to watch your surroundings.* | All enemies have advantage on their first attack roll against you next round. |
| 10-14 | *You are so wrapped up in your spellcasting that you forget you are fighting a battle.* | All enemies have advantage on their attack rolls against you until the end of your next turn. |
| 15-19 | *Your spell creates a large plume of smoke obscuring your location.* | The area in a 5 foot radius around your location becomes heavily obscured for 1 minute. A strong breeze can blow away the smoke in 1 round. |
| 20-29 | *Your spell misfires knocking you over.* | You are knocked prone. |
| 30-39 | *The spell fires in an unexpected manner, causing your confidence in your abilities to falter.* | You have disadvantage on any spell attacks, and enemies have advantage against your spell savings throws until the end of your next turn. |
| 40-49 | *The placement of your spell startles your allies near to your target, causing them to drop their guard.* | Your target is able to use their reaction to take an attack of opportunity on one of your allies in melee range. |
| 50-59 | *You scramble the ingredients of your component pouch or your focus becomes overloaded with magical energy and temporarily stops working.* | You are unable to use material components to cast spells until the end of your next turn. |
| 60-69 | *Your arm cramps as you cast.* | You are unable to perform somatic components to cast spells until the end of your next turn. |
| 70-79 | *You bite your tongue as you cast.* | You are unable to use verbal components to cast spells until the end of your next turn. |
| 80-84 | *Your spell misfires and dazes you, causing you to lose track of the fight.* | End your turn and move to the bottom of the initiative order at the start of the next round. |
| 85-89 | *Your spell misfires causing you to panic.* | End your current turn and you are surprised until the end of your next turn. |
| 90-94 | *Your spell backfires creating a small explosion causing you to fall and bump your head.* | You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 bludgeoning damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious. |
| 95-99 | *Your spell backfires creating a large explosion causing you to fall and bump your head.* | You fall prone. Roll a DC 15 constitution save, on failure you take 1d6 bludgeoning damage, 1d6 thunder damage, and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious. |
| 100 | *Your spell completely backfires creating a large explosion causing you to fall and bump your head.* | You hit yourself with your spell. If the spell effect is instant you take the full effect. You also fall prone, take 1d6 bludgeoning damage, 1d6 thunder damage, and become unconscious for 1 minute or until you receive damage from any source. |
##### Triggers of Failure
Critical failure can put an abrupt end to any campaign. Fumbles only happen for you if you have 3 or more levels of Exhaustion.
\pagebreak
##### Acid Injury
| Roll | Injury |
|:-:|:-|
| 1 | **Blindness.** Your eyes are destroyed; you gain the blinded condition. Magic such as the regenerate spell can restore your sight. |
| 2 | **Partial Blindness.** Your eyes are damaged; you have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can heal the damage to your eyes. If you have already suffered partial blindness, you're blinded. |
| 3 | **Destroyed Hand.** You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. |
| 4 | **Destroyed Foot or Leg.** Your speed on foot is halved, and you must use a crutch or cane to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the damaged appendage. |
| 5-7 | **Major Neuralgia.** You are in constant pain from nerve damage. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting it resolves on its own. |
| 8-10 | **Minor Neuralgia.** This has the same effect as Major Neuralgia above, except that the save DC is 10, and it only takes ten days to resolve on its own. |
| 11-13 | **Horrible Disfigurement.** You have acid burns to the extent that the scars can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal or regenerate, remove the acid burn scar. |
| 14-16 | **Blisters.** You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal. |
| 17+ | **Minor Disfigurement.** You have acid burn scars, but they don’t have any adverse effect. Magical healing of 6th level or higher, such as heal or regenerate, remove the acid burn scars. |
##### Bludgeoning Injury
Use the Bludgeoning Injury table when a character gains an Injury Token due to receiving excess Wounds. In such a case, when you roll 1-3 on the table below, use 4 instead.
| Roll | Injury |
|:-:|:-|
| 1 | **Brain Injury.** You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function. |
| 2 | **Broken leg.** Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. If your leg is splinted with a successful DC 15 Wisdom (Medicine) check, then it will heal naturally in 8 weeks. If it is not splinted before within a week, the effects remain until the leg is rebroken and splinted. Magical healing of 6th level or higher, such as heal or regenerate, mends the broken leg. |
| 3 | **Broken arm.** You can no longer hold anything with two hands, and you can hold only a single object at a time. If your arm is splinted with a successful DC 15 Wisdom (Medicine) check, then it will heal naturally in 8 weeks. If it is not splinted before within a week, the effects remain until the arm is rebroken and splinted. Magical healing of 6th level or higher, such as heal or regenerate, mends the broken arm.|
| 4 | **Internal Injury.** Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal or regenerate, repair the injury, or if you spend ten days doing nothing but resting, it will heal naturally. |
| 5-7 | **Broken Ribs.** This has the same effect as Internal Injury above, except that the save DC is 10. |
| 8-10 | **Major Concussion.** You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. Magical healing of 6th level or higher, such as heal or regenerate, cures the concussion. Alternatively, it heals on its own in four weeks. |
| 11-13 | **Minor Concussion.** You have disadvantage on Intelligence checks. The concussion heals if you receive any magical healing; alternatively, it heals on its own in two weeks. If you already have a minor concussion, you suffer a major concussion. |
| 14-16 | **Severe bruising.** You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternatively, it heals on its own in 2 weeks. |
| 17+ | **Broken Nose.** Your broken nose is painful but doesn't have any adverse effect. Any magical healing mends your nose, although it may heal crooked if it is crooked when the healing is applied. |
\pagebreakNum
##### Cold Injury
| Roll | Injury |
|:-:|:-|
| 1 | **Ocular Damage.** One of your corneas is damaged from frostbite. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the damaged cornea. If you have no corneas that remain undamaged after sustaining this injury, you're blinded. |
| 2 | **Systemic Damage from Frostbite.** You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage. |
| 3 | **Gangrene of the Hand.** You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the damaged appendage. |
| 4 | **Gangrene of the Foot.** Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the damaged appendage. |
| 5-7 | **Major Neuralgia.** You have constant, painful nerve damage over a large portion of your body. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal or regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting it resolves on its own. |
| 8-10 | **Frostbitten Foot**. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing cures the frostbite. Alternatively, your foot can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in 2 weeks. |
| 11-13 | **Frostbitten hand.** Randomly determine which hand has been frostbitten. In order to grasp or manipulate an object with that hand, you must succeed at a DC 15 Dexterity check. Magical healing cures the frostbite. Alternatively, your hand can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in 2 weeks. |
| 14-16 | **Minor Neuralgia.** This has the same effect as Major Neuralgia above, except that the save DC is 10 and it only takes ten days to resolve on its own. |
| 17+ | **Anosmia.** You lose your sense of smell and taste. You automatically fail any ability checks that involve your sense of smell or taste. The condition heals if you receive any magical healing. |
##### Fire Injury
| Roll | Injury |
|:-:|:-|
| 1 | **Lose an Eye.** You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. |
| 2 | **Fourth Degree Burns.** You have disadvantage on ability checks and Strength, Dexterity, and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. If you already have fourth degree burns, you must succeed at a DC 15 Constitution saving throw or die. |
| 3 | **Third Degree Burns.** You have disadvantage on ability checks and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the burns heal. If you already have third degree burns, you instead suffer fourth degree burns. |
| 4 | **Second Degree Burns.** You have disadvantage on Strength, Dexterity, and Constitution checks. Magic such as the regenerate spell cures this damage. Alternatively, they will heal on their own in 4 weeks. If you already have second degree burns, you instead suffer third degree burns. |
| 5-7 | **Major Neuralgia**. You have constant, painful nerve damage over a large portion of your body. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal or regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting, it resolves on its own. |
| 8-10 | **Minor Neuralgia.** This has the same effect as Major Neuralgia above, except that the save DC is 10, and it will resolve on its own in ten days. |
| 11-13 | **Horrible Disfigurement.** You have burn scars to the extent that they can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal or regenerate, removes the burn scars. |
| 14-16 | **Blisters.** You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal. |
| 17+ | **First Degree Burns.** You have superficial but painful burns. Whenever you take fire damage, you take an additional 1 point of damage. Magical healing cures the burns; alternatively, they will heal on their own in 2 weeks. If you already have first degree burns, you instead suffer second degree burns. |
\pagebreakNum
##### Force Injury
| Roll | Injury |
|:-:|:-|
| 1 | **Brain Injury.** You have suffered a brain injury. Your mind exists in two planes of reality, one real and one borne of raw magic. You constantly shift between the two, seeing or hearing things that may not exist. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain functions. |
| 2 | **Neuroregressive ataxia.** Your limbs lose their sensation to temperature, pain, vibration and touch. Your muscles feel weakened and you have difficulty holding items. You suffer disadvantage to all Strength and Dexterity ability checks and saving throws. You also experience occasional loss of control over your limbs and make sudden and short subconscious actions (such as attempting to unsheathe your weapon or write words on a nearby piece of paper, etc). Magic such as the regenerate spell can restore your coordination. |
| 3 | **Neurodegenerative disorder.** Your hands are jittery and coordination is impeded by frequent muscle jolts that make you grab or squeeze hard on whatever you are holding. You suffer disadvantage to all Dexterity checks to manipulate items and you must make Dexterity saving throws against breaking fragile items you are holding. Magic such as the regenerate spell can restore your coordination. |
| 4 | **Sleep Disruption.** You suffer from severe parasomnia and you are unable to force yourself to sleep unless you have at least one level of Exhaustion. When you sleep you suffer from terrifying nightmares and sleep paralysis. You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can cure your condition. |
| 5-7 | **Internal Injury.** You suffer occasional phantom sensations of something touching an internal organ or moving inside you causing you discomfort. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal or regenerate, cures the internal injury, or if you spend ten days doing nothing but resting, it heals on its own. |
| 8-10 | **Major Concussion.** You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. You suffer regular vertigo, lose smell and taste sensitivity and suffer from colour blindness. Magical healing of 6th level or higher, such as heal or regenerate, cures the concussion. Alternatively, it heals on its own in four weeks. |
| 11-13 | **Minor Concussion.** You have disadvantage on Intelligence checks. You suffer occasional vertigo and lose smell and taste sensitivity. The concussion heals if you receive any magical healing; alternatively it heals on its own in two weeks. If you already have a minor concussion, you suffer a major concussion. |
| 14-16 | **Severe Bruising.** You suffer severe bruising over an extensive portion of your anatomy and lose tactile sensitivity over the area. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternatively, it heals on its own in 2 weeks. |
| 17+ | **Phantom Pain.** Part of your body feels numb as if blood flow has stopped and feels phantom pain but doesn't have any adverse effect. Any magical healing relieves your pain, although sensation may linger until the end of your next long rest. |
\pagebreakNum
##### Lightning Injury
| Roll | Injury |
|:-:|:-|
| 1 | **Brain Injury.** You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function. |
| 2 | **Explosive Grounding of the Hand.** You lose a hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. |
| 3 | **Explosive Grounding of the Foot.** You lose a foot. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. |
| 4 | **Kidney Failure.** When you complete a long rest, you must succeed at a Constitution saving throw of DC 15 or gain the poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney failure. Alternatively, someone can tend to the kidney failure and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the kidney failure is resolved. |
| 5-7 | **Arc Flash.** Roll on the fire table. |
| 8-10 | **Cardiac Injury.** You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage. |
| 11-13 | **Skeletal Muscle Breakdown.** You have disadvantage on Strength checks and Strength saving throws. Magic such as the regenerate spell can cure your muscle breakdown. Alternatively, it will resolve on its own in 6 weeks. |
| 14-16 | **Muscle Spasms.** You have disadvantage on Dexterity checks. Magical healing cures your muscle spasms. Alternatively, they will resolve on their own in 2 weeks. |
| 17+ | **Flash Burns.** You have superficial burns. You turn as red as a lobster, but otherwise suffer no mechanical effects. Magical healing cures your flash burns. Alternatively, they will heal on their own in 2 weeks. |
##### Necrotic Injury
| Roll | Injury |
|:-:|:-|
| 1 | **Spiritual Injury.** You are afflicted with intense apathy and depression. You have disadvantage on Intelligence, Wisdom, and Charisma ability checks and Intelligence, Wisdom, and Charisma saving throws. Magic such as the heal or regenerate spell can resolve your spiritual injury, but such spells must be cast by a cleric, druid, or other class that uses divine magic. |
| 2 | **Withered Hand.** You lose a hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. |
| 3 | **Withered Foot.** Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. |
| 4 | **Major Organ Necrosis.** Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal or regenerate, cures the Major Organ Necrosis. |
| 5-7 | **Minor Organ Necrosis.** This has the same effect as Major Organ Necrosis above, except that the save DC is 10. |
| 8-10 | **Necrotic Stench.** You smell like rotting flesh. You have disadvantage on Charisma (Persuasion) checks. Magical healing of 6th level or higher, such as heal or regenerate, removes the smell. |
| 11-13 | **Necrotising Wound.** Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals. |
| 14-16 | **Inflammation.** Your muscles are irritated and inflamed. You have disadvantage on strength checks. Magical healing resolves the inflammation. Alternatively, it will resolve on its own in two weeks. |
| 17+ | **Necrotic Discoloration.** You get white and grey spots on your cheeks. The spots don't have any adverse effect. Magical healing of 6th level or higher, such as heal or regenerate, removes the spots. |
\pagebreakNum
##### Piercing/Bleeding Injury
Use the Piercing Injury table when a character gains an Injury Token due to bleeding out to 0 hp (see Wounds, pg. [8](#p8)). In such cases, when you roll 1-3 on the table below, use 4 instead.
| Roll | Injury |
|:-:|:-|
| 1 | **Lose an Eye.** You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. |
| 2 | **Throat Injury.** You gain a level of exhaustion which cannot be removed by normal means. You also have disadvantage on constitution checks. Magic such as the regenerate spell can heal your throat injury. |
| 3 | **Groin Injury.** Your speed on foot is halved, and you must use a cane or crutch to move. You cannot take the Dash action. You are also sterile. Magic such as the regenerate spell can heal the groin injury. |
| 4 | **Cardiac Injury.** You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage. |
| 5-7 | **Organ Damage.** Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magic such as the regenerate spell can cure your organ damage. Alternatively, someone can tend to the organ damage and make a DC 15 Wisdom (Medicine) check once every day. After ten successes, the organ damage is resolved. |
| 8-10 | **Pierced Stomach.** When you complete a long rest, you must succeed at a Constitution saving throw DC 10 or gain the poisoned condition until you complete a long rest. Magical healing of 6th level or higher, such as heal or regenerate, heals the pierced stomach, or if you spend ten days doing nothing but resting, it heals on its own. |
| 11-13 | **Horrible Scar.** You are disfigured to the extent that the wound can't be easily concealed . You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. |
| 14-16 | **Festering Wound.** Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive any magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals. |
| 17+ | **Minor Scar.** The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. |
##### Poison Injury
| Roll | Injury |
|:-:|:-|
| 1 | **Systemic Damage.** You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage. |
| 2 | **Major Liver Damage.** When you complete a long rest, you must succeed at a Constitution saving throw of DC 15 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 3 (1d6) poison damage. Anytime you drink alcohol or take another drug, you take 3 (1d6) poison damage. Magic such as the regenerate spell can cure your liver failure. |
| 3 | **Minor Liver Damage.** When you complete a long rest, you must succeed at a Constitution saving throw of DC 10 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 2 (1d4) poison damage. Anytime you drink alcohol or take another drug, you take 2 (1d4) poison damage. Magic such as the regenerate spell can cure your liver failure. |
| 4 | **Major Kidney Failure.** When you complete a long rest, you must succeed at a Constitution saving throw of DC 15 or gain the poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney failure. Alternatively, someone can tend to the kidney failure and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the kidney failure is resolved. |
| 5-7 | **Minor Kidney Failure.** This has the same effect as Major Kidney Failure above, except that the save DC is 10 and only six Wisdom (Medicine) check successes are needed to resolve the Kidney Failure. |
| 8-10 | **Cardiac Injury.** You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage. |
| 11-13 | **Vertigo.** You have disadvantage on Dexterity checks. Magic such as the regenerate spell can cure your vertigo. Alternatively, it will resolve on its own in 8 weeks. |
| 14-16 | **Nausea.** You have disadvantage on Constitution checks. Magical healing cures your nausea. Alternatively, it will resolve on its own in 4 weeks. |
| 17+ | **Minor nausea.** You must succeed at a DC 10 Constitution saving throw before you can consume food. Magical healing cures your nausea. Alternatively, it will resolve on its own in 1 week. |
\pagebreakNum
##### Psychic Injury
| Roll | Injury |
|:-:|:-|
| 1 | **Brain Injury.** You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function. |
| 2 | **Indefinite Madness.** Roll on the Indefinite Madness table in the Dungeon Masters Guide. |
| 3 | **Severe headaches.** You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can cure your severe headaches. |
| 4 | **Phobia.** You develop a debilitating fear of something in the situation from which you gained your injury. For example, if you were damaged by a mind flayer, you might have a fear of octopuses. The DM will decide. When you are confronted with your phobia, you have disadvantage on all ability checks and saving throws. Magic such as the regenerate spell can cure your phobia. |
| 5-7 | **Long-term Madness.** Roll on the Long-term Madness table in the Dungeon Masters Guide. Your madness lasts twice as long. |
| 8-10 | **Short-term Madness.** Roll on the Short-term Madness table in the Dungeon Masters Guide. Your madness lasts twice as long. |
| 11-13 | **Weak Persona.** You have suffered damage to your sense of self. You have disadvantage on Charisma checks. Magic such as the regenerate spell can heal your weak persona. Alternatively, it will heal on its own in four weeks. |
| 14-16 | **Minor headaches.** You have disadvantage on Wisdom checks. Magical healing cures your minor headaches. Alternatively, they will resolve on their own in two weeks. |
| 17+ | **Inappropriate Volume.** You can’t regulate your volume. You shout when you intend to whisper, and whisper when you intend to shout. Magical healing cures your inappropriate volume. |
##### Radiant Injury
| Roll | Injury |
|:-:|:-|
| 1 | **Blindness.** Your eyes are destroyed; you gain the blinded condition. Magic such as the regenerate spell can restore your sight. |
| 2 | **Partial Blindness.** Your retinas are damaged; you have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have already suffered partial blindness, you're blinded. |
| 3 | **Third Degree Burns.** You have disadvantage on ability checks and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the burns heal. If you already have third degree burns, you instead suffer fourth degree burns as per the Fire chart. |
| 4 | **Second Degree Burns.** You have disadvantage on Strength, Dexterity, and Constitution checks. Magic such as the regenerate spell cures this damage. Alternatively, they will heal on their own in 4 weeks. If you already have second degree burns, you instead suffer third degree burns. |
| 5-7 | **Large Skin Tumours.** You develop several large, painful skin tumors. You have disadvantage on Charisma and Wisdom checks. Magic such as the regenerate spell cures your large skin tumors. If your large skin tumors are not cured within six months, you develop Systemic Damage as per the poison table. |
| 8-10 | **Small Skin Tumors.** You develop several small, painless skin tumors. You have disadvantage on Charisma checks. Magic such as the regenerate spell cures your small skin tumors. If your small skin tumors are not cured within one year, you develop Large Skin Tumors. |
| 11-13 | **Blisters.** You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal. |
| 14-16 | **First Degree Burns**. You have superficial but painful burns. Whenever you take fire damage, you take an additional 1 point of damage. Magical healing cures the burns; alternatively, they will heal on their own in 2 weeks. If you already have first degree burns, you instead suffer second degree burns. |
| 17+ | **Minor nausea.** You must succeed at a DC 10 Constitution saving throw before you can consume food. Magical healing cures your nausea. Alternatively, it will resolve on its own in 1 week. |
\pagebreakNum
##### Slashing Injury
| Roll | Injury |
|:-:|:-|
| 1 | **Lose an Eye.** You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. |
| 2 | **Lose an Arm or a Hand.** You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. |
| 3 | **Lose a Foot or Leg.** Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. |
| 4 | **Hamstrung.** Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magic such as the regenerate spell can cure your severed hamstring tendons. |
| 5-7 | **Major Internal Injury.** Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal or regenerate, heals the internal injury; alternatively, if you spend ten days doing nothing but resting, it heals on its own. |
| 8-10 | **Minor Internal Injury.** This has the same effect as Major Internal Injury above, except that the save DC is 10. |
| 11-13 | **Horrible Scar.** You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal or regenerate, removes the scar. |
| 14-16 | **Festering Wound.** Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals. |
| 17+ | **Minor Scar.** The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal or regenerate, removes the scar. |
##### Siege Critical Injury
This table applies only to impaling, crushing and explosive damage (see Siege Weapons, pg. [46](#p46)) that dealt more than half your maximum Hit Points in damage and reduced you to 0 hp. Make a simple d20 roll. Roll with advantage if the damage is impaling. Roll with disadvantage if the damage is explosive.
If a siege weapon deals damage of more than half your maximum Hit Points, but doesn't reduce you to 0 hp, you instead take one or several (up to the DM, see Massive Damage on pg. [8](#p8)) Injury tokens of piercing (if the siege damage was impaling), bludgeoning (if the siege damage was crushing) or slashing or fire (up to the DM, if the siege damage was explosive).
| Roll | Injury |
|:-:|:-|
| 1-2 | **You are dead.** Your remains are reduced to a bloody pulp that is unrecognisable without a DC 15 Wisdom (Insight) check or magical means. If this injury was caused by Explosive damage or by Burning ammunition, your remains are burned and unusable for the purpose of the Resurrection spell and you can only be returned to life with the True Resurrection or Wish spells. |
| 3-5 | **You are dead.** Your remains are reduced to a mix of body parts and crushed entrails that are unrecognisable without a DC 12 Wisdom (Insight) check by an ally. Parts of your body can be used for a Resurrection spell. If this injury was caused by explosive damage, a successful DC 12 Intelligence (Investigation) check is needed to find the part usable for the Resurrection spell. |
| 6-8 | **You are dead.** Your remains are torn into several parts, most of your organs spilled out. Parts of your body can be used for a Resurrection spell. Unless this injury was caused by explosive damage, most of your head is intact which allows the use of the Speak with Dead spell. |
| 9-13 | **You are dead.** You can be raised back to life with the Revivify or Raise Dead spell, but you take 3 injury tokens that must be resolved immediately upon returning to life (see Injuries, pg. [9](#p9)). |
| 14-16 | **You are dying.** You automatically fail 2 of your Death Saves. You take 2 Injury tokens that must be resolved upon stabilisation. |
| 17+ | **You are dying.** You automatically fail 1 of your Death Saves. You take 1 Injury token that must be resolved upon stabilisation. |
\pagebreakNum
##### Thunder Injury
| Roll | Injury |
|:-:|:-|
| 1 | **Brain Injury.** You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain functions. |
| 2 | **Deafness.** Your eardrums have been destroyed; you gain the deafened condition. Magic such as the regenerate spell can restore your hearing. |
| 3 | **Partial Deafness.** Your eardrums have been damaged; you are hard of hearing. You have disadvantage on any ability check that requires hearing. Magic such as the regenerate spell can restore your hearing. |
| 4 | **Severe Headaches.** You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can cure your severe headaches. |
| 5-7 | **Internal Injury.** Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal or regenerate, cures the internal injury, or if you spend ten days doing nothing but resting, it heals on its own. |
| 8-10 | **Major Concussion.** You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. Magical healing of 6th level or higher, such as heal or regenerate, cures the concussion. Alternatively, it heals on its own in four weeks. |
| 11-13 | **Minor Concussion.** You have disadvantage on Intelligence checks. The concussion heals if you receive any magical healing; alternatively, it heals on its own in two weeks. If you already have a minor concussion, you suffer a major concussion. |
| 14-16 | **Minor headaches.** You have disadvantage on Wisdom checks. Magical healing of 6th level or higher, such as heal or regenerate, cures the headaches. Alternatively, they will resolve on their own in two weeks. |
| 17+ | **Severe bruising.** You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternatively, it heals on its own in 2 weeks. |
\pagebreakNum
# Part V
##### Character Sheet
\pagebreakNum
# Filling Your Sheet
___
*Grit and Glory* introduces several new statistics that need to be tracked on your *Dungeons and Dragons* character sheet. This section will walk you through the major changes made to the standard sheet.
### Attributes
Fill in the diamond tick box for Saving Throws you are proficient in. For Skills, fill in one round tick box for proficiency or two for expertise (double proficiency).
___ Record your Wound Threshold (see pg. [8](#p8)) and the maximum Wounds you can sustain before dropping unconscious. Draw a heart outline around number of heart icons equal to your maximum Wounds. Anytime you suffer an Open Wound scratch one of your empty outlines. Endurance is a new Constitution-based skill (see Subskills, pg. [51](#p51)) that is optional for realistic campaigns. It allows to represent endurance separately from health. Fill its round tick boxes if you are proficient in it.
### Subskills If your game uses Subskills (pg. [50](#p50)), track each subskill and the improved modifier of its related skill. Fill one, two or three round tick boxes if you are Trained, Expert or Master in each subskill. You can also track the number of training points towards the next level of subskill mastery. \pagebreakNum ___ \columnbreak ### Armor If you use Realistic Armor (pg. [28](#p28)), you need to track Damage Reduction and Soak against each melee damage type. From left to right, record DR values for Bludgeoning, Piercing and Slashing damage. Fill the tick box below each DR field if your armor provides Soak (pg. [26](#p26)) against that damage type. If you use Realistic Defense (pg. [70](#p70)), your total armor bonus should be filled as Damage Reduction next to the Armor Class.
### Combat Conditions If you use Combat Conditions (pg. [12](#p12)), you should keep the Bloodied and Beaten hit points thresholds precalculated and easy to reference.
### Resource (Class Dice) If your class or chosen subclass has a resource (such as Ki) or specialty dice (such as Superiority dice) you can record them on your sheet in the Resource field.
### Inspiration Points If you use Group Inspiration Points (pg. [6](#p6)), only one of the players on the table needs to manage them. However to avoid confusion when he is missing from the game, each player can record the available Inspiration. \pagebreakNum \pagebreak \pagebreak \pagebreak
Grit
Is Adventure
Of Its Own
Realistic, historic and low fantasy settings are among the most difficult to fit into the *D&D* ruleset. When heroes grow in power and become legends, they are no longer bound to the laws of reality. They no longer fear injury or death.
This supplement adds many practical rules that improve the realism of the game. For every rule that makes combat and survival dangerous and lethal, there are player options with an emphasis on decisions between high risk and great reward.
So go ahead, put on your armour, take your sword out and see how long you can survive without full hp recovery at a long rest!
This compendium is maintained by Apostol Apostolov and Kyle Taylor. Feedback and suggestions are greatly appreciated.
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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