Part I
Playing The Game
Core Rules
No More Opposed Checks
In order to remove emphasis on randomness and make attributes and skills matter, all opposed checks become checks against a DC value. The opposing side instead uses a DC equal to 10 plus their attribute, saving throw or skill (also known as passive score).
If the opposing side has an advantage its passive score is increased by +3, or the score is decreased by -3 if it has a disadvantage. The value 3 equals the statistical effect of advantage or disadvantage, rounded down.
Exceptional Success
Any Skill check that beats DC by 10 is called an Exceptional Success. If your Skill check is an Exceptional Success it may have an additional positive outcome, at DM's discretion.
Simple and Hard Checks
Skill checks against DC of 10 (or lower in few rare cases but results below 10 are generally considered failure) to 14 are considered Simple Checks. These checks can be attempted by anyone whether they are proficient or not with a skill.
When a Skill check is made against DC 15 or higher, the check is considered Hard Check. The DM may require that only players that are proficient in that skill can make an attempt. If the DC is 25 or higher and only few individuals in the world can do it, the DM may require expertise in the skill.
If the DM requires a Hard check for a skill you are not proficient in but you have an applicable Lore, the proficiency bonus from your Lore is used and you can attempt the check.
Group Checks
There are two group check types: common and challenging.
Common group checks are made when the party is expected to succeed but the players with the highest rolls are rewarded with being the first to react to the new information.
Challenging group checks account for the party will make multiple die rolls trying and compared to a single check, the DC is increased by +3, plus 1 for each player above four.
Stacking Advantage
Player's Handbook (pg. 173) states that multiple advantages and disadvantages do not stack. You can increase realism and tactical complexity by allowing multiple advantages and disadvantages to stack. To stack, they need to originate from different players or conditions, for example being Prone and Frightened by a creature at the same time. Abilities or spells with the same name cannot stack their benefit.
If after cancelling out advantages with disadvantages you are left with more than one advantage, you apply one of the advantages only. The first additional advantage grants +2 on the roll. Each following advantage grants +1 on the roll (to a maximum of +5). The same rule applies to disadvantages, but with a penalty instead of a bonus.
Player Tools
Inspiration Pool
Inspiration points are earned by the whole party. The party earns 1 point per each two players in the party each session and can store points up to the number of players in the group. The party must agree when and how to spend the points.
The party may also earn one or more additional Inspiration Points at the end of a session with:
- great roleplaying moments and deep storytelling with dramatic effect that contributes to their or another player's character development
- working together as a team to overcome extraordinary odds, defeating difficult opponents, and progressing the campaign
The party can spend an Inspiration Point at any time to:
- increase one initiative by +10 before combat starts
- reroll any Attack, Saving Throw or Attribute check made by a player, familiar or animal companion.
- reroll a damage roll rolled by a player or DM.
- remove one failed Death Save while dying.
Contacts
When creating their characters, players have a number of Contact slots equal to their proficiency bonus. Each slot can be used to create a non-player character who can assist them.
To create a contact, speak with the DM and explain your concept. The DM chooses two attributes (usually Wisdom and Charisma) that helped to bond with that character. Make a d20 roll adding both attribute modifiers to the result.
Mod | Contact Modifiers |
---|---|
-5 | Contact is 3 or more levels higher than you |
-3 | Contact is wealthier than you |
-5 | Contact has local authority |
-8 | Contact has global authority |
Result | Relationship |
---|---|
1–8 | Hostile or Distrusting, approach at your own risk |
9–12 | Complicated, you owe them a Favor |
13–15 | Neutral or Associate, will talk and do business |
16–18 | Friendly or Obsequious, will be hospitable to you |
19–22 | Very Friendly, owes you a Favor |
Each time you spend a total of 30 days of downtime doing activities in a social situation, you can replace a Contact with a new one within that particular location.
Voices in My Head
At any time, you can attempt pass a suggestion to another player that can be a reminder of forgotten information, a gut feeling warning, a creative idea or even exact words how to speak properly with an NPC.
Make a special d20 roll and add the receiving player's Insight skill modifier. If the result is 15 or more, you may speak freely and convey as much information as you want. If you fail, you should remain silent until the end of the encounter or if situation changes to try agian.
Lores and Crafts
When you create a character, remove all tool and instrument proficiencies from your character. For each such proficiency removed you may choose a Lore or Craft proficiency that fits your character concept and background from the lists below. If this grants you 2 or less picks, increase them to 3.
Lores
Lore is a trained or researched field of knowledge that your character is an expert in. When the DM or a rule says that a specific Lore improves a check, you add your proficiency modifier once again to the roll if you are proficient in the Lore, or twice if you have expertise in it.
When the DM asks for a proficient check but you are not proficient in the related skill, if you have a Lore that that can improve the check, you can still make that roll.
The list below contains generic types of Lore. Instrument proficiencies are replaced by Performance (Tavern, Artistic and Ceremonial) Lore. Game proficiencies are replaced by Games (Tavern, Strategy and Puzzle) Lore.
Architecture | Library |
Art | Mercantile |
Criminal Underworld | Mining |
Engineering | Navigation |
Farming | Performance (Artistic) |
Fishing | Performance (Ceremonial) |
Games (Puzzles) | Performance (Tavern) |
Games (Strategy) | Psychology |
Games (Tavern) | Sailing |
Heraldry | Scouting |
Herbalism | Scribing |
Hunting | Trade Guild |
Legal | Warfare |
The DM may provide you with a list of additional Lores that fit each unique campaign, such as [Region Name] Lore.
Crafts
Crafts are the knowledge and experience to repair and craft items using aseembly parts or improvised material. Each Craft allows you to use the Crafting and Repair rules (pg. XX). Characters without the required Craft cannot attempt to craft items, and can attempt the Repair action at a disadvantage and risk to cause a defect on a failure.
Many crafts allow your character to earn income practicing them during downtime and to maintain Comfortable or better lifestyle. Depending on the rarity or their Craft, they can be highly regarded in their community. Characters without any Craft are rarely regarded as contributing member of their society and have the Modest lifestyle or worse.
Each Craft may also be used as a Lore to appraise the quality and value of the items created with that Craft. When a Craft improves a skill check, you add your proficiency bonus once again if you are proficient in the Craft, or twice if you have expertise in it.
The list below contains generic Crafts that you can choose.
Alchemy and Poisons | Disguise and Camouflages |
Artistry (Jewelry) | Document Forgery |
Artistry (Painting) | Fletchering and Bowcrafting |
Blacksmithing (Armors) | First Aid and Threatment |
Blacksmithing (Tools) | Herbalism and Cures |
Blacksmithing (Weapons) | Surgery and Injury Recovery |
Building Construction | Sewing and Leatherworking |
Caligraphy and Mapmaking | Thieves' Tools and Trapmaking |
Cooking and Brewing | Woodworking and Woodcrafts |
Researching Lores
You can learn new Lore proficiencies during your adventure as long as you have access to a credible source of information such as a tutor willing to teach you or a library containing multiple books on the subject.
If you spend one week of downtime researching a subject, you gain a number of Lore recalls in that subject equal to 2 or your Intelligence modifier, whichever is greater. You can spend a Lore recall to recollect recently studied knowledge
in a specific Lore that related to the situation and gain temporary proficiency applicable to the next skill check.
If you spend weeks of downtime researching a Lore equal to 10 minus your Intelligence modifier, and the teacher is a master or source of information is exhaustive enough to contain whole knowledge related to the Lore, the DM may grant you a permanent proficiency in the Lore skill.
Intellect Bonus
Your cunning Intelligence allows you to learn more skills and knowledge than others. When creating a character, you gain a number of points equal to your Intelligence modifier. Subtract 2 points if your class, multiclass or planned subclass will be capable of casting spells based on your Intelligence attribute, or is based around Intelligence as a key attribute. .
Spend Intelligence Points to...
Benefit | Cost |
---|---|
Gain expertise in a Skill you're proficient in | 3 |
Gain proficiency in a Skill, or gain expertise in a Lore or Craft you're proficient in |
2 |
Learn a Lore or Craft, or additional language | 1 |
When you permanently increase your Intelligence modifier, you may spend additional points as normal. Proficiencies learned by spending points cannot be lost once gained.
Expertise Dedication
When creating a character, after you choose all you skill proficiencies you may choose to focus most of your prior training in one Skill, Lore or Craft and increase its proficiency to expertise.
If you choose to do so, pick two other skills you are proficient in and remove that proficiency from them.
Initiative
Skill Initiative
When Initiative is called at the beginning of combat, the DM may reward careful or creative preparation of players by allowing them to use a relevant skill check for rolling Initiative than the standard approach. The DM should also grant this in an impartial manner to hostile creatures that are aware of approaching threat and have ample time to prepare for the players' attack.
Few common examples of skill-based Initiative are:
- If a creature enters Initiative as a result of spotting hostile creatures or hazards, it may make a Wisdom (Perception) check as an Initiative roll.
- If a creature spends time equivalent to one round to observe the behavior of enemy creatures for any sign of preparation to strike, it may make a Wisdom (Insight) check as an Initiative roll.
- If a creature enters Initiative while hidden from hostile creatures, it may roll Dexterity (Stealth) result as an Initiative roll. If the creature uses a cover, Passive Stealth can be used instead of the roll result (see Stealth, pg. XX)
- If a creature discovered hints revealing the threat ahead by examination, it may use Intelligence (Investigation) as an Initiative roll.
- If a creature barges in the fray by breaking a door, it may use Strength (Athletics) as an Initiative roll.
Since skill-based Initiative rolls give better results than the standard approach, DM should use discretion when granting them. Usually, only one player or one hostile creature that initiate the combat should benefit from them. All other players or hostile creatures roll Initiative as normal.
Surprise
The DM determines when one or more creatures are surprised. This usually happens when either the players or band of hostile creatures roll for initiative against another group that is completely unaware of a threat, or is involved in an activity that requires full concentration (such as casting a ritual, or being engaged in an ongoing combat encounter). When surprised creatures are attacked, the DM calls for a surprise round.
Surprise Round is a special type of round that happen before the first round of combat. Each side of the conflict,
the players and the hostile creatures, act as a group. The surprising side always goes first, then the surprised side.
During a surprise round, each creature can only use its reaction to execute a Readied Action. The attacking side that surprises the other is assumed to have prepared beforehand a single weapon attack, a trigger for a cast spell, a movement up to their speed, or a use of an object. The surprised side can only use their reactions if they have a use for it, such as creatures on High Alert (pg. XX) that always Ready an action.
Once the surprise round ends, initiative is rolled and combat starts. Surprised creatures suffer a -5 penalty to their Initiative roll. Surprised creatures can move and act normally during the first round of combat, however, they count as surprised until the end of the first round of combat. Attacks against surprised creatures have advantage, as normal.
Wounds
Realistic combat can be an ugly thing. What Dungeons and Dragons represents as simple loss of hit points obscures the truth of pain, suffering and death. These rules introduce Wounds and Injuries to make your players fear combat again.
Wound Threshold and Grit
To represent actual bodily trauma, Grit and Glory introduces two new statistics to the game - Wound Threshold and Grit.
Wound Threshold
Wound Threshold represents how tough you are against any damage. Your Wound Threshold equals the highest value of your class' Hit Die, plus half their Constitution Score (not the modifier), rounded up.
When your proficiency bonus increases on 5th, 9th, 13th and 17th level, your Wound Threshold increases by one fourth of your Constitution Score, rounded up.
When you calculate your Wound Threshold, write down its value and its doubled value on your sheet.
Wound Threshold = Hit Die Maximum + (Constitution Score / 2)
Grit
Grit measures your ability to continue fighting at your peak potential despite the wounds you have suffered. It equals 3, plus proficiency bonus, plus the highest among your Strength or Constitution modifier.
Grit = 3 + Proficiency Bonus
+ Strength or Constitution Modifier
(pick highest, min 0)
+ Strength or Constitution Modifier
(pick highest, min 0)
When your Open Wounds total equal your Grit value, the wounds wear you down. Each additional Wound damages your hit point maximum, or opens you for Injuries (pg. XX)
Suffering Wounds in Combat
When a creature on its combat turn succeeds to deal total damage to you equal or higher than your Wound Threshold, there is a risk for an Open Wound. At the end of the creature's turn make a Constitution saving throw against DC equal to 12 + the number of attacks that dealt damage, or the spellcasting DC of the creature that cast damaging spell. If you fail the saving throw, you suffer an Open Wound.
If the damage dealt this way is equal or higher than twice your Wound Threshold, you cannot make that saving throw and suffer a guaranteed Open Wound.
Opportunity Attacks usually do not happen on a creature's own turn, and do not contribute damage towards Wounds.
Record your Open Wounds separately from your hit points.
Suffering Wounds out of Combat
If you suffer damage from a spell, trap, affliction, or another source out of combat, the same rules for Open Wounds apply.
The DM can apply one or several Open Wounds without calculating damage or comparing to Wound Thresholds to NPCs when they take physical damage.
Bleeding
Anytime you suffer an Open Wound, you gain the Bleeding condition (see Conditions, pg. XX). While you are Bleeding,
at the end of each of your turn you lose hit points equal to half your Open Wounds, rounded up.
You can remove the Bleeding Condition if you or an ally spend an action and succeed at a Wisdom (Medicine) check against DC 10 + number of Open Wounds you have. Any magical effect that recovers hit points removes the condition.
If you drop unconscious while you are Bleeding, you suffer one failed death save and you lose the Bleeding condition.
Bleeding out of Combat
If you are unable to stop your Bleeding condition, you are at high risk of dying even after a victorious battle. For each one minute that you are Bleeding out of combat, you lose 1d6 hit points for every Open Wound you have.
Excessive Wounds
When your Open Wounds total equals your Grit, additional Open Wounds decrease your maximum hit points by 2d6. You do not lose hit points that exceed your hit points maximum. If your hit points maximum reaches 0, you die immediately.
Recovering Wounds
Open Wounds can be removed in various way: through natural recovery, medical aid or magic.
Natural Recovery. At the end of a short or a long Rest, you can spend one hit die and close one Open Wound. This die does not grant hit points, it only removes the Open Wound. This is the slowest way to recover, available to all creatures.
Medical Aid. By spending a use of a Healer's Kit, you or an ally proficient in Medicine can bandage and tend to your wounds. See Healing section (pg. XX). This method is faster and can close several Open Wounds at a time.
Magic. Any spell that heals hit points also recovers 1 hit point maximum plus extra 1 for each 3 points of hit points healed. The same spell also closes an Open Wound for each
6 points of hit points healed.
For other restorative spells, it is up to the DM. As a rule of thumb, a spell can close number of Open Wounds equal to half the spell level, rounded up. Lesser Restoration would close 1 wound, while Greater Restoration closes 3 wounds. As an exception of that rule, Regenerate or a similar 7th level Spell, removes all Open Wounds from a creature.
Wounds and Damage Resistance
Damage is compared to your Wound Threshold after any armor provides damage mitigation and resistances to damage, such as Barbarian's Rage, are applied.
Wounds for Non-Player Characters
As a DM you do not have to count the number of Open Wounds for most NPCs and monsters who fight to the death. You only need to account for the increase in the Bleeding condition for every two large damage totals. Note that some creature types may be immune to the Bleeding condition, such as Constructs, Undead and Oozes.
Option: Closed Wounds and Scars
When you remove an Open Wound by spending hit dice or using a Healer's Kit, you gain a Closed Wound. Track Closed Wounds separately on your sheet. When you suffer a number of Closed Wounds equal to or more than your Level plus your Constitution score, you suffer one permanent level of Exhaustion that cannot be recovered with normal rest and recovers only when you lower your total of Closed Wounds.
You lose 1 Closed Wound per day of Full Rest. At the end of the day, make a DC 10 Constitution saving throw. If you fail the check, the wound leaves a Scar. You may choose the shape and location of the scar. If fail by 5 or more, the scar is hideous and, if seen, it will influence (positively or negatively) the attitude of others.
Describing Damage and Wounds
Combat in Dungeons & Dragons is abstract by design. Attacks that cause a loss of hit points do not cause actual damage - they wear the opponent down or leave minor scratches and bruises until one final attack makes the killing blow. Some DM like to describe every swing of a blade, while others want to keep it quick with just summary of results.
When a character suffers an Open Wound, this is a great opportunity for both the player and the DM to describe an actual physical impact that leaves serious damage and bleeding. Тhe wound should be nonfatal, unless it brings a creature to 0 hit points. Grievous and crippling wounds with gory detail should be reserved for Injuries (see pg. XX).
Players who have their character suffer Open Wounds are encouraged to treat them as real damage that causes great pain and impediment. While Wounds have no lasting effect like Injuries, DM should recognize and reward with Inspiration Points (see pg. XX) the group for their effort into realistically portraying the nasty consequences of combat.
When you gain the Bloodied or Beaten state (see Combat Conditions, pg. XX), the accrued damage changes your appearance so others can recognize how close you are to dying. The DM and players must communicate when any creature reaches these states. Any creature with an Intelligence score of 6 or more can pick up on weaker or wounded targets based on their appearance.
These rules are too much for me...
If counting damage totals and managing Open Wounds is not for you and your group, you can ignore most of this section but still use part of it.
Calculate and use the Weapon Threshold value to decide whether to describe the enemy attacks as glancing blows or as physical hits. You don't need to use the exact value, instead you can round to nearest multiple of 5.
Injuries
It is inevitable that even great heroes will suffer grievous injuries! By introducing injuries in your game, you can raise the risks of combat and make your players carefully weight the risks before any fight if their own character's leg, hand, ear or eye can be left behind on the butcher's counter when the fight is over.
Wound Threshold
To represent your ability to withstand injuries, Grit and Glory reuses the Wound Threshold, a new statistic introduced in the Wounds rules. Whether you use the rules for Wounds or not, calculate them as shown on pg. XX.
Injury Modifier
You have an Injury Modifier which represents how likely you are to avoid a severe crippling injury that would put an end to your adventuring career. The Injury Modifier equals 1 plus your Proficiency bonus, and the highest value among your Dexterity or Constitution modifiers.
Injury Modifier = 1 + Proficiency Bonus
+ Dexterity or Constitution Modifier
(pick highest, min 0)
Each time you suffer an Injury Risk and roll on an Injury Table, even if you walk away with a superficial scar your Injury Modifier will be reduced by a small amount. If you accrue too many reductions, your Injury Modifier can go into negative values. You lose all reductions to Injury Modifier when you Take a Breath (see Rests, pg. XX) outside combat.
You risk an Injury if...
- You suffer a critical hit.
- You fall unconscious at 0 hit points.
- At the end of a combat turn, if you suffer total damage in that turn that is equal or more than your Injury Threshold that is equal to three times your Wound Threshold. Keep this value handy on your sheet.
Weapon properties, such as the Wounding property, can add additional conditions to risk an injury.
Resolving Injuries
Each time you risk an Injury, roll a d20 and apply your Injury Modifier, then compare the result on an Injury Table. If the result is lower than 1, you rolled a 1 instead.
Injury Roll = d20 + Injury Modifier
On the next page you will find a generic Injuries table that is applicable to any damage. In Appendix X, a separate Injury table is provided for each damage type. If the total damage received in a turn that caused the Injury consists of multiple damage types, the DM should use the damage type dealt by the majority of damage.
Applying Injuries
The injury is applied immediately after it is rolled. Some DM may choose to be forgiving towards their players and instead apply the injury at the end of the combat so its consequences do not abruptly decide the outcome of the current combat.
Injury Description
To make it easier to reference, Injury Tables list description and properties separately. Injury properties use a keyword format listed in bold so they can be recorded and referenced at any time, and each property is described in detail below.
When an injury applies to a specific body part or internal organ, one or more additional tables will be listed after the description. A roll on that table will identify the location and modify existing or add new injury keywords.
Milder Injuries
If injuries are too harsh for your campaign, you can introduce milder injuries by ignoring the additional effects provided by the Location, Organ and Complication tables, and only use their descriptions to flesh out the injury.
Another approach for milder injuries is to only roll on the Location, Organ and Complication tables if the total damage in a round exceeds five times the Wound Threshold.
Injury Properties
Each entry on an Injury table uses a structured format of effect keywords described in detail below:
Injury Modifier: -X. Your Injury Modifier is decreased by the listed value. These penalties are cumulative and can make your Injury Modifier into a negative number. You remove all penalties to Injury Modifier when you Take a Breath (pg. XX) or longer rest.
Bleeding: Xd4. You start Bleeding the listed dice amount at the end of each of your turns. If you are already Bleeding, the listed dice is added to the existing Bleeding value.
Weaken: Xd6. Your maximum hit points are decreased by the rolled amount until you recover from the injury. Your current hit points does not change and may temporarily exceed your hit points maximum until you complete a short or long rest. Injuries cannot lower your hit points maximum below half of its original value, rounded up. However, if your Injuries cause your hit points maximum to reach half its original value, you suffer one permanent level of Exhaustion until you raise your hit points maximum above half its original value.
If an Injury undergoes a successful Surgery, you recover half of the lost hit points maximum as rolled for that injury.
Impaired, Damaged, Crippled. These properties affect skill checks or saving throws in circumstances where the injured limb or the torso (if an internal organ is harmed) is part to the action. The DM has the final say whether an injured limb is used, and should encourage player creativity to work around injuries such as receiving Help or using aids.
Impaired is the least effect, followed by Damaged and then Crippled. Greater properties include the effect of all lesser ones. Damaged contains the effects of Impaired, and Crippled has the effects of both Impaired and Damaged. Properties are not cumulative, and only the most severe property applies.
If an injury undergoes a successful Surgery before the injury recovers, all Damaged properties from that injury become Impaired, and all Crippled properties become Damaged. This relief can be achieved only once per injury.
Generic Physical Damage Injuries
Roll
Injury
Effect
1
The head suffers major skull bone fracture and internal brain
hemorrhage. Face is disfigured and sense organs may be
severed and unusable. Roll on Head Complication table.
Injury Modifier -2; Bleeding: 3d4
Crippled: Intelligence, Wisdom, Charisma;
Recovery: 12 weeks; Surgery DC 12 / 4 successes;
Mirracle: 6th.
2
A limb is badly severed with a loss of significant amount of
flesh tissue that renders it barely usable. Roll on Severe
Location table and Limb Complication table.
Injury Modifier -2; Bleeding: 3d4
Crippled: Strength, Dexterity; Surgery: 12 / 3 successes;
Recovery: 8 weeks; Mirracle: 6th
3
A limb is crushed with severe bone fractures and heavy
hemmorhage. Roll on the Severe Location Damage table.
Injury Modifier -2; Bleeding: 2d4;
Crippled: Strength; Damaged: Dexterity
Recovery: 6 weeks; Surgery DC 10 / 2 successes;
Mirracle: 6th
4
Severe vital organ injury with short bouts of organ failure,
extensive internal hemorrhage and long-term debilitating
pain. Life quality is crippled. Roll on Precise Organ Damage
and Organ Complication tables.
Injury Modifier -2; Bleeding: 1d4
Damaged: Strength, Dexterity, Constitution
Surgery: 12 / 3 successes; Recovery: 6 weeks;
Mirracle: 5th
5-7
Major internal injury with swelling, internal hemorrhage
and long-term bouts of sharp pain. Life Quality is damaged.
Roll on Precise Organ Damage table.
Injury Modifier -2; Bleeding: 1d4;
Damaged: Strength, Constitution
Recovery: 4 weeks; Mirracle: 3rd
8-10
Minor internal injury with swelling and long-term dull
pain. Roll on Imprecise Organ Damage table.
Injury Modifier -1; Bleeding: 1d4;
Damaged: Constitution
Recovery: 2 weeks; Mirracle: 3rd
11-13
Partial tear of sinew or cartilage, swelling sharp pain
and limb weakness. Roll on Lesser Location Damage table.
Injury Modifier -1; Impaired: Strength
Recovery 2 weeks; Mirracle: 2nd.
14-16
Moderate muscle tear, swelling and moderate hematoma.
Roll on Lesser Location table.
Injury Modifier -1; Impaired: Dexterity
Recovery 1 week; Mirracle: 2nd.
17+
Surface wound with no injury that leaves a scar (you choose
shape and location).
Injury Modifier -2;
The affected aspects are listed after the property, and can be any of the six core Attributes, Attacks, Interacts, Movement, Heave, Sense (Sight, Hearing, etc.), Speech, and Life Quality.
Attribute. If an Attribute is Impaired, when making a skill check (not attack rolls or saving throws) governed by that attribute you suffer a -2 penalty. The penalty does not apply
if you benefit from advantage, or receive Help from an ally.
If an Attribute is Damaged, the penalty from Impaired applies to saving throws as well (but not attack rolls) and the check can no longer benefit from an advantage unless it comes from Help by an ally who does not suffer from injuries affecting the same Attribute. You also suffer critical failure on a roll of 1 of the d20 die unless you receive Help from an ally.
If an Attribute is Crippled, the penalty from Impaired is increased to -5, and you suffer critical failure on a roll of 1 or 2 of the d20 die even if you receive Help from an ally.
Attack. If Attack is Impaired, Damaged or Crippled, the same penalties to Attributes extend to making attack rolls that use an Attribute that is Impaired or worse by any injury. For critical failures use the tables in Appendix X (pg. XX).
Interact. If Interact is Impaired, you can no longer interact with an object as a free action on your turn or as part of an attack, and instead must use your main or bonus action.
If Interact is Damaged, any Interact with an object uses both your main and bonus action, and you have disadvantage when a creature attempts to Disarm objects held only with the injured limb and without a strap or similar device.
If Interact is Crippled, any Interact with an object takes the main and bonus action of two consecutive turns, and items must be attached to the injured limb using straps or similar to avoid being dropped automatically when a Disarm attempt is made against the injured limb. The limb can no longer hold firmly weapons to attack with, such as two-handed weapons.
Movement. If Movement is Impaired, your Speed decreases by 5 feet. If Movement is Damaged, your Speed decreases by half (rounded up to 5 feet increments), you can no longer use the Dash action, and any movement-like action (such as crouching or standing up) uses all your movement. If your Movement is Crippled, your speed becomes 5 feet, and any effect that decreases your Speed causes you to fall prone.
Use of walking aids that require at least one free hand to use allow you to temporary improve your movement. With
a walking aid, Crippled Movement becomes Damaged, or Damaged movement becomes Impaired.
Heave. If Heave is Impaired, your encumbrance in pounds or Bulk points (pg. XX) is decreased by 10%, and your maximum Lift, Push or Pull (pg. XX) is decreased by 20%. If Heave is Damaged, your encumberance is decreased by 20%, and your maximum Lift, Push and Pull is decreased by 40%, and lifting items above your minimum Lift takes your action. If Heave is Crippled, your encumberance is decreased by 30%, your maximum Lift, Push and Pull is decreased by 60%; and lifting items above your minimum Lift takes both your whole movement and your action.
When you Lift, Push or Pull you can push yourself despite the pain. Your injury gains Trauma DC 10 / 1d6 and you ignore the limits on Heave for Lifting, Pushing and Pulling for one minute, or until you fail the Trauma roll by 5 or more.
Lesser Location
d20
Limb
Effect
1-3
Shoulder
Impaired: Attack, Interact
4-6
Elbow
Impaired: Heave
7
Hand
Damaged: Interact
8-12
Chest
Injury Modifier: -1
13-14
Core
Impaired: Heave, Attack
15-18
Thigh
Impaired: Movement
19
Knee
Impaired: Heave
20
Foot
Damaged: Movement
Severe Location
d20
Limb
Effect
1
Head
Weaken 2d6; Stun: 1
Impaired: Wisdom
2-4
Shoulder
Trauma DC 10
Damaged: Attack, Interact
5-7
Elbow
Weaken 1d6
Damaged: Heave
8-9
Hand
Crippled: Interact
10-12
Chest
Bleeding +1d4
Injury Modifier: -1
13-14
Core
Trauma DC 10
Damaged: Heave, Attack
15-18
Thigh
Bleeding +1d4
Damaged: Movement
19
Knee
Weaken 1d6
Damaged: Heave
20
Foot
Crippled: Movement
For pairs of limbs roll 1d6 for side: 1-2 for main side (usually your right) and 3-6 for off side (usually your left).
Location Complication
d20
Condition
Effect
1
Cut in half
Bleed +2d4; Weaken +3d6
Location is nonfunctional.
Exposed; Mirracle: 7th
2-3
Rend flesh
Bleed +1d4; Weaken: +2d6
If hand or foot, you lose 1d3
fingers/toes; Exposed
Mirracle: 6th.
4-6
Cut arteries
Bleed +1d4.
7-9
Acute neuralgia
Trauma DC 12
10-12
Surgical need
Surgery: DC 12 / 3 successes
13-15
Bone fracture
Recovery +2 weeks
16-20
No complication
—
A hand with less than 3 fingers becomes permanently Damaged: Interact. A foot with less than 3 toes becomes permanently Impaired: Movement.
Sight, Hearing, Smell. If a sense is Impaired, Damaged or Crippled, the same penalties to Attributes now extend to any Wisdom (Perception) check and the Passive Perception value. If a Sense is Crippled, creatures and objects become permanently Hidden to you as long as you rely on that sense to target or identify them.
Speech. Extensive damage has been done to the tongue, mouth, or larynx. If Speech is Impaired, speech suffers minor impediment such as slurring, lisping or similar only for roleplaying purposes. If Speech is Damaged, speech is unclear and relies on context to be understood, and spells with vocal component have 50% chance to fail. If Speech is Crippled, no clear words can be formed but mutter and grunts, and spells with vocal component cannot be cast.
Life Quality This property is for roleplaying purposes only and no mechanical penalties. The injury is so severe that it reflects into the daily life of the character. If Life Quality is Damaged, any action other than light activity causes the character pain and discomfort, limited mobility, and bout of exhaustion after an hour of labor. If Life Quality is Damaged, the normal life expectancy of the character is cut by half.
If Life Quality is Crippled, any routine simple actions cause constant sharp pain, limited mobility (such as walking slowly using a cane, unable to lift heavy items), frequent symptoms of the injury (such as spitting blood or dark urine). Characters in such sad state can barely maintain a normal life. While Life Quality is Crippled, the normal life expectancy is cut by three quarters.
Nonfunctional. When a limb or organ is damaged so severely that it might as well be separated from the body, it becomes nonfunctional. If the Head is nonfuctional, the character is dead. If a limb is nonfunctional, it cannot be used without prosthetics such as a hand hook or a wooden peg, and even so the DM may assign a permanent Damaged or Crippled property to it. If a vital organ is nonfunctional, Life quality is Crippled. All injuries that cause nonfunctional state require Mirracle of 7th spell slot to regrow (such as the Regenerate spell).
Stun: X or Xd4. The injury causes nerve system shock to the whole body, rendering it Stunned for a number of rounds.
Trauma: DC. The injury causes you an debilitating pain every time you perform a strenious physical activity. At the start of your turn in combat, or every time you perform physical activity out of combat for 6 seconds, make a Constitution or Wisdom (your choice) saving throw against the listed DC.
I combat, if you fail the saving throw you can only use your main action or your bonus action but not both this turn, and if you move more than half your Speed you lose your reaction until the start of the next turn. If you fail the saving throw by 5 or more, you can only use your bonus action, and your movement cannot exceed half your Speed this turn.
Outside of combat, if you fail the save by 5 or more the physical activity is disrupted by paralyzing pain and you are Stunned for 6 seconds.
Recovery: X weeks. Your injury will recover on its own after the listed number of weeks. You can speed up the process with the Treat Injury activity (see Healing, pg. XX)
Compared to real world injuries, recovery periods listed in these rules are shorter but cover only the time when the injury is most severe and greatly hinders the character. After the recovery period passes many injuries can still linger for months but only for roleplaying purposes.
Imprecise Organ Damage
d20
Area
Effect
1-9
Upper vitals
Bleeding: +1d4
10-16
Lower vitals
Weaken: 1d6
17-20
Vitals missed
Injury Modifier -1
Precise Organ Damage
d20
Organ
Effect
1
Trachea, larynx
Bleeding: +2d4; Stun: 1
Damaged: Speech
2-4
Heart, arteries
Bleeding: +1d4; Weaken 2d6
5-10
Lungs, diaphragm
Weaken: 2d6
11-17
Stomach, guts
Bleeding: +1d4
Trauma: 10
18-19
Kidney, liver
Weaken: 2d6
Surgery: 12 / 4 successes
20
Groin, genitalia
Weaken: 3d6
Sexual activity is crippled.
Organ Complication
d20
Condition
Effect
1
Cut in half
Bleed +2d4; Weaken +4d6
Organ is nonfunctional.
Terminal, Exposed; Mirracle: 7th
2-3
Rend flesh
Bleed +1d4; Weaken: +2d6
Organ is crippled. Exposed.
Mirracle: 7th.
4-6
Heavy bleeding
Bleed +1d4. Exposed
7-9
Acute neuralgia
Trauma DC 12
10-12
Surgical need
Surgery: DC 15 / 4 successes
13-15
Extensive damage
Recovery +2 weeks
16-20
No complication
—
Head Complication
d20
Condition
Effect
1
Spilled brain
You drop unconscious and
will die in three rounds
unless saved by Mirracle: 7th
2-3
Damaged brain
Bleed +2d4; Weaken: +4d6
Stun: 1d4+1; Terminal Exposed;
Surgery: DC +5; Mirracle: 7th.
4-6
Eye lost
Bleed +1d4; Weaken: +2d6
Crippled: Sight; Surgery: DC +2
Mirracle: 7th.
7-10
Ear torn
Bleed +1d4; Crippled: Hearing;
Mirracle: 7th.
11-15
Nose crushed
Weaken +1d6; Crippled: Smell;
Mirracle: 7th.
16-20
No complication
—
Mirracle: Xth Level. The injury will immediately recover if the injured creature is targeted by a healing spell of the listed level or higher. Wish and similar spells are considered healing spells then used for reverse injuries.
Surgery: DC/X successes. The injury is a nasty one that will never recover unless you undergo a Surgery (see pg. XX) within the Recovery period. If you fail to do so, the injury becomes permanent and will never recover. The Surgery uses the listed DC for Wisdom (Medicine) checks and requires the listed number of successes for the surgery to be a successful one. Once you undergo a successful Surgery, the Recovery period starts to count from the start.
You may peform a Surgery on an injury that does not have the Surgery trait in order to lower the penalties from the Damaged and the Crippled keywords, and recover half of the lost hit points maximum. These Surgeries are non-essential and do not affect Recovery time. The default values of the trait in such cases is DC 10 and 3 successes.
Exposed. The injury caused a severe rupture of the body exposing internal muscle, bone, or even internal organs to external pollutants. If you use the Realism Option: Festering Wounds (pg. XX), the DC of the Constitution Saving Throw is 12 for body locations other than the head, and 15 for vital organs and the head. If the wound is not cleaned and bandaged within 10 minutes, or comes into contact with polluted surfaces such as mud and dirt, animal saliva or similar, it will automatically fail the first Constitution saving throw required by Realism Option: Festering Wounds.
Terminal. Your condition may worsen at any moment. This may include a sudden inflammation or unnoticed symptoms becoming life-threatening. Every time you complete a long rest or full rest, the DM rolls a d20 in secret for each of your injuries with a Terminal trait. If the DM rolls a 1, your injury condition worsens and the DM should describe an increase of symptoms of the injury. When this happens, increase the Weaken trait of that injury by an additional 1d6 and roll the die to decrease your hit points maximum. The Recovery period of your injury increases by an additional week, and if Surgery is required for it, the Wisdom (Medicine) DC is increased by 1. If the DM ever rolls 1s for the same injury at the end of two consecutive long rests, your injury becomes terminal. The DM should describe severe symptoms with no sign of relief and you have only 2d6 days to live (rolled by the DM in secret). If this happens, the DM should give ample hints to the group that a character's life is at its end.
NPC Injuries
Unlike player characters, NPCs do not need detailed tracking of their Injury Modifier other than Bleeding and injury effects on Attack and Movement that are relevant to the current combat. The DM can ignore all long-term injury effects like Weaken, Trauma, Recovery, Surgery, Exposed and Terminal unless the NPC is key to the campaign, such as a recurring villain or important ally.
As a simple rule of thumb, all martial hostile creatures have Injury Modifier of +5 and all non-martial but combat experienced hostile creatures have Injury Modifier of +2. Once any hostile creature makes their first injury check, instead of tracking loss to their Injury Modifier, the modifier becomes 0 until the character Takes a Breath (pg. XX) after combat. Unexperienced NPCs such as peasants and minions meant to die with gruesome injuries have Injury Modifier of -2 or even -5, and their Injury Modifier never changes.
Inspiration Points
You can use Inspiration Points to alter the effects of a poor Injury Roll. The party can spend any number of Inspiration points. Each point allows to reroll on the main Injury table and take the new result even if it is lower, or take the result one step below the currently selected result.
Are Injuries a good fit for my game?
With the Injuries rules, one unfortunate strike followed by a poor Injury roll can put an abrupt
end to your adventuring career, and halt the party's progress. Depending on the severity of the injury, your character may be cursed to spend the rest of their lives as a disabled person, at the mercy of the ancient times. Such high risks change the player's perception of combat from a fun game of trill-seeking to a very serious and realistic gamble with your own life and the goals of the whole party.
With that in mind, Injuries are not the best fit for every historic or realistic campaign. If your game is combat-heavy D&D adventure with some dungeon delving, and every session must include at least one combat, you may achieve more fair gritty experience with just the Wounds rules. The Injury rules, especially if combined with the Wounds rules, are best fit for shorter or episodic campaigns where violent resolutions are optional and few of number, and after each story arc characters have ample time to tend to their injuries or to retire from the adventuring career. A campaign that spans over a long time should offer frequent access to downtime where players can exchange their injured characters for new fresh ones.
Using Wounds and Injuries
Healing
In a realistic or historic setting, players must rely on natural healing or healing kits, with precious little magic available to them. These rules introduce natural healing, new uses to the healing kits and some advice on using spells.
Natural Healing
Natural healing is available to all creatures and it doesn't require any equipment. However, it is a very slow process.
Recovering Wounds
At the end of a short, long or a full rest, you can spend a number of hit dice to close that many Open Wounds, and increase your hit points maximum by 1 for each hit die if lowered by wounds. The hit dice are not rolled and do not recover hit points.
Realism Option: Slow Wound Recovery
The standard method above is intended for adventuring campaigns. If you want want additional realism, ignore it
and use this rule instead.
At the end of a long or a full rest, if you still have any Open Wounds left, make a Constitution saving throw against DC 12 + number of Open Wounds you have. If you succeed, one Open Wound is closed. For every 5 points you beat the DC, an additional Open Wound is closed.
If your hit points maximum is decreased due to Open Wounds, you recover 1 to your hit point maximum.
Realism Option: Festering Wounds
If you failed the above saving throw by 5 or more, one of your Open Wounds festers. Your maximum hit points decrease by 1d6. You suffer -2 penalty to all checks or saving throws to close Open Wounds without Wisdom (Medicine) checks.
For each following day while your wound festers, you lose another 1d6 hit points maximum and your penalty to checks and saving throws increases by 1.
You stop losing maximum hit points and no longer suffer any penalty to all checks and saving throws to close an Open Wound when you successfully close at least one Open Wound by any natural, medical or magical way.
Recovering Injuries
Every Injury has a Recovery Period in weeks of slow natural healing. There is no other way around it other than sit it out. Medical assistance can speed up the time of recovery, while restorative magic such as the Regeneration spell can remove all injuries completely.
Medical Care
Anyone proficient in Medicine can use the following medical items and has access to their medical activities.
Healer's Kit
5 gp, 3 lbs, 20 uses. This kit is a leather pouch containing bandages, cleaning spirits, salves and splints. The First Aid and Threatment Craft improves your Wisdom (Medicine) checks (pg. XX), and lets you craft Healer's Kits.
With Healer's Kit you can use the Stabilize, First Aid, Threat Wounds, and Threat Injury activities.
Herbalist's Kit
5 gp, 3 lbs, 10 uses. This kit contains variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. The Herbalism and Cures Craft improves your Wisdom (Medicine) checks, and lets you craft Herbalist's Kit.
With Herbalist's Kit you can make the Treat Poison and Treat Disease activities.
You can refill one use of the Herbalist Kit with a Wisdom (Nature) check gathering herbs from their environment, with the DC value dependent on their availability. For every 5 points you beat the DC, you refill an extra use.
Surgeon's Kit
50 gp, 10 lbs, 10 uses. This kit contains scalpels, scissors and saws, grasping forceps, and vials of alcohol. The Surgery and Injury Recovery Craft improves your Wisdom (Medicine) check, and lets you craft Surgeon's Kit.
With Surgeon's Kit you can make all Healer's Kit activities with an advantage to their checks, and also the Perform Surgery and Resuscitate activity.
A Surgeons Kit can be reused when all uses are spent, and can be refilled with 10 uses for 5 gold.
Healing Actions
Stabilize (1 action)
You expend one use of the kit to stabilize a creature that is dying without needing to make a Wisdom (Medicine) check.
First Aid (1 minute)
You expend one use of the kit to tend to a bleeding creature. The creature immediately stops bleeding when you start applying the First Aid, and at the end of the uninterrupted activity loses the Bleeding condition.
Treat Wounds (Short, Long, Full Rest)
You expend one use of the kit to bandage a wounded creature. Make a Wisdom (Medicine) check against
DC 10 + number of Open Wounds the creature has.
On success, during the rest the creature can choose up
to one hit die, and it both recovers hit points as normal, and it also closes one Open wound and recover 1d4 points to its hit points maximum if reduced by wounds. For each 5 points you beats the DC, an additional hit die can be used in this way.
During a day of downtime such as a Full Rest, you can make up to three separate Treat Wounds activities.
Treat Injury (Full Rest)
You expend one use of the kit and at least four hours in a day to tend to an injured creature. Make a Wisdom (Medicine) check against DC 12, or the Surgery DC of the injury if it has the Surgery keyword.
On success, the day counts as two days towards the natural recovery of all injuries the creature has. If you beat the DC by 10, the day counts as four days instead.
If you roll a natural 20, you gain advantage on the next check made within a week.
Resuscitate (1 minute)
You expend one use of the kit in attempt to return creature to life despite clinical death after three failed death saving throws. A dead creature can still be returned to life if resuscitation starts within number of combat rounds equal to 1 + the number of successful death saves it scored before dying. Attempt a Wisdom (Medicine) check against DC 27 - 5 for each successful death save the creature had before it died.
If you succeed, the creature can immediately repeat one of its failed death saving throw with advantage. If it succeeds, it can repeat another in the same way. It can continue to do this until it has three successful saving throws and returns to life with two levels of Exhaustion, or scores a failure and remains dead with no chance to be Resuscitated again.
A creature may not be Resuscitated more than once until it finishes a long rest.
Treat Poison (10 minutes)
You expend one use of the kit to provide immediate response against the effect of a poison. The creature can immediately repeat the saving throw against the effect of poison. Make a Wisdom (Medicine) check against the Poison's DC. If you succeed, if the creature fails its saving throw and takes poison damage, it has resistance against this damage. If you beat the the Poison's DC by 5 or more, the creature gains advantage to its saving throw.
You cannot Treat Poison the same creature again until it completes a long rest.
Treat Disease (10 minutes)
You expend one use of the kit to provide relief from a disease and prevent its development. The creature can immediately repeat the saving throw against the effect of disease. Make a Wisdom (Medicine) check against the Disease's DC. If you succeed, if the creature fails its saving throw and the disease worsens, the creature ignores the worse effects until it completes a long rest. If you beat the Disease's DC by 5 or more, the creature gains advantage to its saving throw.
You cannot Treat Disease the same creature again until it completes a long rest.
Surgery (1 hour or longer)
Some Injuries have a Surgery(DC/Successes) property. These Injuries require a surgical intervention to allow the creature to heal properly. If a successful surgery is not performed within the Recovery period of an Injury, its effects become permanent and nothing can remove them other than high-level spells like Wish or Regenerate.
Surgery in a fantasy or medieval setting is an extremely dangerous process often performed with crude tools and in unsanitary conditions. Creatures undergoing surgery put their faith both in the steady hands of their surgeon and the mercy of their gods for the outcome is not guaranteed and the creature may never wake up from the table. Players who undergo surgery should accept all risks related to it. The DM should let the surgeon use the Inspiration Points of the party even if the surgeon is a non-player character.
Other than a Surgery Kit, you need to ensure clean and closed environment, and the creature is in stable and unconscious state. Performing surgery outdoors, in unsanitary conditions, without access to clean water or alcohol, applies a -2 penalty to all Surgery rolls.
You expend one use of the kit and concentrate for about an hour on carefully cutting the flesh of an injured creature and perform complex manipulation of its bones or internal organs in order to let the injury to heal properly. Make a Wisdom (Medicine) check against the Surgery DC. If you succeed, you score one success and if you reached the number of successes listed in the Surgery property, the operation is a success. If the successes are not enough, you must spend one additional use of the kit and another hour and repeat the process.
If you fail, you can continue the operation but the Surgery DC increases by 1. This increase is cumulative and lasts until end of surgery. You can also choose to stop the operation by closing the wound. The creature cannot receive surgery against the same Injury within a week.
If you fail by 5 or more, something went wrong and the creature's condition worsens. In addition to Surgery DC increasing by 1, the creature loses 2d6 hit points and hit points maximum, and loses additional 1d6 of both before each additional Surgery rolls. If a creature's hit points reach 0 before or after a Surgery roll, you get the same result as if you failed the roll by 10 or more (see below). If a creature's hit points maximum reach 0, the creature is dead. You cannot stop the operation until you score at least one success on a Surgery roll, or the creature dies.
If you fail by 10 or more or roll a natural 1, the creature enters death shock. The Surgery DC increases by 3 instead of 1, the creature loses 2d6 hit points maximum, and the creature's hit points fall to 0 and it starts dying. The creature doesn't roll death saving throws, instead before you make an additional Surgery roll the creature loses 2d6 hit points maximum and fails one death save. The creature stops dying and stabilizes at 1 hit point after you succeed on a Surgery roll. You also cannot stop the operation until you score at least one success on a Surgery roll, or the creature dies.
Healing in Non-Magic Campaigns
The medical activities listed above only provide support to new rules such as Wounds and Injury, since hit points already recover with hit dice and wide availability of healing spells.
However, in a very low fantasy or historic campaign where spellcasters are either rare or nonexistent, and the party has no access to magical healing at any time, and items such as healing potions are breaking the immersion of a medieval authenticity, the DM may introduce the Heal activity to both Healer's Kit and Herbalist's Kit.
Heal (10 minutes)
You expend one use of the kit to provide pain relief to a creature that has less than maximum hit points. Make a Wisdom (Medicine) check against DC 10 + number of Open Wounds the creature has. If you succeed, at the end of the activity the creature recovers 1d4+1 hit points for each point of its proficiency bonus. For example, a creature with proficiency bonus of +3 would recover 3d4+3 hit points. If you fail, the creature recovers half this many hit points.
For every 6 points of healing, the creature removes one Open Wound. This activity has no effect on maximum hit points, and healing cannot exceed a your current hit point maximum, if decreased by Wounds or Injuries.
Once a creature benefits from a Heal activity, it becomes temporarity immune to this activity until it completes a short, long or full rest.
Improved Kits
Improved versions of all Kits at higher prices may be available in your campaign, to give players an incentive to invest in better medical assistance tools. These improved versions provide a +1 to +3 bonus to Wisdom (Medicine) checks using that tool.
The DM decides how much every improved version costs in his world and how rare they are to craft or acquire, however as a rule of thumb an improved kit that provides +1 bonus to checks has its price multiplied by 10. For each additional increase (+2 and +3) the price is multiplied by 5. For example: a +1 Healer's Kit costs 50 gp, +2 item costs 250 gp, and +3 item costs 1250 gp, and once spent they can be replenished with a simple Healer's Kit for 5gp.
Enchanted magical kits always have at least +1 to checks, and contain unlimited amount of uses. Such enchantments allow players to stop worrying about uses and just treat the kit as a permanent prerequisite. These items should be at least rare woundrous items, and their price should be the price of a non-magical improved version, plus 1000 gp.
Magical Healing
Although Dungeons and Dragons has a distinct magic rules, many campaigns threat magic differently. This chapter gives several variant rules for magical recovery of Wounds, and the DM is encouraged to come up with similar rules fit for their campaign.
Variant 1: Standard
Any spell that heals hit points also recovers 1 hit point maximum, plus 1 more for each 3 points of its roll result. The spell also closes an Open Wound for each 6 hit points healed.
For other restorative spells, it is up to the DM. As a rule of thumb, a spell can close number of Open Wounds equal to half the spell level, rounded up. Lesser Restoration would close 1 wound, while Greater Restoration closes 3 wounds. As an exception of that rule, Regenerate or a similar 7th level Spell, removes all Open Wounds and Injuries from a creature.
Variant 2: Faster
You cast a spell that recovers hit points as a special ritual, using a slot one level higher than normal and adding 10 minutes to its casting time. The spell effect changes: instead of recovering hit points the spell recovers hit points maximum with the same amount. For every die rolled by the spell, one Open Wound is closed.
Variant 3: Slower
Any restorative spell that recovers hit points also recovers number of hit point maximum equal to the spell slot level the spell uses. The spell also closes number of Open Wound equal to half the spell slot level, rounded down.
Exhaustion
Exhaustion is broken into two types - Light and Heavy. Light Exhaustion accumulates with strenuous physical activity such as heavy labor day or travel across difficult terrain. Heavy Exhaustion usually covers the ill effect of diseases, life drain, and can ultimately kill you.
Forcing yourself to keep going despite exhaustion requires strong will and determination. When you attempt an action that has a chance to increase your Exhaustion to a level that has a listed Ignore DC, you must make either a Constitution saving throw to muster the strength to do it, or a Wisdom saving throw to keep going on despite struggling. If you fail, you find an excuse not to do it but rather rest.
Light Exhaustion
Level
Ignore
Effect
1
–
Disadvantage on Strength and Dexterity Ability and Skill checks.
2
–
Disadvantage on all Ability and Skill checks. Your take -2 penalty to your spellcasting DC. Speed halved.
3
12
Disadvantage on Attack rolls and Saving Throws. Rolling 1 on attack rolls and skill check leads to critical fumbles.
Heavy Exhaustion
Level
Ignore
Effect
4
15
You can only take an action or a bonus action during your turn, and you can't take reactions. The penalty to your spellcasting DC increases to -5. You're limited to simple mental tasks.
5
20
Speed reduced to 5. You are on the verge of passing out. You cannot concentrate or cast spells requiring Concentration. You have blurry vision, tunnel vision, or vertigo and may experience hallucinations (up to DM).
6
25
You are Dying. Any additional Exhaustion counts as two failed death saves.
Exhaustion Recovery
At the end of a short rest, if you have exactly one level of Exhaustion you recover from that level.
At the end of a long rest as long as you have consumed enough rations and water needed by your body to sustain life and have been able to sleep or similar restorative process, you lose one level of exhaustion.
Sleep Deprivation
You can skip sleep and stay up one night but you lose the ability to recover exhaustion during short rest until you have a full sleep. You can skip sleep and stay up two or more nights in a row, but you gain two levels of Exhaustion after the second sleepless night, and then one level of exhaustion for each night after that. You must roll a saving throw to avoid falling asleep, using the Ignore DC of the exhaustion level you'd reach by not sleeping.
Excess Light Exhaustion
If you have reached the maximum level of Light Exhaustion and you take another level of Light Exhaustion, instead of increasing your Exhaustion level you lose one hit die. If you have no hit dice left, your Exhaustion increases as normal.
Mental Exhaustion
Intense mental activities such as studying, deciphering, hours of problem solving may inflict a level of Mental Exhaustion. Mental Exhaustion is tracked separately from Exhaustion. Effects that lower Exhaustion also lower Mental Exhaustion by the same number of levels.
Mental Exhaustion
Level
DC
Effect
1
–
Disadvantage on Intelligence, Wisdom and Charisma checks
2
–
Speed of mental activity halved. You feel sleepy, and may ignore fine detail.
3
15
Speed of mental activity halved again. Disadvantage on Intelligence, Wisdom and Charisma saving throws. You barely maintain your focus on the subject of your study, and ignore anything else.
Option: Combat Fatigue
The following rule is useful only when you are engaged in prolonged combat on a battlefield or in a duel with a heavily armored opponent and physical exhaustion plays a big role
in deciding the outcome.
During long combat encounters, you gain a level of Soft Exhaustion after a number of combat rounds equal to your Constitution score. Each Heavy weapon you wield and each Bulky or Cumbersome armor you wear decreases the number of rounds until exhaustion by 2.
Taking a breather (see pg. XX) resets the count of combat turns but doesn't recover Soft Exhaustion lost this way.
Option: Combat Stress
While you have no hit dice left to spend on recovering hit points or closing Wounds, you experience Combat Stress. Your character is under duress and may act anxious or aggressive, and experience cold hands, rapid heartbeat or stomach craps. Communication with the rest of the party may strain or stir petty conflicts. Negative traits that are usually repressed may come to dominate its behavior.
The DM should reward realistic role-play of stress with Inspiration Points (pg. 6).
While you are affected by Combat Stress you suffer the effect of the bane spell to Intelligence (Investigation), Wisdom (Insight or Perception) and Charisma (Performance or Persuasion) skill checks in noncombat situations; however, you also benefit from the effect of the bless spell to the same skills during combat.
Character Creation
Racial Health
The visceral and deadly combat of Grit and Glory makes it a good fit for campaigns that start at 3rd level or higher. If the DM wants to introduce these rules at 1st level, they may want to allow players in the campaign to roll an additional racial health die and add the result to their current and maximum hit points. If your result is in less than the average value of that die, rounded up, you can instead take the average value of that die, rounded up.
The size of the racial health die is based on the size category of your character, or the size category used to calculate its carrying capacity, whichever is higher. The size of the die is d4 for tiny creatures, d6 for small creatures, d8 for medium creatures, d10 for large creatures and d12 for huge creatures. The DM may introduce features to races that change the size of the racial health dice or how they work.
Combat Options
Combat Options are common martial techniques available to anyone of any class. You can perform Combat Options only if you are proficient with the weapon you are wielding.
Combat Options with the icon uses your main Action; with the icon uses your Bonus Action; with the icon replace one of your Attacks; with can be used anytime you can use your reaction; with can be used instead of an opportunity attack, when one is provoked.
Combat Options with the icon require one or several free hands. You can free your hand by dropping what you hold in it as a free action, but only during your turn.
Basic Options
These combat options improve standard rules in the Player's Handbook and Dungeon Master's Guide.
Attack with Two-Handed Weapon
If you wield a melee weapon with the Two-Handed and Heavy properties, your weapon bonus to damage is equal to one and a half times your Strength modifier, rounded up.
Attack of Opportunity
The following conditions provoke an attack of opportunity from hostile creatures in addition to the ones listed on page 195 in the Player's Handbook:
- When you stand up from prone position. You may attempt an Strength (Athletics) or Dexterity (Acrobatics) check against DC 10 + 2 for each opponent that threatens you with an attack of opportunity. On a success, you stand up without provoking any opportunity attacks.
- When you cast a spell with a somatic component, or you use an item or interact with an object. You may attempt a Dexterity saving throw against DC 10 + 2 for each opponent that threatens you with with an attack of opportunity. On a success, you cast the spell or use the item without provoking any opportunity attacks. The DM may allow you to use Dexterity (Sleight of Hand or Acrobatics) in place of Dexterity saving throw, depending on the provoking action uses manipulation of mobility.
When adjudicating the creatures that threaten an attack of opportunity, only count those creatures that have a reaction that hasn't been already used.
Escape
When you use your action to Escape, you get a number of Escape attempts equal to the number of melee attacks you can make in an Attack action, or using a Multiattack action.
Flanking
You can flank a hostile creature as long as you aren't flanked by hostile creatures at the same time.
A creature that is flanked can use their reaction to deny one flanking creature the benefit of advantage before that creature attacks. Other effects of flanking are not denied, such as the Sneak Attack feature.
Tumble Through
Overrun action (Dungeon Master's Guide, pg. 272) is not allowed. Tumble Through is the only combat action that allows you to pass through the space of a hostile creature.
If one of the creatures is at least two or more categories smaller than the other, it has advantage on Tumble Through attempts.
Disarm
You can use your action to make a single melee weapon attack or an unarmed attack aimed to knock the weapon, or another item from a target's grasp. If the item is very small to fit in a palm (up to DM) or the item is held in both hands, the attack is made at disadvantage. The target makes a Strength or Dexterity saving throw (its choice). If it can use its reaction, it gets advantage on the saving throw. If the target's result is higher than your attack roll, it avoids your disarm attempt.
If your attack roll is higher than the the target's saving throw by 5 or more, the weapon or item is dropped on the ground on an adjacent location to both you and the target. If your attack roll is successful but you do not beat the saving throw by 5 or more, the target retains the item, however, it has a disadvantage to all attacks using the weapon, or attempts to use the item until the end of its next turn.
You can prevent the target to reclaim the weapon or item by moving in the adjacent location where the item is located.
Nonlethal Damage
Weapon attacks that lead to a critical hit are always lethal and can lead to accidental kills. Spell damage is always lethal.
Offensive Options
Power Attack / Aimed Shot
Before you make an attack with a melee weapon or a ranged weapon that does not have the Light or Finesse property, you can spend your bonus action or your reaction (your choice) and choose to take a -5 penalty to the attack roll and put more of your raw strength behind a powerful blow or aimed shot.
If the attack hits, your weapon deals extra damage equal to you proficiency modifier plus your Strength modifier if using a melee weapon, or Dexterity modifier if a ranged weapon.
Stagger
Before you make a melee attack with a bludgeoning weapon, you can choose to take a -5 penalty to the attack roll and try to disrupt the movement of your target while attacking.
When making a Stagger attack, your attack roll ignores any bonuses that are added to the attack roll total before or after the attack is made.
If the target takes damage, the target's movement speed is reduced by 10 until the end of its next turn. If its speed is reduced to 0 in this way, it immediately drops prone and cannot stand up. Until the target recovers its movement speed to full it cannot use the Dash, Disengage and Dodge actions.
Swipe
As long as you have a free hand since the start of your turn, you can use your bonus action to make a special attack to Grapple, Shove, or Trip against a hostile creature that you attacked during this turn with a one-handed weapon, whether you hit it or not.
This special attack is always made at disadvantage, and all advantages are ignored unless your target was surprised.
Feint
Before you make an attack with a weapon that has the Finesse property, you can spend your bonus action and perform a feint to deceive your target.
Make an attack roll against the target's Passive Insight. If you succeed, you have advantage on your next attack. If you beat the Passive Insight by 10 or more, or your attack roll is a critical hit, you have advantage to all your attacks until the end of this turn. If you fail to beat the Passive Insight, your next attack has disadvantage and you cannot succeed a Feint against this target for the rest of the encounter.
Restrain / Pin Down
Anyone proficient in Athletics can restrain and pin creatures they have successfully grappled.
Restrain. While you are grappling a creature with one hand, you use another of your attacks with another free hand to attempt a Grapple check against the same creature. If you succeed, the creature is Restrained by you. You can only restrain in that way if the creature is your size or smaller. A creature can be Restrained by multiple opponents and can try to Escape only one of its restrainers.
Pin Down. While you are Restraining a creature with two hands, you may use another of your attacks to attempt a Grapple check against the same creature. If you succeed, you Pin that creature against a hard surface or under your body weight while you and the creature are both prone. Pinned creatures cannot attack and can only use their action to attempt to Escape your grapple.
While Restrained or Pinned, each Escape attempt the creature makes attempts to break the initial grapple of one opponent that has grappled it. If it succeeds, the creature breaks the Grappled, Restrained and Pinned condition from that opponent.
Restraining Spellcasters
Restrained creatures can cast spells with somatic component only if they succeed an opposed Grapple check against the creatures that are restraining it (or the DC of an restraining tool, such as manacles). Success on this check allows the spell-caster to cast a spell that requires a somatic component but does not remove the Grappled condition.
Pinned creatures can still cast spells if they have abilities that allow them to cast using a bonus action. If the spell has somatic element, they are subject to the same rules as Restrained creatures.
Body Shield
While restraining a creature, you can make a Grapple check to use that creature as a shield against your enemies.
Until your next turn you can use your reaction at the start of a hostile creature's turn that you can see. If you do so, you gain three quarters cover against all melee attacks from that creature, or only half cover if they are ranged attacks.
If the hostile creature still chooses to attack, if the attack roll misses you but rolls higher than 10, the attack deals damage to the creature used as a body shield.
Defensive Options
Intercept / Deflect
During your turn while wielding a melee weapon that does not have the Light or Finesse property, you can take disadvantage to one of your attacks when using your action to attack. No matter if you hit or miss with that attack, you gain a new use for your reaction until the start of your next turn.
If you are hit by a melee attack that does not benefit from advantage to the attack roll, you can use your reaction to raise your weapon and intercept and deflect the blow. Roll your weapon damage die without adding any modifiers, and subtract the amount from the damage you take.
Riposte. If you reduce the damage to 0, you can riposte and make one melee attack at disadvantage against the hostile creature that hit you as part of the same reaction.
Raise Shield
If you are wielding a shield and another creature hits you with a melee attack you may use your reaction to interpose your shield between yourself and the attack and increase
your AC by 2 potentially causing the attack to miss you.
Your shield is damaged in the process and suffers a -1 penalty to its AC each time you block in this fashion. If your shield's AC reaches 0, it is destroyed. Magical shields self repair 1 AC at each dawn.
Give Ground
When you are hit with a melee attack and you haven't used your movement during your previous turn, you can use your reaction to move 5 feet away from the creature, reducing the damage you take by 1d6 points. The reduction increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.
You can do so as long as your movement speed is greater than 0, and the space away from your attacker is not occupied by another hostile creature such as when you are flanked, or a wall or object preventing your movement. This movement does not provoke an opportunity attack from the attacker but can provoke from other hostile creatures, and the attacker may immediately follow you into the space you just vacated if it has remaining movement. You cannot Give Ground while you are grappled, or knocked prone. You cannot Give Ground if you are already on, or would walk onto difficult terrain.
Grab an Edge
As a reaction, you can attempt to grab with a free hand an edge to prevent falling to your death in a chasm or falling out of a vehicle. Attempt a Dexterity saving throw or a Dexterity (Acrobatics) check against a DC chosen by the DM based on the availability of items or surfaces to grab on. The table below provides some difficulty examples.
DC
Examples
12
A rope or safety railing near the edge of the cliff.
15
Strong roots and protruding stones on the cliff side
18
Small protruding stones ont he cliff side
20+
Rough surface with barely any surface to hold to.
Movement Options
Charge
When you or your mount move 20 feet or more in a straight line towards a hostile creature, you may spend your bonus action to turn this movement into a Charge. You cannot Charge through difficult terrain and any attack of opportunity that hits you disrupts your charging.
If you finish your charging within reach of a hostile creature, you may follow it with one of these options:
Strike
The first melee weapon attack you make has advantage. If the attack fails, you provoke an attack of opportunity from your target. If the attack hits, the attack deals 1 additional damage equal for each 5 feet of charging distance, up to your Strength or Constitution modifier (your choice, minimum of 1). If you are riding a mounted animal, you may use the mount's Strength or Constitution instead your own.
Slam
The first attack you make is a Shove action (Player's Handbook, pg. 195). The target of your Charge may only use its Passive Dexterity (Acrobatics) to oppose you. If you succeed, the creature is shoved twice the normal distance, or shoved as normal then knocked prone. You must also move up to five feet in the direction you are shoving your target. If you fail to Shove, you provoke an attack of opportunity from your target.
Tackle
The first attack you make is a Grapple attempt. The target of your Charge may only use its Passive Dexterity (Acrobatics) skill to oppose you. If you succeed, both you and your opponent are knocked prone and your target is subjected to the Grappled condition. The target has a disadvantage to Escape attempts until it succeeds on a Shove action to push the attacker away, but also advantage to attacks against you using melee weapons with the Light property. If the Grapple fails, you provoke an attack of opportunity from your target and are knocked prone.
Special Options
Sunder
You can spend your action to deliver a series of blows aimed at chinks in a creature's armor or shield. Instead of damage to the target, you attempt to apply the Damaged condition to any Shield, Armor with the Hard property, or hard item that is wielded.
Use your action to make a single melee attack against the target. If the item is very small (up to DM) the attack is made at disadvantage. The target can use its reaction to make a Dexterity (Sleight of Hand) or Dexterity saving throw (its choice). If the target's result is higher than your attack roll, it avoids your sunder attempt and your attack fails. If the target's attempt fails or it chooses not to use its reaction, compare your attack roll result with the target's AC.
If you hit, roll for damage and compare it with the object Hardness of the item that is worn or wielded. If your attack roll did not beat the AC by 5 or more, you halve your damage when comparing it with the object Hardness, rounded down. If your attack was a critical hit, the item has Hardness 0 against your attack.
If your damage roll would be equal or higher than the object Hardness, the item takes damage equal to the damage. if your damage roll is less than the object Hardness, the item takes no damage. If the item's hit points become half of its maximum, it becomes Damaged. Different item types have their own penalties when damaged, while utility items have 40% chance to malfunction when used. If an item's hit points are reduced to 0, it becomes Broken and cannot be used.
Hardness and Object HP
Every item has a Hardness value, which is equal to the object's AC minus 10. Every item has hit points equal to number of d6 hit dice equal to the item's Hardness. If the item is considered Resilient, use 6 instead of 1d6. If the item is particularly fragile, use 2 instead of 1d6.
Example: a thick glass has Hardness of 3. It has 3d6 hit points. A dinosaur bone has Hardness of 5, but is considered resilient. It has 5*6 hit points.
Ranged Options
Aim
If your target hasn't moved during its previous turn, you can spend your movement to stand still, hold your breath and aim with a ranged weapon. Until the end of this turn, your next ranged attack against that target has advantage.
If that attack beats the target's AC by 5 or more and the target is within the short range of your weapon, your next ranged attack until the end of your turn also has advantage. You can repeat this rule until the end of your turn.
Stealth Options
Gag / Choke
While you are grappling a creature of your size or smaller, you can use another attack and make an opposed Grapple check to either cover its mouth and prevent it from making noise or choke it to unconsciousness. If you succeed, the creature suffers the Gagged or Choked condition until the end of its next turn.
In order to continue Gagging or Suffocating your target, you must use at least one of your attacks during your turn to repeat the Grapple check and maintain your grip. If you fail to maintain it, the opponent escapes your grapple and releases from the Gagged or Choked condition.
The opponent can use its action to Escape your grapple as normal. If it is also Restrained or Pinned, it must first remove these conditions before attempting to Escape being gagged or choked.
Coup de Grace
When you make an attack that qualifies as an automatic critical hit against a defenseless target, the DM may allow you to roll a coup de grace. If you hit the target's AC minus Dexterity bonus to armor, the creature takes damage equal to its current HP and becomes dying. If you miss, the creature instead takes damage equal to half its current HP.
Other Actions
Help
You can use the Help action to aid another character in a task or salvage their effort after they have failed. In order for a check to benefit from the Help action, at least one of the contributing players must be proficient at the skill check. There is no limit how many characters can help on a task, but only two die rolls can be made, and the highest die result is added to the check total. The check total uses the highest proficiency bonus and skill modifier among all contributing characters. If a Lore or Craft is applicable to the check, only one Lore or Craft that the players are proficient in can add its bonus to the check total.
You cannot Help if you suffer disadvantage to the used attribute or skill, such as having a level in Exhaustion.
Item Interaction
During each of your turn you can make up to three item interactions. The first interaction is a free one. The second and the third use either your bonus action or your main action for that turn, your choice.
Every item interaction requires one or two free hands. The DM decides how many free hands are needed for each item interaction. If you need to free a hand, you can drop what you are holding in it as a free action, or you can spend an item interaction to sheath or unstrap the item wielded in it.
If an item interaction description requires an action to be used, such as activating a magical item, drinking a health potion or feeding it to an ally, you must use your main action for that item interaction. Also, if the item interaction requires an attribute or a skill check, or making a saving throw, you must use your main action for that item interaction.
A typical example for using your whole turn for three item interactions would be removing your backpack (free, using two hands), rummaging in it for a health potion (bonus action, using two hands), and drinking it or feeding it to a fallen ally (use an item, so must use an action, with one hand).
You can pass items to a willing creature within 5 feet from you as an item interaction. The creature can use its reaction for an item interaction to take an item offered in that way, as long as it has at least one free hand.
Some item interactions may require you to remain stationary and not spend your move during your turn or you risk damaging or destroying the item that you are interacting with. Some item interaction, such as grabbing an item off the ground, may require spending half of your movement to crouch and grab it.
When creating complex and time consuming item interactions, the DM should break the action into multiple simple logical parts. For example, solving a puzzle to unlock a magic box during combat may require 9 item interactions, each described differently. Some will require skill checks, so they must be made by spending the player's main action.
Most item interactions provoke attack of opportunity. Item interactions that are part of an attack (such as drawing a sheathed weapon to attack with it) are exception of this rule, and do not provoke an attack of opportunity.
Conditions
Bleeding [X + Xd4]
You are bleeding profusely in result of a physical wound taken in or outside combat, until you are given a first aid.
- At the end of each of your turns, you lose hit points equal to half the number of Open Wounds you have rounded up, plus any number of d4 set by an Injury effect.
- If you start Dying while Bleeding, you stop Bleeding until you stabilize however you suffer one failed death save and the death saving throw DC increases to 12.
- Any magical effect that causes you to gain hit points removes the Bleeding condition.
- You or an ally can spend an action to provide first aid by making a Wisdom (Medicine) check against a DC of 12 + 1 for each Open Wounds + 1 for each d4 dice of Bleeding you suffer. If you succeed, the Bleeding condition is removed.
- A brutal but effective way to stop Bleeding is to cauterize the wound. You immediately lose the Bleeding condition without making a check, but you suffer a Fire Injury with Weaken property equal to a single round of Bleeding, and Recovery period of 2 weeks (see Injuries, pg. XX).
Choked
The flow of air into your body is cut. You have limited reserve of air before you risk to fall unconscious equal to 3 plus your Constitution modifier (see pg. 183, Player's Handbook).
- At the start of your turn, if you took any amount of hit points damage since your last turn, you lose 1 round of air. Each critical hit you take makes you lose 1 extra round.
- At the end of your turn, if you are still being Choked, you lose 1 round of air.
- Each time you attempt to speak, cast a spell with a verbal component, or say a command you lose 1 round of air.
- When you have no more rounds of air left, make a Constitution saving throw against DC 10 at the end of each of your turns. On failure, you fall unconscious. Each time you repeat the check, the DC is increased by 5.
- You have advantage to attempt to Escape being choked if you can use your both hands to struggle, unless you are Restrained or Pinned.
Gagged
Your mouth is covered and you are preventing from speaking clearly, casting spells with a verbal component or speaking command words to activate magic items.
- You can only make muffled sounds heard up to 15 feet range. The DM may increase the rage if your voice is particularly loud.
- You have advantage to attempts to Escape being gagged, unless you are Restrained or Pinned
Grappled
- A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- The condition ends if the Grappler is incapacitated (see the condition).
- The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect, such as when a creature is hurled away by the Thunderwave spell.
- The condition ends when you successfully Escape from a Grapple. This also removes the Restrained and Pinned conditions.
Pinned
You are prone or pressed against hard surface while also restrained by an opponent who uses its body weight to keep you immobilized and restrained.
- You are both Grappled and Restrained while Pinned.
- You can use your action only to attempt to Escape the grappled condition. If you succeed, you are also no longer Grappled or Restrained by the opponent.
Restrained
- A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
- The creature has disadvantage on Dexterity Saving Throws.
Trauma [DC / Damage]
You have received a long-lasting injury that makes it difficult for you to take strenious activity. Each time you force yourself through the pain, you do internal damage to your daamaged vital organs.
- The first time on your turn you make an attack roll or a skill check using Strength or Dexterity, or anytime you make a saving throw using Strength or Dexterity, you must make a Constitution saving throw against the DC of the condition. If you fail the saving throw, you take internal damage listed in the condition. If you fail the saving throw by 10 or more, or you roll a natural 1 on the save, you automatically fail the triggering attack roll, skill check or saving throw.
Vision
These rules expand the vision rules in Player's Handbook and add additional realism to handling low light conditions.
Perception Checks
The DM will call for two types of Wisdom (Perception) checks - Short and Long Range checks.
Short Range checks are normally within 60 feet or as far as bring sight extends (such as warlock's Devil Sight is bright sight of 120 feet). Especially when made indoors, Perception checks are made normally.
Long Range checks involve noticing something outside of 60 feet or as far as visibility extends. By default, all long range checks in dim light are made with disadvantage.
Dim Light
Dim light, also shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding Darkness. The soft light of twilight and dawn also counts as dim light. Most creatures can recognize terrain and shapes of objects and individuals they recognize, but cannot notice fine detail.
Your Perception suffers in dim light conditions. You suffer -3 penalty to your Passive Perception and a disadvantage to long range Wisdom (Perception) checks in such conditions. Darkvision allows you to ignore these effects.
Darkness
Darkness creates a heavily obscured area. Creatures that face Darkness outdoors at night suffer the Blinded condition unless there's sufficient moonlight. If the sky is clear, half moon or better conditions provide sufficient moonlight. If the sky is cloudy, waning or waxing gibbous (known as three quarters) moon provides sufficient moonlight. If the sky is overcast, only full moon provides sufficient moonlight. During heavy clouding conditions such as a thunder storm, heavy snowfall or a blizzard, there is no possibility for moonlight.
In outdoor darkness even if there's sufficient moonlight, creatures that enter solid shadows cast by creatures or structures that are at least two sizes larger than them, appear fully obscured and impossible to target with ranged attacks and spells.
Perception During Combat
While engaged in combat, every creature suffers a -5 penalty to Passive Perception to notice small changes in the environment, or objects and creatures that are 30 feet or more away as long as the creatures do not take actions that draw attention to them.
Stealth
Alertness
Guarding creatures have various levels of Alertness that affect their Passive Perception and the likelyhood to use the Search action on their turn.
High Alert. These creatures know they are in a dangerous situation and enemies are nearby. If they are proficient in Perception, they double their proficiency bonus to their Passive Perception. They always Ready their action and use their reaction to use the Search action, or to respond in a surprise round (pg. XX).
Low Alert. These creatures guard their close vicinity but do not expect an immediate threat. They use their Passive Perception to detect hidden threats. They are likely to use the Search action every other turn (or less likely if tired or drunk) when they have no other use for their action.
Unaware. These creatures think themselves completely safe in their environment. They do not apply their proficiency bonus to their Passive Perception, even if they are proficient in it. They do not use the Search action unless they change their alertness.
When guarding creatures engage in activities that requires concentration such as talking, eating, taking a leak, etc., they temporarily lower their Alertness level to Unaware.
Covers and Passive Stealth
If you end your movement in an area that obscures you (such as dark shadows), or behind a cover that limits your exposure to the precise senses of hostile creatures, you benefit from Passive Stealth. You still must reconfirm your hiding with a Stealth check, but if your Stealth result is lower than the Passive Stealth provided by the cover, you use the highest of the two and you do not become immediately detected if you rolled a natural 1 on the die.
In addition, as long as you benefits from the same type of cover during your whole movement (such as moving behind a wide wall), you do not become exposed if you move more than half your movement speed.
Passive Stealth
Value
Examples
12
Half cover. Low wall, a large piece of furniture, a narrow column or a tree trunk, or a creature of a size larger than yours, whether enemy or friend.
15
Three-quarters cover. Portcullis, an arrow slit, or a thick tree trunk. Hiding among small group of creatures. Low Obscurity of shadows in dim light.
18
Total-cover. A large wall, massive statue, dense foliage. Hiding among large group of creatures, such as busy street. High Obscurity of shadows in a moonlit darkness.
Sharp Senses
Any creature that has advantage to Wisdom (Perception) checks with a sense other than sight, that sense is considered sharp and can be used to spot your approximate location while you are Hidden.
If a creature has hearing as a sharp sense, it can sense any movement or interaction that produces sound unless your Hide result beat its Passive Perception by 5 or more. It can sense you breathing within 10 feet unless you hold your breath (see Suffocation, Player's Handbook pg 61).
If a creature has scent as a precise sense, it can detect and track your scent within 60 feet range unless you benefit from half cover or better and your Hide result beats its Passive Perception by 5 or more. You can make an Intelligence (Nature) or Wisdom (Survival) check to predict your scent trace and hide in a way that ignores the creature's precise sense until the end of your next turn (or longer, up to DM).
Other Senses
If a creature uses Darkvision to detect you and cannot see color, the Passive Stealth provided by shadows and cover is increased by 2. If a creature uses echolocation Blindsight, the Passive Stealth provided by cover is increased by 5 instead.
If a creature has Tremorvision, any movement may expose you even if it doesn't create sound. Unless your Hide result beats its Passive Perception by 5 or more, it will detect your exact location.
Magic
Attunement with Magical Items
You can only attune to items that you know their magical properties and that they require attunement, as that knowledge also reveals what kind of ritual is needed to complete that bonds you with the magic item. During one uninterrupted hour of light activity during long rest, you can unattune up to one magic item and attune to up to one other.
Identifying Magical Items
During a short or a long rest, you can spend time examining an item and try to detect any magical property. As long as the item has a perceptible magical effect and does not require a command to activate it, you learn whether the item is magical or not and the DM may provide hints at the item's properties. The DM may ask for additional skill checks such as Wisdom (Perception or Insight) or Intelligence (Investigation or Arcana) to detect any barely perceptible effects.
During a short or a long rest, any player may attempt to identify a magical item with a proficient Intelligence (Arcana) check. The DC of the check is 15 + half the player level that the item is intended for (rounded up). On a failure, you can try again after your next long rest. On a success, you learn the item's magical properties and whether it requires attunement or not. However, if the item has a command such as word or gesture, you do not learn that word or gesture.
Only the identify spell lets you learn the item's properties and how to use them, reveals the command needed to use it, whether it requires attunement to use, and how many spell charges it has, if any, and if the item is cursed.
The table below provides example Arcana DC for magic items of specific rarity based on the level tier they become widely available to players during adventuring.
Identify DC by Magic Item Rarity
DC
Rarity
15
Common
17
Uncommon
19
Rare
23
Very Rare
25
Legendary
Recognize Spell
When a hostile creature casts a spell, you do not immediately recognize its name and effect unless it is very common and has a recognizable visual effect (such as a fireball spell). Uncommon spells that do not have visual effect or their effect cannot be recognized (such as empowering their caster) are only possible to recognize if you can detect and observe their somatic or verbal component.
If you can observe the somatic or verbal component of a spell, or observe the whole process of a ritual casting, or can see a magical item that is being activated with a command or gesture (but not a thought), or a magical item has a visual effect, you can attempt to recognize it as a free action. If it is a spell you already know and you observe the verbal component, you recognize it immediately without a check.
In all other cases, you must make a proficient Arcana check. If the spell is on your class list or a feat or feature makes it available to you, the DM will grant you advantage on that check. The DC of the spell is 10 + two times the spell level (cantrips are considered 1st level for the DC check). If the spell is heightened, use the base level of the spell. If you succeed, you learn the spells name. If you beat the DC by 5 or roll a natural 20 on the die, you also learn the level it is heightened to and the targets it is aimed at, and other specifics of its casting if any.
Bonuses or penalties to Wisdom (Perception) checks apply to your attempt to recognize a spell. In dim light, you suffer -3 to your Arcana check against somatic components. You suffer -2 in a noisy environment against verbal components, and in loud and crowded space you suffer -5 to your Arcana check.
Opportunity Attacks
Casting a spell with a somatic component provokes an attack of opportunity (pg. XX).
Casting a spell with a material component provokes an attack of opportunity only if you must interact or draw the material component from a container within the range of hostile creatures, as a free item interaction. If you already wield the material component when casting the spell and the spell lacks a somatic component, that spell will not provoke an attack of opportunity.
Hiding Spell Casting
In some situations you may attempt to hide the act of casting spells, cast them in a non-threatening manner, or disguise the use of specific components as part of the spell casting from prying eyes. To cast in a stealthy manner you must make a check for each component the spell has against the highest Passive Perception among all creatures who are actively watching you. You don't have to roll for components that aren't observed, such as somatic or verbal components when nobody is watching you. Any observer who is proficient in Arcana can make an Intelligence (Arcana) check and choose between the result and its Passive Perception to oppose your checks.
Failure to one check only reveals suspicious activity only to an observer who is proficient in Arcana. Failure to two or more checks reveals unmistakable evidence of casting magic to anyone even if they are not proficient in Arcana.
If a spell has a Verbal component, attempt a Intelligence or Wisdom (Stealth) check. Loud background noise (such as a full tavern or a marker crowd) gives you advantage to the your roll.
If a spell has a Somatic component, attempt a Dexterity (Stealth) check. If you benefit from half-cover or there is a lot of nearby movement (such as a moving crowd or passing patrons in a tavern) you get advantage to your roll.
If a spell has a Material component, attempt a Dexterity (Sleight of Hand). If you benefit from half-cover (such as sitting at a table in a tavern, with your hands under the table) you get advantage to your roll.
Crafting and Repair
The following rules provide a generic framework for crafting items during adventuring. This crafting process is more akin to assembly from already produced or improvised parts, not crafting from basic raw materials.
For example, manufacturing a full plate mail armor takes a blacksmith and a few apprentices up to a month to make. For an adventurer, acquiring ready mail plates is enough to build the plate mail armor over a couple long rests.
Item Traits
Individual or group of items can have traits related to the crafting process. The DM can assign traits based on real world examples and their implications.
Basic. This item is quick to assemble. You can make crafting checks during any rest, up to 3 checks per day.
Advanced. This item requires time-consuming operations. You can make checks only during a long rest, or two checks during a day of downtime.
Demanding. This item requires full dedication during downtime. You can make one crafting check during a day of downtime.
Batch. The item is produced in batches, with batch amount in parenthesis. A common default for potions and other consumables is 4. Each failure by 5 or more on a Crafting check lowers the batch amount by one for each 10 units in the batch (rounded up).
Improvised. This item allows to replace the need for assembly parts with improvised items or raw resources acquired on the go. When doing so, the Craftig DC of the item is increased by +2.
Risky. This item carries risk on a particular failure. Anytime you miss the DC by 10 or more, or you roll a natural 1 on the check, you create a mishap. Usually it destroys the item, but it may also have a damaging effect.
Workstation. This item requires a workstation (such as a smithy, laboratory, or a workbench) to be manufactured. It cannot be manufactured on the go. Quality and magical workstations give a bonus to Crafting checks.
Magical. The item has some magical function empowered by spells. The DM must choose a spell level and a spell school, and use the rules for crafting magical items. If the item also has the Workstation trait, only magic-enchanted workstations can be used.
Item Rarity and Crafting DC
Individual items or group of items have a rarity trait: common, uncommon and rare. Most everyday items or basic tools of trade are common items. Specialty items known to specific tradesmen are uncommon items. Items that require research and utilize inventive approaches are rare items.
The DM also must decide whether the effect of the item is applicable to a specific Tier of Play. If the item has a basic utility function, it is always a Tier 1 item. If the item has an effect applicable to adventuring, such as a damaging effect or save DC, it should be tailored to a specific Tier of Play. For example, a bomb that does 3d6 damage with a DC 12 saving throw is a Tier 1 item, but the same bomb doing 7d6 damage and a DC 14 saving throw is fit for Tier 2.
Tier of Play
Common
Uncommon
Rare
Lv. 1-4
10
12
15
Lv. 5-10
12
15
17
Lv. 11-16
13
17
19
Lv. 17-20
14
19
21
If you have proficiency with a Craft, you know how to make any item with common rarity. If you have expertise with a Craft, you know how to make any item with uncommon rarity. Any other items you must learn to make by finding plans (either written or taught by example by a master) or reverse-engineer an item you have found.
Length of Crafting
Finally, items have a length of manufacturing measured by the number of successful skill checks required to create the item. Items that require few steps of assembling ready parts require 2 to 3 successes. Items that require making use of custom parts or have multiple involved processes, such as alchemical processes or extracting poisons from venomous creatures, require 4 to 5 successes.
Repairing items uses the same system, but usually the number of successes is half the successes needed to make the item, rounded up.
Example crafting processes.
Successes
Simple repairs of malfunctioning item that is not damaged. Ex: changing a wheel on a cart.
1
Simple assembly of few ready parts with some refinements. Ex: traps, ammunition. Repairs of a damaged item that is not broken.
2
Moderate assembly with several refinements or an important finishing process. Ex: potions, poisons. Hard repairs of badly broken item.
3
Complex assembly from large number of parts, or multiple involved processes. Ex: complex trap mechanism, weapon, simple armors.
4-6
Advanced assembly with custom parts, critical processes, need of creative approach. Ex: custom weapon, compound armors.
7+
In many cases, such as the plate mail armor example above or building a house or a ship, the DM may choose different approaches to retain authenticity of crafting process.
The DM may introduce Longterm trait that requires one roll per week of downtime. Usually this rules out the crafting of such item during adventuring, and makes it a downtime activity between adventures.
The DM can break the item into multiple sub-items, each with its own traits, DC and length of crafting. This approach allows multiple players to work together, each on separate parts of the final item. Different sub-items may require different Crafts to make. Finally, once these parts are ready, a separate crafting process can assemble these sub-items into the final item.
Example Item Groups
These examples serve as a starting point for the DM to make rulings on the fly. They are not rules set in stone that players should argue that apply to every item. Always consult with your DM about the crafting parameters of the item you want to make.
Traps. Most simple traps have the Basic trait and a Common rarity. Tier 1 traps may also have Improvised trait. They require 2 to 3 successes. Complex and invented traps have Advanced trait and an Uncommon rarity, and require 5 successes.
Potions. Most potions have the Advanced, Batch(4) and Workstation traits. Other than lesser health potions or similar, they should have the Magical traits and Uncommon or Rare rarity. Tier 1 potions require 3 successes, Tier 2 potions require 5 successes, and Tier 3 and 4 require 7 successes.
Poisons. Most poisons have the Advanced, Batch(4) and Risky traits. Tier 1 potions can have Common rarity, but Tier 2 should be Uncommon and Tier 3 and 4 should have Rare rarity. Poisons should require between 3 or 5 successes.
Tools and Kits. Tools and Kits have Advanced and Workstation traits. Most tools of trade have the common rarity, but those needed for inventive uses that have special rules should always have Uncommon rarity or higher. Tools require 3 or 4 successes.
Ammunition. Ammunition have Advanced and Batch(20) traits. Simple wooden ammo (arrows) should have Improvised trait. Ammunition requires 2 or 3 successes.
Weapons and Armor. Making weapon or armor from ready parts has Demanding and Workstation traits. Repairing weapons and armor has Advanced trait instead. Upgrading weapons and armor in a magical manner has Advanced, Magical and Workstation traits, and a Rare rarity. Repair requires 2 successes. Upgrading requires 5 successes.
Assembly Parts
Every crafting process requires assembly parts. They must be specific to the group of items (such as toxins to craft a poison, trap parts to make a trap, etc.). Their cost is usually 40% of the cost of the final item. Assembly parts can be acquired from an item of the same type via reverse engineering.
If the final item has the Improvised trait, you can choose to use assembly parts equal to 10% of the item cost and then use improvised parts or raw materials for the rest. The DM must approve the material used, and the Crafting DC of the final item is increased by +2.
Crafting
During rest or a day of downtime. you make a Intelligence (Craft) skill check against the Crafting DC. If you succeed, you count one success against the crafting progress. If you fail the check by less than 5, you make no crafting progress.
If you fail the check by 5 or more, you make a mistake during crafting. The item suffers a defect. If an item suffers two defects, it becomes shoddy. Shoddy weapons suffer -1 to attack and damage rolls, shoddy armor and shield has a -1 AC penalty, items that require a saving throw have -2 penalty to the save DC. Utility items that are shoddy have 20% chance of malfunctioning and 5% of breaking on every use. For weapons that is rolling 4 or less on an attack roll, and for armor being hit by a hostile creature that rolls a natural roll of 16 and more. If an item suffers three defects, it is unusable and counts as a broken item of the same type.
You can attempt to remove defects as a crafting activity. To remove a defect, you must spend additional assembly parts of 10% of the item cost and make a crafting check. If you succeed, one non-permanent defect is removed. If you fail, the defect becomes permanent and cannot be removed anymore.
The crafting process is complete when you reach a number of successes required by the item. If the item has a defect but is not shoddy or broken, it's asking price is lowered by no less than 20%. If the item is shoddy, it's asking price is halved. Broken items have no market price.
Hiding Defects
Removing defects is only possible during the crafting process. Once the item is completed, defects become permanent. However, you may choose to intentionally hide defects in a way to fool buyers. To hide a defect, you must be proficient in the Craft needed to make the item.
To hide a defect on an item, you must spend 5% of its base price in assembly parts of the type used to make the item and make an Intelligence (Deception) check against the Crafting DC, increased by 2. If you succeed, one defect becomes impossible to spot unless a creature succeeds at a proficient Intelligence (Craft) check against the Crafting DC. The Craft used to spot the defect must be the same needed to make the item.
If all defects are successfully hidden, a shoddy item will appear to be normal until it malfunctions for the first time, after which it suffers all the effects of a shoddy item. The same applies for a broken item, it will appear normal until it malfunctions for the first time.
Repair
You can repair a malfunctioning or damaged item. If item is malfunctioning but not damaged, you do not need assembly parts to make it work again. If the item is damaged, you need 20% of of its cost in assembly parts of the same type, or other resources needed to repair it with DM's permission.
Usually, repairing items is faster. You only need half the successes needed to make the item, rounded up. Also, you do not inflict defects to the item unless you fail a crafting check by 10 or more, or you roll a natural 1 on the die.
You can attempt to repair an item if you are not proficient with a Craft, but you have disadvantage to the crafting check.
Disassembly
Disassembly is similar to a Repair process, and uses the same number of successes. However, if you do not know how to make the item, the Crafting DC is increased by 2.
At the end of the Disassembly process, you end up with assembly parts equal to 50% of its cost, minus 10% for each failure by 5 or more during the process.
Reverse Engineering
Reverse Engineering is similar to a Craft process, and uses the same number of successes. However, if you do not know how to make the item, the Crafting DC is increased by 2.
If you successfully complete a reverse engineering, you learn how to make the item. For you its rarity becomes one step lower (Uncommon items become Common, Rare items become Uncommon). You no longer suffer a +2 to DC when disassembling that item.
Masterwork Crafting
During a crafting check, every success by 10 or more, or a natural 20 on the die, counts as a masterwork success. If you make two or more masterwork successes during a crafting process and the item has no defects, the item becomes masterwork. You can decide not to complete a crafting process and keep working on it indefinitely in attempt to get two masterwork successes and make it a masterwork item.
A masterwork weapon has +1 to attack and damage rolls, and a masterwork armor has a +1 to AC. A masterwork shield has +1 to AC bonus when using the Raise Sheild reaction. Items that require saving throws have +1 to the saving throw DC. Although these effects resemble uncommon magic weapons or rare magic armors, the items do not count as magical unless the crafting process has the Magical trait.
Masterwork items have 50% chance to avoid malfunction or damage when such conditions occur. Their selling price is increased by up to two times, up to DM.
Prestige Items
Other than assembly parts, you can invest any amount of precious materials or gold in an item. The additional investment is added to the asking price of the final crafted item after it is modified by defects.
The additional investment can be acquired in full as part of reverse engineering at the cost of 2 additional successes needed to complete the process.
As long as the invested material is at least five times the base price of the item, the item becomes a prestige item. The uses of a prestige item are up to the DM. In a medieval feudal society, a prestige item can be a lord's sweord covered with gold and gems, and its display would cause serfs to cower and respect the wielder as nobility, or plan to rob him.
Help and Assistants
One ally that is proficient in the same Craft needed to make the item can Help you during a crafting process.
Items with the Workstation trait may require a number of assistants present and working along with you during crafting process. Their number is added in parenthesis along the trait. If their number is two or more, at least half of these assistants must be proficient in the Craft needed to make the item, rounded up. These assistants, no matter their number, provide you with a single Help action on your crafting check.
Creativity and Art
Not all items are strictly utilitarian. You can express creativity through creation of art pieces. Art pieces make great gifts to people of power, and may yield high asking price among collectors. Unlike utilitarian items that have base cost, art pieces let their creator decide what their final cost must be. Assembly costs are only 10% of the cost you choose.
To create an art, you must make a number of Wisdom (Craft) checks, similar to Crafting. Art pieces worth selling have the Advanced trait, and some forms of art (such as sculpture) may have the Workstation trait. Simple art pieces require 5 successes for basic art, and advanced art needs 9 successes. The same rules for defects, removing a defect, masterwork and prestige items apply to art pieces as well.
You may choose to use Charisma instead of Wisdom for the checks, however, this changes the artwork from a form of creativity to self-expression. As such, only people who share the same alignment traits, ideals, or flaws will consider your creation as art, while others may call it hot garbage or even become offended by it.
Using Craft as Lore
As long as you are proficient with a Craft needed to make an item, you know the exact base price of the item, its number of defects (unless they are hidden, which requires a special Intelligence (Craft) check), whether it is shoddy, whether it is used (second-hand) or new, and other qualities. You can also recognize Masterwork items among ordinary items.
Your Craft acts as a Lore and improves the checks when making Intelligence (History) checks to recall facts about the item, Wisdom (Perception) checks to find hidden detail, Intelligence (Investigation) checks to deduce how it has been used to achieve specific result, a Charisma (Persuasion) check to haggle the price of the item before buying it or encourage someone else to buy it from you, or Charisma (Deception) to sell the item at a higher price than acceptable. Craft can even improve your Strength (Intimidation) checks when using the item in a way to cause harm to a creature.
Earning Income with Crafts
If you are proficient in a Craft, you can spend your downtime to earn income. As long as you can spend at least two of each three days of downtime working at a trade shop you own or operate as a master craftperson, and that is equipped with a workstation and tools of trade needed to produce common items that have a steady demand in your settlement (up to the DM), you can afford the Comfortable lifestyle without spending anything. If you have expertise in Craft, you can afford a Wealthy lifestyle instead. If you work at someone else's establishment (such as an assistant helping another craftperson), the lifestyle you get without spending is one step lower (Comfortable becomes Modest, Wealthy becomes Comfortable).
In addition, each day of downtime spent earning income you make a single crafting check against a Crafting DC set by the DM, usually based on common items at your tier of play. If you beat the DC by 5, you earn a disposable income equal to half your current lifestyle provided by earning income. If you beat the DC by 10, or you roll a natural 20 on the die, you earn an disposable income equal to your current lifestyle.
Crafting Magical Items
Unless you use a special set of rules for crafting magical items fit for your campaign setting, these rules provide a basic framework.
When crafting an item with a magical function, arcane energies must be successfully stored into the item to grant it the desired effect. Depending on the item effect, the DM must choose a spell level, and either a spell school for more generic magic items or a specific spell for magic items that provides similar function.
The spell level is usually 2st for Tier 1 uncommon magical items, 4rd for Tier 2 rare magical items, 6th for Tier 3 very rare magical items and 8th for Tier 4 legendary magical items. The spell school or the specific spell must match the item function. If the spell is of lower level than the required slot, it is heightened to that spell slot.
For example, making a rare +1 sword requires casting 4rd level of any Enchantment school spell. Making a very rare ring that grants invisibility to the wearer requires 6th level of Invisibility spell.
Each time a crafting check is made, either the crafter or an ally using the Help action must expend one spell slot of the required spell level or higher casting any spell of the particular spell school or the required spell, and make an Intelligence (Arcana) check against the Crafting DC. On a success, the arcane energies of the spell are stored into the item. On a failure, there is no progress towards completing the item even if the initial Crafting check was a success.
Magic items that have the Workstation trait require magical workstation specifically made for creation of magic items, with enchanted tools, extensive library and more. The DM may use this requirement to ensure that magic items creation isn't rampant during adventuring.
Animal Companions
These rules expand on the concept of animal pets and companions provided by backgrounds, classes and subclasses, or purchased and trained during the course of an adventure. The goal of these rules is to improve the odds of survival of animal companions by introducing hit points and attack progression, and allow adventurers to train companions and animal pets to follow complex commands.
Pets vs. Companions
Unless your class or subclass grants you with an animal companion with listed abilities that the companion is trained to do, any animal that follows you as part of your background or character concept is a pet.
Pets are tamed creatures, they recognize you as their master and they respond to the name that you gave them. The pet starts with a number of learned Simple tricks (see Training), and the DM should allow its instincts and abilities to be beneficial to you and spells such as speak with animals can allow them to roughly understand simple instructions. Pets will not fight for you until trained to do so, and although they might stand by you in hope you could protect them, they are generally too weak to present any challenge.
Taming Animals
If you have proficiency with the Animal Handling skill, you can attempt to tame a creature with Intelligence score of 5 or lower. Creatures with higher Intelligence cannot be tamed. Also creatures with Challenge Rating higher than your level cannot be tamed unless they are friendly towards you and willingly subject themselves to a mutural co-existence. If at any time the animal becomes hostile, a stronger beast would leave or turn against you.
Taming a wild creature takes a number of days of downtime or living together equal to the creature's Challenge rating, multiplied by 100. The period cannot be shorter than 50 days. If you or someone else raised the creature from birth, Challenge rating is multiplied by 50 and the period cannot be shorter than 25 days.
Additionally, reduce the time by 10% if you and the creature are both good-aligned, and another 10% if you and the creature are both lawful-aligned. Reduce the time by 10% if you are proficient in Animal Handling or Nature, and by another 20% if you have expertise in either skills, or you have studied Lore related to that creature. Increase the time by 20% if the creature is evil-aligned, and by another 50% if the creature is chaotic-aligned.
Once you have tamed a creature, you may spend a downtime with it to teach it new tricks or important commands that it will willingly follow when following you during your adventuring career.
Taming Expenses
For each day during taming a creature, you must provide it with adequate food and water, in volume related to creature's size. The price for food is up to the DM, but below is a reference for common animals.
Creature Needs
Size
Food
Water
Tiny
1/4 lb.
1/4 gallon
Small
1 lb.
1 gallon
Medium
1 lb.
1 gallon
Large
4 lbs.
4 gallons
Huge
16 lbs.
12 gallons
Gargantuan
48 lbs.
24 gallons
Animals require different food if they are herbivore or carnivore, or any food if omnivore. Certain unique animals may have highly specialized diets that require imported feed.
Creature Foods
Food
Price
1 lb. of hay
1 cp
1 lb. of quality wheat
3 cp
1 lb. of meat
1 sp
1 lb. of quality meat
3 sp
1 lb. of rare meat
1+ gp
You must also care for the creature by keeping it somewhere safe. The larger the creature is or grows to be, the more expensive it is to provide it shelter.
Animal Kennel
Size
Price
Tiny
5cp/day
Small
1sp/day
Medium
2sp/day
Large
5sp/day
Huge
1gp/day
Gargantuan
5gp/day
Once a creature has been tamed, it will behave peacefully toward you, your allies and other non-hostile people around them, follow in their general area, and mostly behave itself as much as its personality allows.
Tamed Endurance
A tamed creature gains 2 hit dice that increase its maximum hit points by twice the size of its Hit dice and two times its Constitution modifier. This represents the experience gained during the weeks it has spent struggling against your will or building relationship with you.
Training
After you tame a creature, it starts out with number of learned tricks equal to its Intelligence modifier plus 5. For example, a dog with an Intelligence modifier of -3 start with just 2 tricks after being tamed. The tricks are up to player's choice, but they can only be Simple tricks.
You can spend effort and additional expenses to teach its new pet new Simple or Complex tricks. A creature can know a total number of tricks equal to its Intelligence score (not the modifier). For example, a simple dog can know up to 3 tricks.
Training a new trick to a creature is far simpler and cheaper than taming it in the first place. You need to foot the bill for the creature's food and shelter for number of days equal to 10 minus the creature's Intelligence modifier (minimum of 1). If the trick is a Complex one, multiply that number by 3. For example, a dog would take 7 days to learn a Simple trick and 21 days to learn a new Complex trick.
Tricks
Come and Heel (Simple). This issue is more than just having an creature return when you call it. This command will cause the creature to act against its own desires. The creature will come to you, even if you are standing in a dangerous place. The creature will sit and stay still, even if it really wants to go chase or kill another creature.
Attack (Complex). This command will cause the creature to mercilessly attack whoever you are directing it toward. Teaching the creature this trick also allows them to add a proficiency bonus to their attacks. It is unlikely to relent until the target is ruined, or a come and heel command is given.
Fetch (Simple). This command will send the creature to strive to obtain whatever you are directing it toward. If the creature cannot do it, it will attempt to open up any barriers which prevent you from getting it yourself.
Ride (Simple). If the creature is at least one size larger than you or able to carry like as it it is one size larger than you, as well as of appropriate anatomy, it can be trained to be a mount. Prior to this training, the creature just acts of its own accord, tolerating your presence on its back. Just because it is trained does not necessarily mean that you know how to ride it though.
Perform (Simple). This is few amusing tricks your creature does. A back flip on command, playing dead, speaking on command, etc. When used for practical purposes, the creature is considered proficient in
Intelligence (Perform) skill.
Find (Complex). The creature can use its unique senses to search for things and track or hunt a mark. It is also trained to give a warning call when it spots its mark. The creature must be trained to hunt specific targets (such as humans, or find and follow tracks of blood) to be given a clue followed with a sense that the creature had advantage on Perception checks (such as the smell of your target's clothes, for a wolf).
Enlighten (Complex). You spend a great deal of time getting the creature to understand the subtleties of your expression, such that it has a higher understanding of people and what they are talking about. As an example, an unenlightened creature will feel good if you talk to it in a happy tone, even if your words are harsh, but an enlightened creature will get the hint that you're being facetious. This is represented by a one-time +2 Intelligence score improvement for the creature.
Work (Simple). The creature can be trained to carry, haul, and tow loads. While you could theoretically strap bags to the side of any creatures, this also applies to things like pulling carts, drawing a line to lift a load by a pulley, or tilling with a plow, which actually do normally require some training to be done well.
Help (Complex). Your creature has been trained to remember directions and the locations of important things - like local hospitals, or friendly people. If you are ever injured or lost, you could send your creature to seek help - it will always return to you. creatures trained in this trick will also find their way to you if you are separated.
Talent (Complex). This teaches the creature a skill or tool proficiency. It is up to the DM if the proficiency is something the creature can learn or manipulate with its limbs or jaws. For example, using a harp may seem doable for a large rat, but using a kettle drum would not.
Deliver (Complex). You have taught the creature how to navigate its way back to known settlements, and return to you, as well as how to carry and deliver written messages or small parcels.
Hunt (Complex). Predatory creatures, such as hawks or dogs, can be taught to hunt on their own and bring the kill back to you, rather than eating it for themselves. This is the same as the creature foraging independently of you.
Complications
Each ten-day week you raise an animal pet or work towards training it, there is a 5 percent chance that your pet will get into a mess and get you involved along with it. The table below lists few examples for inspiration only.
Complication Examples
d8
Complication
1
You are given an offer to sell your pet. The buyer is a person of power and is not taking no for an answer.
2
Your pet got scared and harmed an obnoxious person. He is now demanding for its death or drive you out.
3
Your pet was wounded by another. It cant train until healed. You have a beef with the other pet's owner.
4
Your pet got confused and scared women or children. People are wary towards you now.
5
Your pet uncovered a corpse. You don't know the person but the scene is gruesome.
6
Your pet's senses alert it of a nearby crime. You have the option to get involved or not.
7
Your pet's senses have found a lost item or a tiny fortune. You can keep it or track its owner.
8
Your pet has found a mate, and its loyalty to you and primal instincts are conflicting.
Companions
An animal that is tamed and trained has already increased endurance and the willingness to learn new tricks to appease to its master. However, when your class or subclass provides you with a companion, the bond goes beyond the recognition of you as its master. It is a friendship by equal partners, and the companion feels genuine care about your safety and your
goals even if it doesn't fully understand them. This allows the companion to levels up with you and improve its attributes during your adventuring career.
Companions are considered to be friendly to you and your allies, as well as non-hostile creatures of your or its choice. They are trained in two additional Simple tricks and also come trained in Enlighten trick that increases Intelligence score by 1. In addition, companions level up as you do and improve their abilities.
Companion Advancement
At 3rd level and each odd level after that (5th, 7th, 9th,...), your companion gains an additional hit die that and increases its hit points maximum with the average value of that hit die plus companion's Constitution modifier. The maximum hit dice that a companion can have depend on its size. When the maximum hit dice is met, on each following odd level increase the companion's maximum hit points by its Constitution modifier only.
Companion Size
Max. Hit Doce
Tiny
5
Small
7
Medium
9
Large
11
Huge
13
Gargantuan
15
At 5th, 9th, 13th and 17th level when you proficiency bonus increases, your companion gains the following benefits:
- Choose one of the companion's attributes and increase it by 1. If this changes the attribute modifier, apply the increase to any skills, attack rolls and damage rolls related to that attribute.
- For each skill that the companion is proficient in, increase its modifier by 1.
- For each attack that the companion is trained to make, increase its to-hit bonus by 1.
At 13th level, your companion gains the following legendary benefits:
- The companion's size increases to the next larger size category and its maximum hit dice change.
- The companion movement speed increases by 5 feet.
- The companion gains two legendary actions, or its legendary actions increase by one if it already has any. It can use its legendary attack to make one attack, to move up to its speed, or to attempt to recharge one ability.
Companion Death
When your companion is reduced to 0 hit points, it benefits from the Death saves mechanic in the same way as a player character.
But if the inevitable moment comes that your companion is dead, there is no ritual and no magical trick to bring it back to life for cheap. Unless spell or ritual exists that the DM has approved, companions are raised back to life in the same way as player characters. Alternatively, you can let go and retain the good memories and eventually find and tame a new animal that the DM allows to convert into companion once tamed and trained in the Enlighten trick.
Travel
Wilderness travel through the howling reaches of the tundra is a dangerous activity that will not only take time but also exhaust your resource and require planning and cooperation to do safely. These rules simulate the resource management and perils of day to day traveling.
Players must appoint one dependable player with the role of Travel Manager, who will keep track of these rules, manage the use of resources and distribute tasks between players.
The Travel Day
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 DM determines the distance crossed based on terrain and climate conditions and how close they are to their destination.
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. After each two travel legs, the players must search the environment and find a proper location for setting up camp. Depending on the location, the camp may 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.
A typical day of travel consists of roughly 9 to 12 hours of activity, out of which there are 6-10 hours of actual travel. Each half of the travel day is called a travel leg. At specific times the party must rest, drink and eat.
Daily Travel Routine
Activity
Time
Cost
Wake up in the morning
——
——
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
Long 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
Travel Speed
The marching speed of a travelling party is calculated based on the combat speed of its slowest member. You may choose between fast, normal and slow pace, as well as exploration pace in unexplored terrain. Each pace affects what activities can be used during the travel leg.
Normal Pace. You or your mount suffer one level of exhaustion, usually recovered on the next short or long rest.
Fast Pace. You or your mount suffer one level of exhaustion that can only be recovered on a long rest. You cannot use fast pace through difficult terrain or if terrain's Navigation DC is 15 or higher.
Slow Pace. The chance for unexpected encounters is halved. If a non-exploratory encounter is generated, there is a 50% chance it doesn’t actually happen.
Exploration. While exploring, an expedition is assumed to be trying out side trails, examining objects of interest, and so forth. The chance for discovery is doubled.
Exploration per Hour
Speed
Fast
Normal
Slow
Explore
20 ft.
3 miles
2 miles
1.5 miles
1 mile
25 ft.
4 miles
2.5 miles
2 miles
1.5 miles
30 ft.
4.5 miles
3 miles
2 miles
1.5 miles
40 ft.
6 miles
4 miles
3 miles
2 miles
60 ft.
9 miles
6 miles
4 miles
3 miles
100 ft.
15 miles
10 miles
7 miles
5 miles
300 ft.
45 miles
30 miles
20 miles
15 miles
Travel Activities by Pace
------------------------------------------------------------------------------ Travel Activities ------------------------------------------------------------------------------
Pace
Advantage
Normal
Disadvantage
Impossible
Fast
———
———
Keep Watch,
Navigate, Scout, Track
Draw a Map, Hunt & Forage, Sneak
Normal
———
Keep Watch,
Navigate, Scout, Track
Draw a Map, Hunt & Forage, Sneak
———
Slow
Keep Watch,
Navigate
Draw a Map, Hunt & Forage, Sneak, Scout, Track
———
———
Exploration
Draw a Map,
Navigate, Scout, Track
Keep Watch, Hunt & Forage
———
Sneak
Exploration per Travel Leg
Speed
Fast
Normal
Slow
Explore
20 ft.
12 miles
8 miles
5.5 miles
4 miles
25 ft.
15 miles
10 miles
7 miles
5 miles
30 ft.
18 miles
12 miles
8 miles
6 miles
40 ft.
24 miles
16 miles
11 miles
8 miles
60 ft.
36 miles
24 miles
16 miles
12 miles
100 ft.
60 miles
40 miles
27 miles
20 miles
300 ft.
180 miles
120 miles
80 miles
60 miles
Forced March
You can safely travel for 8 hours in a day at normal pace and recover from exhaustion during any rest. For each additional hour of travel beyond that, each player or their mounts 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 their mount suffers a level of exhaustion and may have to roll against Ignore DC to continue to march willingly. If the party is moving at a slow pace, they gain a +5 bonus to the check, and a fast pace imposes a disadvantage to the check.
Mounts
Using mounts or vehicles (such as carts and wagons) you can significantly increase travel time. Quadrupedal mounts such as horses have much faster combat speed than humanoids. To drive mounted vehicles, check the Drive Wagon activity.
Travel Pace of Mounts
Pace
Cost
Speed
Leg Distance
Capacity
Pony
50gp
40 ft.
16 miles
225 lb
Mastiff
25 gp
40 ft.
16 miles
195 lb
Musk Ox
30 gp
30 ft.
12 miles
700 lb
Donkey
8 gp
40 ft.
16 miles
420 lb
Riding Horse
75 gp
60 ft.
24 miles
480 lb
War Horse
400 gp
60 ft.
24 miles
540 lb
Draft Horse
50 gp
40 ft.
16 miles
540 lb
Mammoth
200 gp
40 ft.
16 miles
1500 lb
Camel
50 gp
50 ft.
20 miles
480 lb
Carriage
100 gp
-10 ft.
——
1500 lb
Cart, wagon
15 gp
-10 ft
——
480 lb
Gallop. If riding a mount at normal or fast pace, you can gallop. For each 1 hour you gallop, your mount gains two levels of exhaustion it can only remove during a long rest. During that one hour you travel at twice your fast pace speed.
Carts and Carriages. Mounts that pull carts or carriages and are encumbered by their load move with a travel pace one step slower than usual (for example, normal pace uses slow pace distance). In order to cross difficult terrain, improve their speed on a highway, or force them to Gallop, you must successfully use the Drive Wagon activity.
Animal Feed
Animals need feed (per day) or can find some themselves with a Wisdom (Survival) check at a DC based on the Hunt & Forage table for 1 Ration.
Animals that hunger or thirst for longer than 2 days suffer one level of Exhaustion per day at the end of their long rest, that cannot be removed when they are given at least 2 days of full rest with proper feed and water.
Feed Costs (per day)
Type
Cost
Weight
Herbivores (hay, barley)
5cp
4 lb.
Omnivore (disposed food)
10cp
3 lb.
Carnivore (by-products, entrails)
25cp
2 lb.
Terrain
The type of terrain and conditions modify the speed at which an expedition can travel. The harder the terrain is, the slower the party will advance during each travel leg. Multiply the base travel pace (in miles) by the suggested Terrain modifier, and then by the Condition modifier.
Highway. A highway is a straight, major, paved road. No Navigation activities are needed to follow it.
Trail. A road is a dirt track or similar causeway. Some trails may be unsuatavle for carts or carriages and may only allow for single-file travel. Most off-road travel follows local trails. A known trail does not require Navigation activities, although a known trail in poor repair requires a DC 10 navigation check to follow.
Wilds. Trackless terrain is a wild area with no paths. All Navigation activities suffer +2 to Navigation DCs.
Navigation. Each terrain has a DC that measures the difficulty of crossing the terrain. Several activities during travel refer to the Navigation DC.
Terrain
Road
Trail
Wilds
Navigation
Barren, wasteland
x1
x1/2
x1/2
12
Desert, rocky
x1
x1/2
x1/4
14
Desert, sand
x1
x1/2
x1/2
12
Forest (sparse)
x1
x1
x1/2
14
Forest (medium)
x1
x1
x1/2
16
Forest (dense)
x1
x1
x1/2
18
Glacier
x1/2
x1/4
x1/4
14
Hills
x1
x3/4
x1/2
14
Jungle
x1
x3/4
x1/4
16
Moor
x1
x1
x3/4
14
Mountains, low
x3/4
x3/4
x1/2
16
Mountains, high
x3/4
x1/2
x1/4
20
Plains
x1
x1
x3/4
12
Swamp
x1
x3/4
x1/2
15
Tundra, frozen
x1
x3/4
x3/4
12
Conditions
If a condition applies to a travel leg, change the terrain modifier by lowering the modifier by one or several steps. The travel modifier steps are: x1, x3/4, x1/2, x1/4, x1/10. Any step below x1/10 is exactly 1 mile of travel for the whole leg.
Example: a travel through a wild moor is at a x3/4 modifier. If the conditions are poor (during night or a thick fog), lower that modifier by one step to x1/2. Such a travel party moving at 12 miles a leg would actually move only 6 miles.
In addition, many conditions also raise the Navigation DC for the travel leg.
Condition
Speed Mod.
Navigation DC
Cold or hot climate
-1 step
——
Difficult terrain
-1 step
+1
Hurricane
-3 steps
+5
Poor visibility (fog, darkness)
-1 step
+2
River crossing
-1 step
——
Snow cover
-1 step
+1
Snow cover, heavy
-2 steps
+3
Storm
-1 step
+2
Storm, powerful
-2 steps
+4
Poor Visibility. This condition also gives disadvantage to Navigation and Forage activities. Except in close encounters, darkvision does not negate this disadvantage.
River Crossing. This penalty applies to any travel leg during which a river must be crossed, unless a bridge is available without needing to search for it.
Travel Activities
For each travel leg, players may choose one of the following activities in accordance with your chosen travel pace. Each activity has an associated Skills or Lores you need to use to determine your success or failure during the travel leg. Activities are also marked with special icons described below.
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 the same 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 up to two people simultaneously. These Focused activities allow only one player to attempt, and another can use the Help action if they are proficient in any of the required skill or Lore.
Draw a Map
Check: proficient Intelligence (Survival) skill check; or Caligraphy and Mapmaking Craft check. Navigation Lore or [Region Name] Lore improves the check.
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 a 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
< 0.25
Wasted Effort
Drive Vehicle
Check: Intelligence (Vehicle proficiency) or Dexterity (Animal Handling) skill check. Farming Lore improves the check.
You stay at the front of the vehicle, maintaining a steady pace for the animals and avoiding road obstacles that slow down or damage the cart or carriage. Make the check against Navigation DC. Increase the DC by 2 if you are traveling through difficult terrain, or by 5 if greater difficult terrain.
If your check succeeds by 5 or more, you may increase the travel pace of a mount pulling a cart or carriage to match exactly its travel pace, instead of one step lower; or you may allow the mount to Gallop even if it pulls a cart or carriage.
If your check fails by 10 or more, or is a critical failure, the vehicle breaks. Repairing it is a Focused activity requiring a successful DC 12 Intelligence or Craft check related to repair or building that kind of vehicle and takes a full travel leg. Increase the DC by +5 if the party has no adequate spare parts to repair the vehicle but can find and use improvised ones.
Hunt & Forage
Check: proficient Wisdom (Survival) skill check. Hunting Lore improves the check.
During your travels, you keep an eye out for nearby sources of food such as hunting small game or finding editable roots and vegetation. Make a check and compare the result with the tundra season on the following table to determine the number of fresh rations (for 1 day) you manage to provide.
----------------- Number of Rations ----------------
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
Check: Wisdom (Perception) skill check.
You keep your eyes peeled and your ears open for any sign of approaching danger, as well as signs of close by pursuers. The DM determines the Stealth result of any threat or the DC to notice other suspicious activity along your path and compares it to the result of all watching players.
Since most encounters happen at a long range (see Encounter Distance), Darkvision and similar abilities does not apply to Keep Watch activities in most cases.
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.
The following table help the DM to decide on
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's Navigation DC. If you succeed, you ignore the Difficult Terrain condition of the terrain.
If you succeed by 5 or more, you create a trail that can be found and used by anyone to pass the same terrain without having to use the Trailblaze activity again. Most trail signs are impermanent and likely to decay over time.
If you fail the check by less than 5, you still get success but you automatically suffer one level of exhaustion at the end of the activity.
Making Camp
Check: proficient Intelligence (Nature) or Wisdom (Survival) skill check. Scouting Lore improves the check.
When it's time to make camp for the night, the players need to start looking for a suitable camping location. Up to two players can spend up to an hour of time and make the check. If you had players Scout on the last leg, they can use their Intelligence (Investigation) check result instead their Making Camp check. Depending on the best result the campsite has one or more randomly selected properties.
Campsite properties
Search Result
0
1–8
+1st Property
9–11
+2nd Property
12–15
Campsite properties
Search Result
+3rd Property
16–20
Improve 1st
21–25
Improve 2nd
26+
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, all Making Camp checks are made at disadvantage.
Comfortable
The campsite is reasonably protected against all but the harshest weather. You ignore the effect of cold weather, and extreme cold weather affects you as if it were cold weather. You ignore the effect of climate conditions such as strong wind, heavy snowfall, blizzard and hailstorm. Comofrtable camp allows to lit and maintain a campfire during long rest.
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.
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, and 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).
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. The DM may increase the DC of the check due to terrain or climate complications.
Cook Hearty Meal
Skill: Cooking and Brewing Craft, Comfortable camp
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 20% more fresh rations than necessary (rounded up), 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 gains 3 temporary hit points per each point of their proficiency bonus (6 temp hp if proficiency +2, 9 temp hp if proficiency +3, and so on). The temporary hit points last for 24 hours. 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. The DM may increase the DC of the check due to terrain or climate complications.
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 but you have very limited time before sunset, you may make the corresponding Wisdom (Survival) check with advantage but the number of rations found are decreased by 1. If you choose not to rest but hunt all night, you ignore the decrease in ration number.
Keep Watch
Skill: Wisdom (Perception) or Scouting Lore
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 5 or lower, you can take 6 instead. Players who perform one of the other camp activities (i.e. not sleeping or keeping watch) do not benefit from a minimum of 8 on the roll.
The DM determines the DC for any threat or approaching danger (hostile creatures or natural phenomena) and compares it to all Wisdom (Perception) results. On a success, the watchers are able to wake and warn the rest of the party, and prevent being surprised.
Set up Traps
Skill: Wisdom (Survival)
You can set a number of small traps like caltrops, slings, and small pits around your camp. Make a Wisdom (Survival) check. The DC to find these traps with an Intelligence (Investigation) or Wisdom (Perception) check, as well as the DC for any saving throw made to resist their effects is equal to the result of your Wisdom (Survival) check. These traps do 2d4 damage if triggered and enough noise for guards to hear them, or sleeping creatures to attempt Constitution saving throws to be alarmed and awakened.
Talk to The Group
Skill: proficient Charisma (Deception or Persuasion), a camp with Comfortable and one additional property
You gather your allies around the campfire and encourage them with your determination and leadership, sharing stories of the past or discussing the plan ahead. The DM sets a DC based on on the situation you and your allies find themselves in, and the stress level of your allies. If you succeed, at the end of the long rest each ally recovers one additional hit die.
If you beat the DC by 5 or more, you also grant each ally a determination die that is d4. Until the start of the next long rest, that die can be rolled and added to any skill check that would otherwise fail, making it potentially succeed.
DC
Examples
15
Prepare yourselves for a challenge ahead.
20
Times a hard, and sacrifice are required.
25
All has failed, and a certain deaths awaits us all.
Tend to the Weary
Skill: proficient Wisdom (Medicine), a Comfortable camp
You go around camp, making sure that the wounds and condition of up to six creatures other than yourself have taken all precautions against extreme weather. For each ally, spend a use of healer's kit and make a check against DC 15.
At the end of the long rest, every tended creature that removed level of Exhaustion during its long rest and still has three or more levels of Exhaustion, removes an additional level of Exhaustion.
Hex Exploration
When the party is given full freedom to explore a map rather than follow a predetermined path, this is usually abstracted as a movement on a wilderness hex grid. The following rules apply to hex-based exploration.
The typical hex size is 12 miles (side to side) with 7 miles length of each side, and contains 124 sq. miles of area.
Traveling
If an expedition starts movement within a hex at undecided location, it requires 1d6+2 miles of progress to exit any face of the hex.
Upon entering a new hex, you require 12 miles of progress to exit the hex through one of the three faces on the opposite side, and only 6 miles of progress to exit through one of the two nearest faces.
Discoveries
Unless a point of interest can be seen from a distance (see Horizon, next page) the group must spend a travel leg and use Navigate activity to find its location within the hex, or the Track activity to find group of creatures within the hex. Using Exploration pace doubles the chance to encounter any point of interest or creatures in the hex.
If the distance to the location is known, the DM can use Travel Pace by Hour to calculate time to the location rather than take a whole travel leg.
Wilderness Encounters
While traveling in the wilderness, the group will encounter creatures and points of interest. These rules
Horizon
The horizon is 3 miles away at sea level. Mountains can be seen from 6 hexes (72 miles) away. Distance to the horizon in miles is the square root of (feet above sea level x 1.5 feet).
Your horizon visibilily range depends on your elevation. Atmospheric haze will eliminate the ability to see even the largest objects more than 3-5 hexes away.
Height
Horizon
Halfling
2 miles
Human
3 miles
10 ft.
4 miles
25 ft.
6 miles
50 ft.
9 miles
100 ft.
12 miles (1 hex)
400 ft.
24 miles (2 hexes)
1000 ft.
39 miles (3 hexes)
1500 ft.
48 miles (4 hexes)
2500 ft.
60 miles (5 hexes)
Detection of objects can be impeded by the terrain. If the line of sight is intercepted by terrain features, subtract them from the height of the object to get its horizon distance.
Alternatively, the party can use these terrain features to increase their height and their horizon distance.
Terrain
Avg. Height
Hill, small
50 ft.
Hill, medium
120 ft.
Hill, high
200 ft.
Mountain, small, low slope
500 ft.
Mountain, large, mid peaks
1600 ft.
House, one story
8 ft.
House, two story
16 ft.
Palisade
20 ft.
Castle wall
40 ft.
Watch Tower
70 ft.
High Tower
200 ft.
Oak Wood
60 ft.
Pine Wood
100 ft.
Passing through the center of a 12-mile hex, neighboring hexes cannot be seen. If the path is biased, the nearest hexes can usually be discerned (depending on the terrain).
Sighting
You may seek out a good location for seeing long distances with a special use of the Scout activity. On a success, you can find a location granting up to 50 feet of height (or equivalent thereof). This will allow you to see into neighboring hexes, and possibly even see notable locations within the current hex. Height is obviously a factor here, but finding the right sight lines can be equally important.
Once a sight line is acquired, you may need to make Wisdom (Perception) or Intelligence (Investigation) to discern and identify distant locations. As long as you do not fail by 5 or more, you are able to make out the terrain type or other properties of the locations.
Encounter Distance
When an encounter is generated, the distance at which the encounter may be detected will depend on the terrain in which it is occurring.
The figures here represent typical circumstances on the ground. If the PCs are keeping watch from the top of a stone tower, for example, it’s quite possible for them to spot potential threats at much greater distances (see Horizon).
Terrain
Encounter Distance
Desert
6d6 x 20 feet
Desert, dunes
6d6 x 10 feet
Forest (sparse)
3d6 x 10 feet
Forest (medium)
2d8 x 10 feet
Forest (dense)
2d6 x 10 feet
Hills (gentle)
2d6 x 10 feet
Hills (rugged)
2d6 x 10 feet
Jungle
2d6 x 10 feet
Moor
2d8 x 10 feet
Mountains
4d10 x 10 feet
Plains
6d6 x 40 feet
Swamp
6d6 x 10 feet
Tundra, frozen
6d6 x 20 feet
Ambush. A successful ambush allows enemy creatures to engage the party in combat at a shorter distance than the typical encounter distance. Halve the encounter distance rolled by the table above, but the value should not be lower than 20 feet.
The same rule is applied when both you and the creatures are surprised to encounter each other by not detecting each other. It is technically possible they will pass each other without ever realizing it.
Campaign Design Options
Rarity
For a game with massive support and an endless stream of new player options in official supplements or from the homebrew community, Dungeons and Dragons 5th Edition presents a huge balance issue for the DM. Even official supplements do not shy from "power creep" to sell books to players, and when creating optimized builds some players naturally gravitate towards the few most obvious choices and ignore the rest. Other players, when presented with too much choice, can easily ignore the campaign theme and the world setting and pick options that do not fit in it, and often find that after they had created their favorite character in their imagination. To resolve such conflicts, Grit and Glory provides the tools the DM needs to control and restrict access to player options.
Every player option has a rarity trait. This includes races, subraces, feats, classes, subclasses, spells, and any other player options provided by additional game rules. The DM can prepare lists in advance that apply to one or all of their campaigns. These lists should be available to players in advance to make it clear what options can be taken directly, and what require discussion and approval with the DM. This supplement does not come with such lists, although it contains occasional recommendations to resolve widely-known balance issues in the game.
Common
Common options can be taken by a player at any moment without the need of approval. Common options are either widely available in the campaign, or are balanced in a way
not to disrupt the game. When your character advances, you can pick a common subclass or feat, or learn a common spell as normal.
Uncommon
Uncommon options marked with can be taken by a player only with the DM's approval. Usually such options are either very scarce or outright do not exist in the campaign, or they are powerful enough to disrupt the campaign if everyone had access to them. As a rule of thumb, uncommon options are not available at character creation, unless the DM allows specific ones tied to the character's origin. When allowing uncommon options during character advancement, they must be made available by story means and the player must put effort to access them.
Rare
Rare options marked with can be taken by a player only if they were earned during gameplay. These options are unique and often tailored for the group or specific player, and their power can be anything you can imagine without balance concerns, such as truevision or flight ability at 1st level. Rare options can be earned by completing a previous campaign, completion of a major arc of the current campaign, a valiant sacrifice of a previous character to save the party from a TPK, or other memorable moments. When a rare option is taken by a player it is used and cannot be taken by another player, or the same player in another campaign.
Rarity Inheritance
When creating new races or subclasses or deciding the rarity of existing ones, the DM should consider the rarity of each feature contained within them as a separate player option. Any race or subclass (or similar player option) that contains an uncommon feature becomes uncommon as well.
Common Uses of Rarity
Low Magic or No Magic Worlds
While removing magic from Dungeons and Dragons 5th Edition will leave many players with sour taste, if your group wants to achieve a true medieval world where magic exists as rumors and most people have never seen a wizard in their lives, and a true wizard commands respect with even parlor tricks, you can apply the uncommon trait to some or all spellcasting classes, or specific subclasses that give access to magic. You may also need to rewrite class or subclass descriptions to tone down or remove the magical flavor.
You can even apply the rare trait if you want the party to earn the right to have a spellcaster join in their party by completing a campaign arc, such as meeting and turning a circle of spellcasters into allies.
Problem-Removing Spells
Large portion of magic spells in Dungeons and Dragons 5th Edition are intended to remove problems that players may deal with in a real world, so they can focus on the fun part of delving dungeons and killing dragons. These spells include creating food from thin air, creating impenetrable house on demand, resisting the effects of extreme weather, or repairing a broken item indefinitely. While this is great for a casual adventure, it spells death to any low fantasy, historical and survival games that rely on players dealing with these problems through perseverance and creativity.
This problem is easily resolved by applying the uncommon rarity to any spell that removes a problem or devalues an experience in your campaign. The uncommon trait doesn't mean that these spells can never be possible, as it is normal that in a magical world people would try to invent them. It means however that players cannot start with these spells, or get them via character advancement. They must find them and learn them in the game by putting effort in that.
Darkvision
A staple in horror and survival games, fear of the unknown and the dark is considered "unfun for casual players" in Dungeons and Dragons 5th Edition. Every race except for select few such as humans and gnomes, can ignore darkness through darkvision and it has become more of a recurring joke in the community.
A common approach is to remove Darkvision feature from every race that has it, and make it an uncommon feature. The feature should only retain its common trait for races that have evolved in environment where light is scarce, such as drow and duergar. For all other races, the feature should be attained through an uncommon feat:
Darkvision
You have spent most of your life underground, where light is scarce. By birth or by trade, you had to develop a sense in darkness to survive.
- Increase your Wisdom score by 1, up to a maximum of 20.
- You can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured. However, you can’t discern color in darkness, only shades of gray.
- In natural dim light where you can discern colors, you no longer suffer -2 to Passive Perception.
Feats and Talents
A casualty of Dungeon and Dragons' historical focus on combat to resolve almost every situation is that non-combat feats are delegated a very distant second place in player's character development. A large portion of feats that add roleplaying opportunities and flavor are never taken as they cannot compete with feats that provide power and survival. Grit and Glory introduces a new type of feat - Talents. Talents are feats that cannot be used in combat or similar type of conflicts. Talents can introduce new uses to skills, minor bonuses to specific situations or very situational effects that enhance your character in social encounters.
You can choose a common Talent when you reach character level 2, and then each four levels (at level 6, 10, 14, and 18). The DM may provide access to uncommon Talents, or create rare Talents as story rewards for advancing the campaign. Note that Talents are earned at character level not class level, and are not limited by multiclassing.
Grit and Glory does not come with a list of Talents to choose from. DMs who introduce this feature should collect non-combat feats from official and third-party sources, or homebrew their own. From design point of view, a Talent is worth half a feat. When converting existing feats into Talents take the following in consideration:
- If the feat comes with a attribute advancement, remove that advancement.
- If the feat comes with multiple effects each of them usable on their own, break each of these effects into a separate Talent.
- If the feat comes with a small ribbon effect that is very limited in usability and just enhances the flavor of one of the effects, consider retaining it on the Talent, or one of the Talents if you separate the feat.
Eventually, you as a DM may have to design new Talents. Use these design considerations when making your own:
- To qualify for a Talent, an effect must be only usable outside of combat. In extremely rare cases the DM may allow the effect to apply during combat, and should not help to resolve combat.
- Another way to enforce use of Talents outside of combat is to require 1 or 10 minutes of time duration for an activity that provides the Talent's effect.
- You can add prerequisites to Talents to control what players have access to them. A typical prerequisite for a Talent is proficiency in a skill related to the Talent. Talents can have more prerequisites such as minimum score in an attribute, access to a commonly named class feature (such as spellcasting), or even campaign-specific prerequisites such as being allied with a particular faction.
- A typical use for Talents is allowing the character to make a normal or proficient skill check to achieve some uncommon result. The skill can differ from the default one for this type of situations, such as using Persuasion instead of Medicine to help by positive conditioning. If the result of the Talent must be very beneficial, or there are multiple results that differ in benefit, the Talent may require beating a DC or Passive score by 5 or even 10 to achieve the more beneficial result.
- If a Talent must provide a mechanical benefit to the player, be careful how often and easily you give out advantage as its statistical benefit ranges between 3 to 5. You can safely give advantage when the Talent requires very specific and situational use, and the player must put a roleplaying effort beyond a simple roll and that effort contributes to the success. In other cases, a Talent should just give a +2 bonus to check or saving throw as a baseline.
- Talents should not give proficiencies to Skills. Talents can give proficiencies to Lores and Crafts (pg. XX) however it is suggested that the the application of these proficiencies are situational and not applicable to all cases.
- You can limit the use of some Talents that exhaust the character, by giving them number of uses equal to player's proficiency modifier, and uses are recovered after completing a long rest.
- If a Talent must provide access to a spell or a spell-like effect, consider applying a spellcasting feature prerequisite and an uncommon rarity. The spell or spell-like effect must have no practical use in combat. It is recommended that such Talents also have even more limited number of uses such as once per long rest, or very specific conditions that the effect can be achieved.
Races
DM's Corner
The rules in this section are for the DM only. They are no secret for the players and can grant insight behind DM's decision process and encounter design.
Difficulty Classes
The following tables expand on the Ability and Skill Check DC found on pg. 174 in Player's Handbook, and introduces proficiency requirements to checks above Medium difficulty in order to avoid relying on lucky roll instead of skill.
DC
Task Difficulty
< 10
Elementary. If you are proficient in the skill or have Lore associated with the check, you succeed without a check.
11-12
Simple task. You don't need proficiency to attempt to make this check. If you have Lore associated with the check, you succeed without a check.
13-14
Involved simple task. You don't need proficiency to attempt to make this check.
15-16
Normal skilled task. The DM may rule you must have proficiency to attempt this check.
17-19
Challenging skilled task. You must have proficiency in the skill or related Lore to attempt this check.
20-24
Hard skilled task. You must have proficiency in the skill or related Lore to attempt this check.
25+
Very hard skilled task. You must have proficiency in the skill or related Lore to attempt this check.
The DC by Tiers of Play allows the DM to set values by intended difficulty and the tier of play the check is meant to be attempted with equal chance for success. The DM may choose to require or not proficiency for the whole process,
or only for DC values of 15 or higher.
For example, the rules to identify a magic item with a proficient Arcana check use the Challenging and Extreme difficulty matched with the tier of play magical items of specific rarity are meant to be introduced to the game. As the process is highly dependent on an esoteric skill all checks require proficiency, not only checks with DC 15 or higher.
Tier of Play
Simple
Moderate
Challenging
Extreme
Lv. 1-4
10
12
15
18+
Lv. 5-10
12
15
17
20+
Lv. 11-16
13
17
19
23+
Lv. 17-20
14
19
21
25+
Partial Success
Missing a Challenging or harder skill check by 1 or 2 may still count as a partial success but with a complication.
If the DM grants partial success, the check is followed by another that must resolve the complication. The DC to resolve the complication has to be the same or higher, and either or both the skill or the attribute should be different from the initial check.
Experience Gain
At the end of each session every player receives an equal share of all experience points gained by the party.
The party gains experience points by:
- Participation. Showing up at the session earns each player a tiny amount of experience. This allows the party to progress even duing sessions where they just do roleplay and develop their characters with no challenges or combat.
- Combat Encounters. The time-proven method of accumulating experience in heroic fantasy. Defeating hostile creatures in encounters at Medium and higher difficulty rewards with experience points based on their Challenge Rating. Killing helpless bystanders or causing combat encounters at Easy difficuty will not reward with any experience points.
- Creative Solutions. Smart planning, snap decisions and creative roleplaying will allow players to avoid old-fashioned combat, or greatly improve their odds in Hard or higher difficulty combat. In such situations the players will be rewarded with extra XP based on their level, not based on the Challenge Rating of the enemy. While these rewards are smaller than defeating combat encounter of Hard or higher difficulty, such approach avoids wasting resources and lowers the risk of defeat for the party. Assistance from numerous or powerful allies and overwhelming the opponent to a point where a potential conflict would be of Easy difficulty or less, does not count as creative solution and reward as such.
- Closing a Campaign Arc Progressing the campaign plot will not earn the party small rewards but one large lump of reward at the end of a campaign arc. A campaign arc is defined by the DM as a significant plot development over long period of sessions (at least 6 to 10 sessions long). In a published adventure, a one or several connected chapters would make a campaign arc. Campaign Arc rewards are available to players of level 3 and higher.
Combat XP Modifiers
In Dungeons and Dragon 5th Edition the number of actions available on each side of a conflict (also known as action economy) decides the winner before the combat has even drawn to a close. This is why when swarmed by enemies in a combat encounter, players should be awarded additional experience for surviving against overwhelming odds.
- Less than one hostile creature per two players. The players gang and overwhelm the enemy with ease. In order for the combat encounter to retain Medium difficulty or higher to reward experience points, the hostile creature will often have Boss or Legendary actions.
- Less than one hostile creature per player. When overwhelming a more powerful enemy, players have an edge but still must struggle to defeat it. Players gain the normal amount of experience points at the end of the combat encounter.
- One or more hostile creatures per player. When matched in number or barely outnumbered, combats tend to get harder than usual and tactics are unpredictable. Players gain 20% more experience points at the end of the combat encounter.
- One and a half (rounded up), or more hostile creatures per player. When vastly outnumbered by enemies, the players gain 50% more experience points. Note that the combat still needs to be of Medium or harder difficulty to award any experience.
Level
Participation
Creative
Solution
/ Puzzle
Personal
Goal /
Story Arc
1st
25
40
—
2nd
50
75
—
3rd
75
115
500
4th
125
190
650
5th
250
375
1,450
6th
300
450
1,800
7th
350
550
2,200
8th
450
675
2,750
9th
550
825
3,100
10th
600
900
3,650
11th
800
1,200
4,700
12th
1,000
1,500
5,850
13th
1,100
1,650
6,650
14th
1,250
1,875
7,400
15th
1,400
2,100
8,300
16th
1,600
2,400
9,350
17th
2,000
2,950
11,450
18th
2,100
3,150
12,250
19th
2,400
3,650
14,150
20th
2,800
4,250
16,500
Level Up
While your character is 1st level, when you reach 2nd level you immediately gain that level. After the 2nd level, you gain that level only after you complete a long rest.
Adventuring Day
In typical fantasy campaigns without dungeon delving, each adventuring day presents few combat encounters at most. These encounters need to be either Hard or Deadly difficulty in order to provide enough challenge, but each such combat needs to be followed by opportunity for short rest. If rest is not available, additional combat encounters until rest should be either Easy or Medium.
Typical adventuring day with two short rests and one long rest should consist of:
- 1-2 Deadly encounters;
- 1 Deadly, and either 2 Hard or 3 Medium encounters;
- 1-2 Hard, and up to 2-4 Medium encounters;
- 6-8 Medium encounters
Boss Encounters
Too often, the whole party will face a solitary hostile creature of any challenge rating, or a group of creatures led by a single more powerful creature. If this encounter must present an increased challenge to the players (so called Boss encounter), the creature will be modified with a Boss template and gain the following additional properties:
- Boss creatures have 100% their maximum hit points, and gain additional temporary hit points equal to its Challenge Rating multiplied by 5. Challenge rating below 1 is considered to be 1 for this calculation.
- Boss creatures add their proficiency modifier to their Initiative rolls as long as they are not surprised.
- Boss creatures have a number of Boss actions. These are legendary actions, renamed to avoid the high tier of play definition, and are used in the same way. Solitary boss creatures usually have between two and three Boss actions, while boss creatures commanding a group of minions usually have between one and two Boss actions.
The list of legendary actions is unique to each creature. However, several standard types of legendary actions can be found frequently on Boss creatures:
- Make one attack against the last hostile creature that acted before the legendary action.
- Move up to its speed.
- Command an allied non-Boss creature to move up to its speed and attack once.
- Use an ability that allows for a saving throw from its targets. The DC is usually decreased by 2 compared to creature's normal DC.
- Roll 1d6 to recharge one ability that requires a recharge.
Some Boss actions can have the Slow trait. Slow Boss actions require at least two players to complete their turns since the end of the Boss turn or the last use of a Boss action, before a Slow Boss action can be used.
Boss creatures of higher tiers of play may also have Boss Reactions. These follow the same rules as Legendary Reactions and have a number of uses per day, usually between one and three. Below are several standard examples of Boss reactions:
- Until the start of the next turn, can make one opportunity attack without spending a reaction.
- Incredible Resistance: if the creature rolls 1 or 2 on a saving throw, it may reroll the saving throw and take the new result.
- Indomitable Resistance: if the creature fails a saving throw, it may reroll the saving throw and take the new result, even if it is lower.
- Invulnerable Resistance: if the creature fails a saving throw, it can choose to succeed instead.
Creatures with a Boss template do not change their CR rating even if they become more difficult to defeat as the template is necessary to balance the encounter against a group of players, especially if the party contains more than the suggested number of players. However, if the encounter presents its expected difficulty, the XP gained for defeating a Boss creature is increased by 30%.
Creature Health
On average, creatures in Medium and harder encounters have 75% (rounded up) of their max health points.
Boss creatures, solo creatures, or creatures of challenge rating two levels less than the average party level have 100% of their max health points.
When a creature is rebalanced to be relevant opponent at a higher Challenge Rating, its hit dice are increased by 3 for each increase of Challenge Rating by one, and it gains additional hit points equal to 3 times its Constitution modifier for each increase of the Challenge rating by one, if the modifier is higher than 0.
Quick Deadly Encounters
The following rule helps create Deadly encounters for a party of at least 4 players, without using encounter budget tools or XP budget math. Note that the creatures need to have updated health (minimum of 75% their maximum hit points) and have a total of actions and boss or legendary actions equal or slightly less than the party.
For a party at 1st tier (levels 1 to 4), a deadly encounter has monsters with total CR value equal to 1/4 of player's sum of levels, rounded down. For party of 2nd tier (levels 5 to 10), a deadly encounter has total CR value equal to 1/2 of player's levels, rounded down. For party of 3rd tier (levels of 11 to 16), the same encounter has total CR value of 3/4 of player's levels, rounded down. For party of 4th tier (levels 17 to 20), the encounter should have monsters with CR equal to players' sum of levels, or slightly higher.
Does a 20th level party fight a single CR 80 monster? Try not to create creatures that are more than a tier (about 5 levels) higher than the party current level. The rest of the CR values should be spent on support creatures or minions.
Note that spellcaster monsters usually have higher level spellcasting than their CR would suggest. If the encounter includes spellcasting monsters, consider their CR to be an average of the monster's CR and their spellcasting level. If the same monster would have the upper hand in combat (such as surprising the players or being untargettable for a portion of the encounter) use its spellcasting level as its CR rather than its normal CR.
Minions
Minions are creatures too weak to be of any challenge to the party, and usually provide protection or support to a solitary Boss creature for at least a round. Minions have normal hit points however any damage dealt to them brings their hit points to 0. For encounter design, Minion's CR is decreased by 3. If this would decrease its CR below 1, use the standard CR progression (1 becomes 1/2, then 1/4, and finally 1/8).
Tough Minions. At higher levels where area spells become widely available, minions may have more staying power on the battlefield. Any damage dealt to a tough minion makes them lose hit points equal to half their maximum hit points. Two sources of damage are needed to kill a tough minion.
Monster Abilities
The following rules modify common monster passive and active abilities, or add new ones to the game.
Agile
This creature can take disadvantage to one of its attacks. If it does so, its AC is increased by its proficiency modiifer until the start of its next turn.
Natural Sprinter
This quadrupedal creature can use its bonus action to Dash. When it does, it's speed increases by 20 feet. It has disadvantage to all attacks until the end of its next turn.
Natural Terrain
The creature ignores difficult terrain caused by weather effects in its natural environment.
Nocturnal Predator
The creature has the effect of darkvision at 15 feet range.
Pack Tactics
The creature has advantage on an attack roll against a creature if at least one of the creature's allies is within 5 feet of the target of your attack, and the ally has the Pack Tactics ability and is not incapacitated.
Glancing Blow
When this creature misses with its attacks but the result is less than 5 below its target's AC, as long as the attack roll is above 10, it does damage equal to 1 plus half its attribute modifier to damage (Strength or Dexterity).
Thick Armor
This creature takes only half of the bludgeoning, piercing or slashing damage when the attack that hit it does not beat its AC by 5 or more. This ability stops to function if the creature is dealt a critical hit.
Fixing 5E
can't be that
hard, right guys?
Dungeons and Dragons 5th Edition is perhaps the best, and at the same time the very worst designed edition. Despite the simplicity and elegance of its core mechanics, it has glaring flaws and official content only makes it worse.
These rules attempt to fix the ambiguity of the core rules, make skills more important and add tactical depth to combat. You will also find DM advice on skill checks, XP rewards and making challenging combat encounters.
If you like this compendium, use it along with:
This campaign is maintained by Apostol Apostolov for personal use with his group. Feedback and suggestions are greatly appreciated.
+ Dexterity or Constitution Modifier
(pick highest, min 0)
Each time you suffer an Injury Risk and roll on an Injury Table, even if you walk away with a superficial scar your Injury Modifier will be reduced by a small amount. If you accrue too many reductions, your Injury Modifier can go into negative values. You lose all reductions to Injury Modifier when you Take a Breath (see Rests, pg. XX) outside combat.
You risk an Injury if...
- You suffer a critical hit.
- You fall unconscious at 0 hit points.
- At the end of a combat turn, if you suffer total damage in that turn that is equal or more than your Injury Threshold that is equal to three times your Wound Threshold. Keep this value handy on your sheet.
Weapon properties, such as the Wounding property, can add additional conditions to risk an injury.
Resolving Injuries
Each time you risk an Injury, roll a d20 and apply your Injury Modifier, then compare the result on an Injury Table. If the result is lower than 1, you rolled a 1 instead.
Injury Roll = d20 + Injury Modifier
On the next page you will find a generic Injuries table that is applicable to any damage. In Appendix X, a separate Injury table is provided for each damage type. If the total damage received in a turn that caused the Injury consists of multiple damage types, the DM should use the damage type dealt by the majority of damage.
Applying Injuries
The injury is applied immediately after it is rolled. Some DM may choose to be forgiving towards their players and instead apply the injury at the end of the combat so its consequences do not abruptly decide the outcome of the current combat.
Injury Description
To make it easier to reference, Injury Tables list description and properties separately. Injury properties use a keyword format listed in bold so they can be recorded and referenced at any time, and each property is described in detail below.
When an injury applies to a specific body part or internal organ, one or more additional tables will be listed after the description. A roll on that table will identify the location and modify existing or add new injury keywords.
Milder Injuries
If injuries are too harsh for your campaign, you can introduce milder injuries by ignoring the additional effects provided by the Location, Organ and Complication tables, and only use their descriptions to flesh out the injury.
Another approach for milder injuries is to only roll on the Location, Organ and Complication tables if the total damage in a round exceeds five times the Wound Threshold.
Injury Properties
Each entry on an Injury table uses a structured format of effect keywords described in detail below:
Injury Modifier: -X. Your Injury Modifier is decreased by the listed value. These penalties are cumulative and can make your Injury Modifier into a negative number. You remove all penalties to Injury Modifier when you Take a Breath (pg. XX) or longer rest.
Bleeding: Xd4. You start Bleeding the listed dice amount at the end of each of your turns. If you are already Bleeding, the listed dice is added to the existing Bleeding value.
Weaken: Xd6. Your maximum hit points are decreased by the rolled amount until you recover from the injury. Your current hit points does not change and may temporarily exceed your hit points maximum until you complete a short or long rest. Injuries cannot lower your hit points maximum below half of its original value, rounded up. However, if your Injuries cause your hit points maximum to reach half its original value, you suffer one permanent level of Exhaustion until you raise your hit points maximum above half its original value.
If an Injury undergoes a successful Surgery, you recover half of the lost hit points maximum as rolled for that injury.
Impaired, Damaged, Crippled. These properties affect skill checks or saving throws in circumstances where the injured limb or the torso (if an internal organ is harmed) is part to the action. The DM has the final say whether an injured limb is used, and should encourage player creativity to work around injuries such as receiving Help or using aids.
Impaired is the least effect, followed by Damaged and then Crippled. Greater properties include the effect of all lesser ones. Damaged contains the effects of Impaired, and Crippled has the effects of both Impaired and Damaged. Properties are not cumulative, and only the most severe property applies.
If an injury undergoes a successful Surgery before the injury recovers, all Damaged properties from that injury become Impaired, and all Crippled properties become Damaged. This relief can be achieved only once per injury.
Generic Physical Damage Injuries
Roll | Injury | Effect |
---|---|---|
1 | The head suffers major skull bone fracture and internal brain hemorrhage. Face is disfigured and sense organs may be severed and unusable. Roll on Head Complication table. |
Injury Modifier -2; Bleeding: 3d4 Crippled: Intelligence, Wisdom, Charisma; Recovery: 12 weeks; Surgery DC 12 / 4 successes; Mirracle: 6th. |
2 | A limb is badly severed with a loss of significant amount of flesh tissue that renders it barely usable. Roll on Severe Location table and Limb Complication table. |
Injury Modifier -2; Bleeding: 3d4 Crippled: Strength, Dexterity; Surgery: 12 / 3 successes; Recovery: 8 weeks; Mirracle: 6th |
3 | A limb is crushed with severe bone fractures and heavy hemmorhage. Roll on the Severe Location Damage table. |
Injury Modifier -2; Bleeding: 2d4; Crippled: Strength; Damaged: Dexterity Recovery: 6 weeks; Surgery DC 10 / 2 successes; Mirracle: 6th |
4 | Severe vital organ injury with short bouts of organ failure, extensive internal hemorrhage and long-term debilitating pain. Life quality is crippled. Roll on Precise Organ Damage and Organ Complication tables. |
Injury Modifier -2; Bleeding: 1d4 Damaged: Strength, Dexterity, Constitution Surgery: 12 / 3 successes; Recovery: 6 weeks; Mirracle: 5th |
5-7 | Major internal injury with swelling, internal hemorrhage and long-term bouts of sharp pain. Life Quality is damaged. Roll on Precise Organ Damage table. |
Injury Modifier -2; Bleeding: 1d4; Damaged: Strength, Constitution Recovery: 4 weeks; Mirracle: 3rd |
8-10 | Minor internal injury with swelling and long-term dull pain. Roll on Imprecise Organ Damage table. |
Injury Modifier -1; Bleeding: 1d4; Damaged: Constitution Recovery: 2 weeks; Mirracle: 3rd |
11-13 | Partial tear of sinew or cartilage, swelling sharp pain and limb weakness. Roll on Lesser Location Damage table. |
Injury Modifier -1; Impaired: Strength Recovery 2 weeks; Mirracle: 2nd. |
14-16 | Moderate muscle tear, swelling and moderate hematoma. Roll on Lesser Location table. |
Injury Modifier -1; Impaired: Dexterity Recovery 1 week; Mirracle: 2nd. |
17+ | Surface wound with no injury that leaves a scar (you choose shape and location). |
Injury Modifier -2; |
The affected aspects are listed after the property, and can be any of the six core Attributes, Attacks, Interacts, Movement, Heave, Sense (Sight, Hearing, etc.), Speech, and Life Quality.
Attribute. If an Attribute is Impaired, when making a skill check (not attack rolls or saving throws) governed by that attribute you suffer a -2 penalty. The penalty does not apply
if you benefit from advantage, or receive Help from an ally.
If an Attribute is Damaged, the penalty from Impaired applies to saving throws as well (but not attack rolls) and the check can no longer benefit from an advantage unless it comes from Help by an ally who does not suffer from injuries affecting the same Attribute. You also suffer critical failure on a roll of 1 of the d20 die unless you receive Help from an ally.
If an Attribute is Crippled, the penalty from Impaired is increased to -5, and you suffer critical failure on a roll of 1 or 2 of the d20 die even if you receive Help from an ally.
Attack. If Attack is Impaired, Damaged or Crippled, the same penalties to Attributes extend to making attack rolls that use an Attribute that is Impaired or worse by any injury. For critical failures use the tables in Appendix X (pg. XX).
Interact. If Interact is Impaired, you can no longer interact with an object as a free action on your turn or as part of an attack, and instead must use your main or bonus action.
If Interact is Damaged, any Interact with an object uses both your main and bonus action, and you have disadvantage when a creature attempts to Disarm objects held only with the injured limb and without a strap or similar device.
If Interact is Crippled, any Interact with an object takes the main and bonus action of two consecutive turns, and items must be attached to the injured limb using straps or similar to avoid being dropped automatically when a Disarm attempt is made against the injured limb. The limb can no longer hold firmly weapons to attack with, such as two-handed weapons.
Movement. If Movement is Impaired, your Speed decreases by 5 feet. If Movement is Damaged, your Speed decreases by half (rounded up to 5 feet increments), you can no longer use the Dash action, and any movement-like action (such as crouching or standing up) uses all your movement. If your Movement is Crippled, your speed becomes 5 feet, and any effect that decreases your Speed causes you to fall prone.
Use of walking aids that require at least one free hand to use allow you to temporary improve your movement. With
a walking aid, Crippled Movement becomes Damaged, or Damaged movement becomes Impaired.
Heave. If Heave is Impaired, your encumbrance in pounds or Bulk points (pg. XX) is decreased by 10%, and your maximum Lift, Push or Pull (pg. XX) is decreased by 20%. If Heave is Damaged, your encumberance is decreased by 20%, and your maximum Lift, Push and Pull is decreased by 40%, and lifting items above your minimum Lift takes your action. If Heave is Crippled, your encumberance is decreased by 30%, your maximum Lift, Push and Pull is decreased by 60%; and lifting items above your minimum Lift takes both your whole movement and your action.
When you Lift, Push or Pull you can push yourself despite the pain. Your injury gains Trauma DC 10 / 1d6 and you ignore the limits on Heave for Lifting, Pushing and Pulling for one minute, or until you fail the Trauma roll by 5 or more.
Lesser Location
d20 | Limb | Effect |
---|---|---|
1-3 | Shoulder | Impaired: Attack, Interact |
4-6 | Elbow | Impaired: Heave |
7 | Hand | Damaged: Interact |
8-12 | Chest | Injury Modifier: -1 |
13-14 | Core | Impaired: Heave, Attack |
15-18 | Thigh | Impaired: Movement |
19 | Knee | Impaired: Heave |
20 | Foot | Damaged: Movement |
Severe Location
d20 | Limb | Effect |
---|---|---|
1 | Head | Weaken 2d6; Stun: 1 Impaired: Wisdom |
2-4 | Shoulder | Trauma DC 10 Damaged: Attack, Interact |
5-7 | Elbow | Weaken 1d6 Damaged: Heave |
8-9 | Hand | Crippled: Interact |
10-12 | Chest | Bleeding +1d4 Injury Modifier: -1 |
13-14 | Core | Trauma DC 10 Damaged: Heave, Attack |
15-18 | Thigh | Bleeding +1d4 Damaged: Movement |
19 | Knee | Weaken 1d6 Damaged: Heave |
20 | Foot | Crippled: Movement |
For pairs of limbs roll 1d6 for side: 1-2 for main side (usually your right) and 3-6 for off side (usually your left).
Location Complication
d20 | Condition | Effect |
---|---|---|
1 | Cut in half | Bleed +2d4; Weaken +3d6 Location is nonfunctional. Exposed; Mirracle: 7th |
2-3 | Rend flesh | Bleed +1d4; Weaken: +2d6 If hand or foot, you lose 1d3 fingers/toes; Exposed Mirracle: 6th. |
4-6 | Cut arteries | Bleed +1d4. |
7-9 | Acute neuralgia | Trauma DC 12 |
10-12 | Surgical need | Surgery: DC 12 / 3 successes |
13-15 | Bone fracture | Recovery +2 weeks |
16-20 | No complication | — |
A hand with less than 3 fingers becomes permanently Damaged: Interact. A foot with less than 3 toes becomes permanently Impaired: Movement.
Sight, Hearing, Smell. If a sense is Impaired, Damaged or Crippled, the same penalties to Attributes now extend to any Wisdom (Perception) check and the Passive Perception value. If a Sense is Crippled, creatures and objects become permanently Hidden to you as long as you rely on that sense to target or identify them.
Speech. Extensive damage has been done to the tongue, mouth, or larynx. If Speech is Impaired, speech suffers minor impediment such as slurring, lisping or similar only for roleplaying purposes. If Speech is Damaged, speech is unclear and relies on context to be understood, and spells with vocal component have 50% chance to fail. If Speech is Crippled, no clear words can be formed but mutter and grunts, and spells with vocal component cannot be cast.
Life Quality This property is for roleplaying purposes only and no mechanical penalties. The injury is so severe that it reflects into the daily life of the character. If Life Quality is Damaged, any action other than light activity causes the character pain and discomfort, limited mobility, and bout of exhaustion after an hour of labor. If Life Quality is Damaged, the normal life expectancy of the character is cut by half.
If Life Quality is Crippled, any routine simple actions cause constant sharp pain, limited mobility (such as walking slowly using a cane, unable to lift heavy items), frequent symptoms of the injury (such as spitting blood or dark urine). Characters in such sad state can barely maintain a normal life. While Life Quality is Crippled, the normal life expectancy is cut by three quarters.
Nonfunctional. When a limb or organ is damaged so severely that it might as well be separated from the body, it becomes nonfunctional. If the Head is nonfuctional, the character is dead. If a limb is nonfunctional, it cannot be used without prosthetics such as a hand hook or a wooden peg, and even so the DM may assign a permanent Damaged or Crippled property to it. If a vital organ is nonfunctional, Life quality is Crippled. All injuries that cause nonfunctional state require Mirracle of 7th spell slot to regrow (such as the Regenerate spell).
Stun: X or Xd4. The injury causes nerve system shock to the whole body, rendering it Stunned for a number of rounds.
Trauma: DC. The injury causes you an debilitating pain every time you perform a strenious physical activity. At the start of your turn in combat, or every time you perform physical activity out of combat for 6 seconds, make a Constitution or Wisdom (your choice) saving throw against the listed DC.
I combat, if you fail the saving throw you can only use your main action or your bonus action but not both this turn, and if you move more than half your Speed you lose your reaction until the start of the next turn. If you fail the saving throw by 5 or more, you can only use your bonus action, and your movement cannot exceed half your Speed this turn.
Outside of combat, if you fail the save by 5 or more the physical activity is disrupted by paralyzing pain and you are Stunned for 6 seconds.
Recovery: X weeks. Your injury will recover on its own after the listed number of weeks. You can speed up the process with the Treat Injury activity (see Healing, pg. XX)
Compared to real world injuries, recovery periods listed in these rules are shorter but cover only the time when the injury is most severe and greatly hinders the character. After the recovery period passes many injuries can still linger for months but only for roleplaying purposes.
Imprecise Organ Damage
d20 | Area | Effect |
---|---|---|
1-9 | Upper vitals | Bleeding: +1d4 |
10-16 | Lower vitals | Weaken: 1d6 |
17-20 | Vitals missed | Injury Modifier -1 |
Precise Organ Damage
d20 | Organ | Effect |
---|---|---|
1 | Trachea, larynx | Bleeding: +2d4; Stun: 1 Damaged: Speech |
2-4 | Heart, arteries | Bleeding: +1d4; Weaken 2d6 |
5-10 | Lungs, diaphragm | Weaken: 2d6 |
11-17 | Stomach, guts | Bleeding: +1d4 Trauma: 10 |
18-19 | Kidney, liver | Weaken: 2d6 Surgery: 12 / 4 successes |
20 | Groin, genitalia | Weaken: 3d6 Sexual activity is crippled. |
Organ Complication
d20 | Condition | Effect |
---|---|---|
1 | Cut in half | Bleed +2d4; Weaken +4d6 Organ is nonfunctional. Terminal, Exposed; Mirracle: 7th |
2-3 | Rend flesh | Bleed +1d4; Weaken: +2d6 Organ is crippled. Exposed. Mirracle: 7th. |
4-6 | Heavy bleeding | Bleed +1d4. Exposed |
7-9 | Acute neuralgia | Trauma DC 12 |
10-12 | Surgical need | Surgery: DC 15 / 4 successes |
13-15 | Extensive damage | Recovery +2 weeks |
16-20 | No complication | — |
Head Complication
d20 | Condition | Effect |
---|---|---|
1 | Spilled brain | You drop unconscious and will die in three rounds unless saved by Mirracle: 7th |
2-3 | Damaged brain | Bleed +2d4; Weaken: +4d6 Stun: 1d4+1; Terminal Exposed; Surgery: DC +5; Mirracle: 7th. |
4-6 | Eye lost | Bleed +1d4; Weaken: +2d6 Crippled: Sight; Surgery: DC +2 Mirracle: 7th. |
7-10 | Ear torn | Bleed +1d4; Crippled: Hearing; Mirracle: 7th. |
11-15 | Nose crushed | Weaken +1d6; Crippled: Smell; Mirracle: 7th. |
16-20 | No complication | — |
Mirracle: Xth Level. The injury will immediately recover if the injured creature is targeted by a healing spell of the listed level or higher. Wish and similar spells are considered healing spells then used for reverse injuries.
Surgery: DC/X successes. The injury is a nasty one that will never recover unless you undergo a Surgery (see pg. XX) within the Recovery period. If you fail to do so, the injury becomes permanent and will never recover. The Surgery uses the listed DC for Wisdom (Medicine) checks and requires the listed number of successes for the surgery to be a successful one. Once you undergo a successful Surgery, the Recovery period starts to count from the start.
You may peform a Surgery on an injury that does not have the Surgery trait in order to lower the penalties from the Damaged and the Crippled keywords, and recover half of the lost hit points maximum. These Surgeries are non-essential and do not affect Recovery time. The default values of the trait in such cases is DC 10 and 3 successes.
Exposed. The injury caused a severe rupture of the body exposing internal muscle, bone, or even internal organs to external pollutants. If you use the Realism Option: Festering Wounds (pg. XX), the DC of the Constitution Saving Throw is 12 for body locations other than the head, and 15 for vital organs and the head. If the wound is not cleaned and bandaged within 10 minutes, or comes into contact with polluted surfaces such as mud and dirt, animal saliva or similar, it will automatically fail the first Constitution saving throw required by Realism Option: Festering Wounds.
Terminal. Your condition may worsen at any moment. This may include a sudden inflammation or unnoticed symptoms becoming life-threatening. Every time you complete a long rest or full rest, the DM rolls a d20 in secret for each of your injuries with a Terminal trait. If the DM rolls a 1, your injury condition worsens and the DM should describe an increase of symptoms of the injury. When this happens, increase the Weaken trait of that injury by an additional 1d6 and roll the die to decrease your hit points maximum. The Recovery period of your injury increases by an additional week, and if Surgery is required for it, the Wisdom (Medicine) DC is increased by 1. If the DM ever rolls 1s for the same injury at the end of two consecutive long rests, your injury becomes terminal. The DM should describe severe symptoms with no sign of relief and you have only 2d6 days to live (rolled by the DM in secret). If this happens, the DM should give ample hints to the group that a character's life is at its end.
NPC Injuries
Unlike player characters, NPCs do not need detailed tracking of their Injury Modifier other than Bleeding and injury effects on Attack and Movement that are relevant to the current combat. The DM can ignore all long-term injury effects like Weaken, Trauma, Recovery, Surgery, Exposed and Terminal unless the NPC is key to the campaign, such as a recurring villain or important ally.
As a simple rule of thumb, all martial hostile creatures have Injury Modifier of +5 and all non-martial but combat experienced hostile creatures have Injury Modifier of +2. Once any hostile creature makes their first injury check, instead of tracking loss to their Injury Modifier, the modifier becomes 0 until the character Takes a Breath (pg. XX) after combat. Unexperienced NPCs such as peasants and minions meant to die with gruesome injuries have Injury Modifier of -2 or even -5, and their Injury Modifier never changes.
Inspiration Points
You can use Inspiration Points to alter the effects of a poor Injury Roll. The party can spend any number of Inspiration points. Each point allows to reroll on the main Injury table and take the new result even if it is lower, or take the result one step below the currently selected result.
Are Injuries a good fit for my game?
With the Injuries rules, one unfortunate strike followed by a poor Injury roll can put an abrupt
end to your adventuring career, and halt the party's progress. Depending on the severity of the injury, your character may be cursed to spend the rest of their lives as a disabled person, at the mercy of the ancient times. Such high risks change the player's perception of combat from a fun game of trill-seeking to a very serious and realistic gamble with your own life and the goals of the whole party.With that in mind, Injuries are not the best fit for every historic or realistic campaign. If your game is combat-heavy D&D adventure with some dungeon delving, and every session must include at least one combat, you may achieve more fair gritty experience with just the Wounds rules. The Injury rules, especially if combined with the Wounds rules, are best fit for shorter or episodic campaigns where violent resolutions are optional and few of number, and after each story arc characters have ample time to tend to their injuries or to retire from the adventuring career. A campaign that spans over a long time should offer frequent access to downtime where players can exchange their injured characters for new fresh ones.
Using Wounds and Injuries
Healing
In a realistic or historic setting, players must rely on natural healing or healing kits, with precious little magic available to them. These rules introduce natural healing, new uses to the healing kits and some advice on using spells.
Natural Healing
Natural healing is available to all creatures and it doesn't require any equipment. However, it is a very slow process.
Recovering Wounds
At the end of a short, long or a full rest, you can spend a number of hit dice to close that many Open Wounds, and increase your hit points maximum by 1 for each hit die if lowered by wounds. The hit dice are not rolled and do not recover hit points.
Realism Option: Slow Wound Recovery
The standard method above is intended for adventuring campaigns. If you want want additional realism, ignore it
and use this rule instead.
At the end of a long or a full rest, if you still have any Open Wounds left, make a Constitution saving throw against DC 12 + number of Open Wounds you have. If you succeed, one Open Wound is closed. For every 5 points you beat the DC, an additional Open Wound is closed.
If your hit points maximum is decreased due to Open Wounds, you recover 1 to your hit point maximum.
Realism Option: Festering Wounds
If you failed the above saving throw by 5 or more, one of your Open Wounds festers. Your maximum hit points decrease by 1d6. You suffer -2 penalty to all checks or saving throws to close Open Wounds without Wisdom (Medicine) checks.
For each following day while your wound festers, you lose another 1d6 hit points maximum and your penalty to checks and saving throws increases by 1.
You stop losing maximum hit points and no longer suffer any penalty to all checks and saving throws to close an Open Wound when you successfully close at least one Open Wound by any natural, medical or magical way.
Recovering Injuries
Every Injury has a Recovery Period in weeks of slow natural healing. There is no other way around it other than sit it out. Medical assistance can speed up the time of recovery, while restorative magic such as the Regeneration spell can remove all injuries completely.
Medical Care
Anyone proficient in Medicine can use the following medical items and has access to their medical activities.
Healer's Kit
5 gp, 3 lbs, 20 uses. This kit is a leather pouch containing bandages, cleaning spirits, salves and splints. The First Aid and Threatment Craft improves your Wisdom (Medicine) checks (pg. XX), and lets you craft Healer's Kits.
With Healer's Kit you can use the Stabilize, First Aid, Threat Wounds, and Threat Injury activities.
Herbalist's Kit
5 gp, 3 lbs, 10 uses. This kit contains variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. The Herbalism and Cures Craft improves your Wisdom (Medicine) checks, and lets you craft Herbalist's Kit.
With Herbalist's Kit you can make the Treat Poison and Treat Disease activities.
You can refill one use of the Herbalist Kit with a Wisdom (Nature) check gathering herbs from their environment, with the DC value dependent on their availability. For every 5 points you beat the DC, you refill an extra use.
Surgeon's Kit
50 gp, 10 lbs, 10 uses. This kit contains scalpels, scissors and saws, grasping forceps, and vials of alcohol. The Surgery and Injury Recovery Craft improves your Wisdom (Medicine) check, and lets you craft Surgeon's Kit.
With Surgeon's Kit you can make all Healer's Kit activities with an advantage to their checks, and also the Perform Surgery and Resuscitate activity.
A Surgeons Kit can be reused when all uses are spent, and can be refilled with 10 uses for 5 gold.
Healing Actions
Stabilize (1 action)
You expend one use of the kit to stabilize a creature that is dying without needing to make a Wisdom (Medicine) check.
First Aid (1 minute)
You expend one use of the kit to tend to a bleeding creature. The creature immediately stops bleeding when you start applying the First Aid, and at the end of the uninterrupted activity loses the Bleeding condition.
Treat Wounds (Short, Long, Full Rest)
You expend one use of the kit to bandage a wounded creature. Make a Wisdom (Medicine) check against
DC 10 + number of Open Wounds the creature has.
On success, during the rest the creature can choose up
to one hit die, and it both recovers hit points as normal, and it also closes one Open wound and recover 1d4 points to its hit points maximum if reduced by wounds. For each 5 points you beats the DC, an additional hit die can be used in this way.
During a day of downtime such as a Full Rest, you can make up to three separate Treat Wounds activities.
Treat Injury (Full Rest)
You expend one use of the kit and at least four hours in a day to tend to an injured creature. Make a Wisdom (Medicine) check against DC 12, or the Surgery DC of the injury if it has the Surgery keyword.
On success, the day counts as two days towards the natural recovery of all injuries the creature has. If you beat the DC by 10, the day counts as four days instead.
If you roll a natural 20, you gain advantage on the next check made within a week.
Resuscitate (1 minute)
You expend one use of the kit in attempt to return creature to life despite clinical death after three failed death saving throws. A dead creature can still be returned to life if resuscitation starts within number of combat rounds equal to 1 + the number of successful death saves it scored before dying. Attempt a Wisdom (Medicine) check against DC 27 - 5 for each successful death save the creature had before it died.
If you succeed, the creature can immediately repeat one of its failed death saving throw with advantage. If it succeeds, it can repeat another in the same way. It can continue to do this until it has three successful saving throws and returns to life with two levels of Exhaustion, or scores a failure and remains dead with no chance to be Resuscitated again.
A creature may not be Resuscitated more than once until it finishes a long rest.
Treat Poison (10 minutes)
You expend one use of the kit to provide immediate response against the effect of a poison. The creature can immediately repeat the saving throw against the effect of poison. Make a Wisdom (Medicine) check against the Poison's DC. If you succeed, if the creature fails its saving throw and takes poison damage, it has resistance against this damage. If you beat the the Poison's DC by 5 or more, the creature gains advantage to its saving throw.
You cannot Treat Poison the same creature again until it completes a long rest.
Treat Disease (10 minutes)
You expend one use of the kit to provide relief from a disease and prevent its development. The creature can immediately repeat the saving throw against the effect of disease. Make a Wisdom (Medicine) check against the Disease's DC. If you succeed, if the creature fails its saving throw and the disease worsens, the creature ignores the worse effects until it completes a long rest. If you beat the Disease's DC by 5 or more, the creature gains advantage to its saving throw.
You cannot Treat Disease the same creature again until it completes a long rest.
Surgery (1 hour or longer)
Some Injuries have a Surgery(DC/Successes) property. These Injuries require a surgical intervention to allow the creature to heal properly. If a successful surgery is not performed within the Recovery period of an Injury, its effects become permanent and nothing can remove them other than high-level spells like Wish or Regenerate.
Surgery in a fantasy or medieval setting is an extremely dangerous process often performed with crude tools and in unsanitary conditions. Creatures undergoing surgery put their faith both in the steady hands of their surgeon and the mercy of their gods for the outcome is not guaranteed and the creature may never wake up from the table. Players who undergo surgery should accept all risks related to it. The DM should let the surgeon use the Inspiration Points of the party even if the surgeon is a non-player character.
Other than a Surgery Kit, you need to ensure clean and closed environment, and the creature is in stable and unconscious state. Performing surgery outdoors, in unsanitary conditions, without access to clean water or alcohol, applies a -2 penalty to all Surgery rolls.
You expend one use of the kit and concentrate for about an hour on carefully cutting the flesh of an injured creature and perform complex manipulation of its bones or internal organs in order to let the injury to heal properly. Make a Wisdom (Medicine) check against the Surgery DC. If you succeed, you score one success and if you reached the number of successes listed in the Surgery property, the operation is a success. If the successes are not enough, you must spend one additional use of the kit and another hour and repeat the process.
If you fail, you can continue the operation but the Surgery DC increases by 1. This increase is cumulative and lasts until end of surgery. You can also choose to stop the operation by closing the wound. The creature cannot receive surgery against the same Injury within a week.
If you fail by 5 or more, something went wrong and the creature's condition worsens. In addition to Surgery DC increasing by 1, the creature loses 2d6 hit points and hit points maximum, and loses additional 1d6 of both before each additional Surgery rolls. If a creature's hit points reach 0 before or after a Surgery roll, you get the same result as if you failed the roll by 10 or more (see below). If a creature's hit points maximum reach 0, the creature is dead. You cannot stop the operation until you score at least one success on a Surgery roll, or the creature dies.
If you fail by 10 or more or roll a natural 1, the creature enters death shock. The Surgery DC increases by 3 instead of 1, the creature loses 2d6 hit points maximum, and the creature's hit points fall to 0 and it starts dying. The creature doesn't roll death saving throws, instead before you make an additional Surgery roll the creature loses 2d6 hit points maximum and fails one death save. The creature stops dying and stabilizes at 1 hit point after you succeed on a Surgery roll. You also cannot stop the operation until you score at least one success on a Surgery roll, or the creature dies.
Healing in Non-Magic Campaigns
The medical activities listed above only provide support to new rules such as Wounds and Injury, since hit points already recover with hit dice and wide availability of healing spells.
However, in a very low fantasy or historic campaign where spellcasters are either rare or nonexistent, and the party has no access to magical healing at any time, and items such as healing potions are breaking the immersion of a medieval authenticity, the DM may introduce the Heal activity to both Healer's Kit and Herbalist's Kit.
Heal (10 minutes)
You expend one use of the kit to provide pain relief to a creature that has less than maximum hit points. Make a Wisdom (Medicine) check against DC 10 + number of Open Wounds the creature has. If you succeed, at the end of the activity the creature recovers 1d4+1 hit points for each point of its proficiency bonus. For example, a creature with proficiency bonus of +3 would recover 3d4+3 hit points. If you fail, the creature recovers half this many hit points.
For every 6 points of healing, the creature removes one Open Wound. This activity has no effect on maximum hit points, and healing cannot exceed a your current hit point maximum, if decreased by Wounds or Injuries.
Once a creature benefits from a Heal activity, it becomes temporarity immune to this activity until it completes a short, long or full rest.
Improved Kits
Improved versions of all Kits at higher prices may be available in your campaign, to give players an incentive to invest in better medical assistance tools. These improved versions provide a +1 to +3 bonus to Wisdom (Medicine) checks using that tool.
The DM decides how much every improved version costs in his world and how rare they are to craft or acquire, however as a rule of thumb an improved kit that provides +1 bonus to checks has its price multiplied by 10. For each additional increase (+2 and +3) the price is multiplied by 5. For example: a +1 Healer's Kit costs 50 gp, +2 item costs 250 gp, and +3 item costs 1250 gp, and once spent they can be replenished with a simple Healer's Kit for 5gp.
Enchanted magical kits always have at least +1 to checks, and contain unlimited amount of uses. Such enchantments allow players to stop worrying about uses and just treat the kit as a permanent prerequisite. These items should be at least rare woundrous items, and their price should be the price of a non-magical improved version, plus 1000 gp.
Magical Healing
Although Dungeons and Dragons has a distinct magic rules, many campaigns threat magic differently. This chapter gives several variant rules for magical recovery of Wounds, and the DM is encouraged to come up with similar rules fit for their campaign.
Variant 1: Standard
Any spell that heals hit points also recovers 1 hit point maximum, plus 1 more for each 3 points of its roll result. The spell also closes an Open Wound for each 6 hit points healed.
For other restorative spells, it is up to the DM. As a rule of thumb, a spell can close number of Open Wounds equal to half the spell level, rounded up. Lesser Restoration would close 1 wound, while Greater Restoration closes 3 wounds. As an exception of that rule, Regenerate or a similar 7th level Spell, removes all Open Wounds and Injuries from a creature.
Variant 2: Faster
You cast a spell that recovers hit points as a special ritual, using a slot one level higher than normal and adding 10 minutes to its casting time. The spell effect changes: instead of recovering hit points the spell recovers hit points maximum with the same amount. For every die rolled by the spell, one Open Wound is closed.
Variant 3: Slower
Any restorative spell that recovers hit points also recovers number of hit point maximum equal to the spell slot level the spell uses. The spell also closes number of Open Wound equal to half the spell slot level, rounded down.
Exhaustion
Exhaustion is broken into two types - Light and Heavy. Light Exhaustion accumulates with strenuous physical activity such as heavy labor day or travel across difficult terrain. Heavy Exhaustion usually covers the ill effect of diseases, life drain, and can ultimately kill you.
Forcing yourself to keep going despite exhaustion requires strong will and determination. When you attempt an action that has a chance to increase your Exhaustion to a level that has a listed Ignore DC, you must make either a Constitution saving throw to muster the strength to do it, or a Wisdom saving throw to keep going on despite struggling. If you fail, you find an excuse not to do it but rather rest.
Light Exhaustion
Level | Ignore | Effect |
---|---|---|
1 | – | Disadvantage on Strength and Dexterity Ability and Skill checks. |
2 | – | Disadvantage on all Ability and Skill checks. Your take -2 penalty to your spellcasting DC. Speed halved. |
3 | 12 | Disadvantage on Attack rolls and Saving Throws. Rolling 1 on attack rolls and skill check leads to critical fumbles. |
Heavy Exhaustion
Level | Ignore | Effect |
---|---|---|
4 | 15 | You can only take an action or a bonus action during your turn, and you can't take reactions. The penalty to your spellcasting DC increases to -5. You're limited to simple mental tasks. |
5 | 20 | Speed reduced to 5. You are on the verge of passing out. You cannot concentrate or cast spells requiring Concentration. You have blurry vision, tunnel vision, or vertigo and may experience hallucinations (up to DM). |
6 | 25 | You are Dying. Any additional Exhaustion counts as two failed death saves. |
Exhaustion Recovery
At the end of a short rest, if you have exactly one level of Exhaustion you recover from that level.
At the end of a long rest as long as you have consumed enough rations and water needed by your body to sustain life and have been able to sleep or similar restorative process, you lose one level of exhaustion.
Sleep Deprivation
You can skip sleep and stay up one night but you lose the ability to recover exhaustion during short rest until you have a full sleep. You can skip sleep and stay up two or more nights in a row, but you gain two levels of Exhaustion after the second sleepless night, and then one level of exhaustion for each night after that. You must roll a saving throw to avoid falling asleep, using the Ignore DC of the exhaustion level you'd reach by not sleeping.
Excess Light Exhaustion
If you have reached the maximum level of Light Exhaustion and you take another level of Light Exhaustion, instead of increasing your Exhaustion level you lose one hit die. If you have no hit dice left, your Exhaustion increases as normal.
Mental Exhaustion
Intense mental activities such as studying, deciphering, hours of problem solving may inflict a level of Mental Exhaustion. Mental Exhaustion is tracked separately from Exhaustion. Effects that lower Exhaustion also lower Mental Exhaustion by the same number of levels.
Mental Exhaustion
Level | DC | Effect |
---|---|---|
1 | – | Disadvantage on Intelligence, Wisdom and Charisma checks |
2 | – | Speed of mental activity halved. You feel sleepy, and may ignore fine detail. |
3 | 15 | Speed of mental activity halved again. Disadvantage on Intelligence, Wisdom and Charisma saving throws. You barely maintain your focus on the subject of your study, and ignore anything else. |
Option: Combat Fatigue
The following rule is useful only when you are engaged in prolonged combat on a battlefield or in a duel with a heavily armored opponent and physical exhaustion plays a big role
in deciding the outcome.
During long combat encounters, you gain a level of Soft Exhaustion after a number of combat rounds equal to your Constitution score. Each Heavy weapon you wield and each Bulky or Cumbersome armor you wear decreases the number of rounds until exhaustion by 2.
Taking a breather (see pg. XX) resets the count of combat turns but doesn't recover Soft Exhaustion lost this way.
Option: Combat Stress
While you have no hit dice left to spend on recovering hit points or closing Wounds, you experience Combat Stress. Your character is under duress and may act anxious or aggressive, and experience cold hands, rapid heartbeat or stomach craps. Communication with the rest of the party may strain or stir petty conflicts. Negative traits that are usually repressed may come to dominate its behavior.
The DM should reward realistic role-play of stress with Inspiration Points (pg. 6).
While you are affected by Combat Stress you suffer the effect of the bane spell to Intelligence (Investigation), Wisdom (Insight or Perception) and Charisma (Performance or Persuasion) skill checks in noncombat situations; however, you also benefit from the effect of the bless spell to the same skills during combat.
Character Creation
Racial Health
The visceral and deadly combat of Grit and Glory makes it a good fit for campaigns that start at 3rd level or higher. If the DM wants to introduce these rules at 1st level, they may want to allow players in the campaign to roll an additional racial health die and add the result to their current and maximum hit points. If your result is in less than the average value of that die, rounded up, you can instead take the average value of that die, rounded up.
The size of the racial health die is based on the size category of your character, or the size category used to calculate its carrying capacity, whichever is higher. The size of the die is d4 for tiny creatures, d6 for small creatures, d8 for medium creatures, d10 for large creatures and d12 for huge creatures. The DM may introduce features to races that change the size of the racial health dice or how they work.
Combat Options
Combat Options are common martial techniques available to anyone of any class. You can perform Combat Options only if you are proficient with the weapon you are wielding.
Combat Options with the icon uses your main Action; with the icon uses your Bonus Action; with the icon replace one of your Attacks; with can be used anytime you can use your reaction; with can be used instead of an opportunity attack, when one is provoked.
Combat Options with the icon require one or several free hands. You can free your hand by dropping what you hold in it as a free action, but only during your turn.
Basic Options
These combat options improve standard rules in the Player's Handbook and Dungeon Master's Guide.
Attack with Two-Handed Weapon
If you wield a melee weapon with the Two-Handed and Heavy properties, your weapon bonus to damage is equal to one and a half times your Strength modifier, rounded up.
Attack of Opportunity
The following conditions provoke an attack of opportunity from hostile creatures in addition to the ones listed on page 195 in the Player's Handbook:
- When you stand up from prone position. You may attempt an Strength (Athletics) or Dexterity (Acrobatics) check against DC 10 + 2 for each opponent that threatens you with an attack of opportunity. On a success, you stand up without provoking any opportunity attacks.
- When you cast a spell with a somatic component, or you use an item or interact with an object. You may attempt a Dexterity saving throw against DC 10 + 2 for each opponent that threatens you with with an attack of opportunity. On a success, you cast the spell or use the item without provoking any opportunity attacks. The DM may allow you to use Dexterity (Sleight of Hand or Acrobatics) in place of Dexterity saving throw, depending on the provoking action uses manipulation of mobility.
When adjudicating the creatures that threaten an attack of opportunity, only count those creatures that have a reaction that hasn't been already used.
Escape
When you use your action to Escape, you get a number of Escape attempts equal to the number of melee attacks you can make in an Attack action, or using a Multiattack action.
Flanking
You can flank a hostile creature as long as you aren't flanked by hostile creatures at the same time.
A creature that is flanked can use their reaction to deny one flanking creature the benefit of advantage before that creature attacks. Other effects of flanking are not denied, such as the Sneak Attack feature.
Tumble Through
Overrun action (Dungeon Master's Guide, pg. 272) is not allowed. Tumble Through is the only combat action that allows you to pass through the space of a hostile creature.
If one of the creatures is at least two or more categories smaller than the other, it has advantage on Tumble Through attempts.
Disarm
You can use your action to make a single melee weapon attack or an unarmed attack aimed to knock the weapon, or another item from a target's grasp. If the item is very small to fit in a palm (up to DM) or the item is held in both hands, the attack is made at disadvantage. The target makes a Strength or Dexterity saving throw (its choice). If it can use its reaction, it gets advantage on the saving throw. If the target's result is higher than your attack roll, it avoids your disarm attempt.
If your attack roll is higher than the the target's saving throw by 5 or more, the weapon or item is dropped on the ground on an adjacent location to both you and the target. If your attack roll is successful but you do not beat the saving throw by 5 or more, the target retains the item, however, it has a disadvantage to all attacks using the weapon, or attempts to use the item until the end of its next turn.
You can prevent the target to reclaim the weapon or item by moving in the adjacent location where the item is located.
Nonlethal Damage
Weapon attacks that lead to a critical hit are always lethal and can lead to accidental kills. Spell damage is always lethal.
Offensive Options
Power Attack / Aimed Shot
Before you make an attack with a melee weapon or a ranged weapon that does not have the Light or Finesse property, you can spend your bonus action or your reaction (your choice) and choose to take a -5 penalty to the attack roll and put more of your raw strength behind a powerful blow or aimed shot.
If the attack hits, your weapon deals extra damage equal to you proficiency modifier plus your Strength modifier if using a melee weapon, or Dexterity modifier if a ranged weapon.
Stagger
Before you make a melee attack with a bludgeoning weapon, you can choose to take a -5 penalty to the attack roll and try to disrupt the movement of your target while attacking.
When making a Stagger attack, your attack roll ignores any bonuses that are added to the attack roll total before or after the attack is made.
If the target takes damage, the target's movement speed is reduced by 10 until the end of its next turn. If its speed is reduced to 0 in this way, it immediately drops prone and cannot stand up. Until the target recovers its movement speed to full it cannot use the Dash, Disengage and Dodge actions.
Swipe
As long as you have a free hand since the start of your turn, you can use your bonus action to make a special attack to Grapple, Shove, or Trip against a hostile creature that you attacked during this turn with a one-handed weapon, whether you hit it or not.
This special attack is always made at disadvantage, and all advantages are ignored unless your target was surprised.
Feint
Before you make an attack with a weapon that has the Finesse property, you can spend your bonus action and perform a feint to deceive your target.
Make an attack roll against the target's Passive Insight. If you succeed, you have advantage on your next attack. If you beat the Passive Insight by 10 or more, or your attack roll is a critical hit, you have advantage to all your attacks until the end of this turn. If you fail to beat the Passive Insight, your next attack has disadvantage and you cannot succeed a Feint against this target for the rest of the encounter.
Restrain / Pin Down
Anyone proficient in Athletics can restrain and pin creatures they have successfully grappled.
Restrain. While you are grappling a creature with one hand, you use another of your attacks with another free hand to attempt a Grapple check against the same creature. If you succeed, the creature is Restrained by you. You can only restrain in that way if the creature is your size or smaller. A creature can be Restrained by multiple opponents and can try to Escape only one of its restrainers.
Pin Down. While you are Restraining a creature with two hands, you may use another of your attacks to attempt a Grapple check against the same creature. If you succeed, you Pin that creature against a hard surface or under your body weight while you and the creature are both prone. Pinned creatures cannot attack and can only use their action to attempt to Escape your grapple.
While Restrained or Pinned, each Escape attempt the creature makes attempts to break the initial grapple of one opponent that has grappled it. If it succeeds, the creature breaks the Grappled, Restrained and Pinned condition from that opponent.
Restraining Spellcasters
Restrained creatures can cast spells with somatic component only if they succeed an opposed Grapple check against the creatures that are restraining it (or the DC of an restraining tool, such as manacles). Success on this check allows the spell-caster to cast a spell that requires a somatic component but does not remove the Grappled condition.
Pinned creatures can still cast spells if they have abilities that allow them to cast using a bonus action. If the spell has somatic element, they are subject to the same rules as Restrained creatures.
Body Shield
While restraining a creature, you can make a Grapple check to use that creature as a shield against your enemies.
Until your next turn you can use your reaction at the start of a hostile creature's turn that you can see. If you do so, you gain three quarters cover against all melee attacks from that creature, or only half cover if they are ranged attacks.
If the hostile creature still chooses to attack, if the attack roll misses you but rolls higher than 10, the attack deals damage to the creature used as a body shield.
Defensive Options
Intercept / Deflect
During your turn while wielding a melee weapon that does not have the Light or Finesse property, you can take disadvantage to one of your attacks when using your action to attack. No matter if you hit or miss with that attack, you gain a new use for your reaction until the start of your next turn.
If you are hit by a melee attack that does not benefit from advantage to the attack roll, you can use your reaction to raise your weapon and intercept and deflect the blow. Roll your weapon damage die without adding any modifiers, and subtract the amount from the damage you take.
Riposte. If you reduce the damage to 0, you can riposte and make one melee attack at disadvantage against the hostile creature that hit you as part of the same reaction.
Raise Shield
If you are wielding a shield and another creature hits you with a melee attack you may use your reaction to interpose your shield between yourself and the attack and increase
your AC by 2 potentially causing the attack to miss you.
Your shield is damaged in the process and suffers a -1 penalty to its AC each time you block in this fashion. If your shield's AC reaches 0, it is destroyed. Magical shields self repair 1 AC at each dawn.
Give Ground
When you are hit with a melee attack and you haven't used your movement during your previous turn, you can use your reaction to move 5 feet away from the creature, reducing the damage you take by 1d6 points. The reduction increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.
You can do so as long as your movement speed is greater than 0, and the space away from your attacker is not occupied by another hostile creature such as when you are flanked, or a wall or object preventing your movement. This movement does not provoke an opportunity attack from the attacker but can provoke from other hostile creatures, and the attacker may immediately follow you into the space you just vacated if it has remaining movement. You cannot Give Ground while you are grappled, or knocked prone. You cannot Give Ground if you are already on, or would walk onto difficult terrain.
Grab an Edge
As a reaction, you can attempt to grab with a free hand an edge to prevent falling to your death in a chasm or falling out of a vehicle. Attempt a Dexterity saving throw or a Dexterity (Acrobatics) check against a DC chosen by the DM based on the availability of items or surfaces to grab on. The table below provides some difficulty examples.
DC | Examples |
---|---|
12 | A rope or safety railing near the edge of the cliff. |
15 | Strong roots and protruding stones on the cliff side |
18 | Small protruding stones ont he cliff side |
20+ | Rough surface with barely any surface to hold to. |
Movement Options
Charge
When you or your mount move 20 feet or more in a straight line towards a hostile creature, you may spend your bonus action to turn this movement into a Charge. You cannot Charge through difficult terrain and any attack of opportunity that hits you disrupts your charging.
If you finish your charging within reach of a hostile creature, you may follow it with one of these options:
Strike
The first melee weapon attack you make has advantage. If the attack fails, you provoke an attack of opportunity from your target. If the attack hits, the attack deals 1 additional damage equal for each 5 feet of charging distance, up to your Strength or Constitution modifier (your choice, minimum of 1). If you are riding a mounted animal, you may use the mount's Strength or Constitution instead your own.
Slam
The first attack you make is a Shove action (Player's Handbook, pg. 195). The target of your Charge may only use its Passive Dexterity (Acrobatics) to oppose you. If you succeed, the creature is shoved twice the normal distance, or shoved as normal then knocked prone. You must also move up to five feet in the direction you are shoving your target. If you fail to Shove, you provoke an attack of opportunity from your target.
Tackle
The first attack you make is a Grapple attempt. The target of your Charge may only use its Passive Dexterity (Acrobatics) skill to oppose you. If you succeed, both you and your opponent are knocked prone and your target is subjected to the Grappled condition. The target has a disadvantage to Escape attempts until it succeeds on a Shove action to push the attacker away, but also advantage to attacks against you using melee weapons with the Light property. If the Grapple fails, you provoke an attack of opportunity from your target and are knocked prone.
Special Options
Sunder
You can spend your action to deliver a series of blows aimed at chinks in a creature's armor or shield. Instead of damage to the target, you attempt to apply the Damaged condition to any Shield, Armor with the Hard property, or hard item that is wielded.
Use your action to make a single melee attack against the target. If the item is very small (up to DM) the attack is made at disadvantage. The target can use its reaction to make a Dexterity (Sleight of Hand) or Dexterity saving throw (its choice). If the target's result is higher than your attack roll, it avoids your sunder attempt and your attack fails. If the target's attempt fails or it chooses not to use its reaction, compare your attack roll result with the target's AC.
If you hit, roll for damage and compare it with the object Hardness of the item that is worn or wielded. If your attack roll did not beat the AC by 5 or more, you halve your damage when comparing it with the object Hardness, rounded down. If your attack was a critical hit, the item has Hardness 0 against your attack.
If your damage roll would be equal or higher than the object Hardness, the item takes damage equal to the damage. if your damage roll is less than the object Hardness, the item takes no damage. If the item's hit points become half of its maximum, it becomes Damaged. Different item types have their own penalties when damaged, while utility items have 40% chance to malfunction when used. If an item's hit points are reduced to 0, it becomes Broken and cannot be used.
Hardness and Object HP
Every item has a Hardness value, which is equal to the object's AC minus 10. Every item has hit points equal to number of d6 hit dice equal to the item's Hardness. If the item is considered Resilient, use 6 instead of 1d6. If the item is particularly fragile, use 2 instead of 1d6.
Example: a thick glass has Hardness of 3. It has 3d6 hit points. A dinosaur bone has Hardness of 5, but is considered resilient. It has 5*6 hit points.
Ranged Options
Aim
If your target hasn't moved during its previous turn, you can spend your movement to stand still, hold your breath and aim with a ranged weapon. Until the end of this turn, your next ranged attack against that target has advantage.
If that attack beats the target's AC by 5 or more and the target is within the short range of your weapon, your next ranged attack until the end of your turn also has advantage. You can repeat this rule until the end of your turn.
Stealth Options
Gag / Choke
While you are grappling a creature of your size or smaller, you can use another attack and make an opposed Grapple check to either cover its mouth and prevent it from making noise or choke it to unconsciousness. If you succeed, the creature suffers the Gagged or Choked condition until the end of its next turn.
In order to continue Gagging or Suffocating your target, you must use at least one of your attacks during your turn to repeat the Grapple check and maintain your grip. If you fail to maintain it, the opponent escapes your grapple and releases from the Gagged or Choked condition.
The opponent can use its action to Escape your grapple as normal. If it is also Restrained or Pinned, it must first remove these conditions before attempting to Escape being gagged or choked.
Coup de Grace
When you make an attack that qualifies as an automatic critical hit against a defenseless target, the DM may allow you to roll a coup de grace. If you hit the target's AC minus Dexterity bonus to armor, the creature takes damage equal to its current HP and becomes dying. If you miss, the creature instead takes damage equal to half its current HP.
Other Actions
Help
You can use the Help action to aid another character in a task or salvage their effort after they have failed. In order for a check to benefit from the Help action, at least one of the contributing players must be proficient at the skill check. There is no limit how many characters can help on a task, but only two die rolls can be made, and the highest die result is added to the check total. The check total uses the highest proficiency bonus and skill modifier among all contributing characters. If a Lore or Craft is applicable to the check, only one Lore or Craft that the players are proficient in can add its bonus to the check total.
You cannot Help if you suffer disadvantage to the used attribute or skill, such as having a level in Exhaustion.
Item Interaction
During each of your turn you can make up to three item interactions. The first interaction is a free one. The second and the third use either your bonus action or your main action for that turn, your choice.
Every item interaction requires one or two free hands. The DM decides how many free hands are needed for each item interaction. If you need to free a hand, you can drop what you are holding in it as a free action, or you can spend an item interaction to sheath or unstrap the item wielded in it.
If an item interaction description requires an action to be used, such as activating a magical item, drinking a health potion or feeding it to an ally, you must use your main action for that item interaction. Also, if the item interaction requires an attribute or a skill check, or making a saving throw, you must use your main action for that item interaction.
A typical example for using your whole turn for three item interactions would be removing your backpack (free, using two hands), rummaging in it for a health potion (bonus action, using two hands), and drinking it or feeding it to a fallen ally (use an item, so must use an action, with one hand).
You can pass items to a willing creature within 5 feet from you as an item interaction. The creature can use its reaction for an item interaction to take an item offered in that way, as long as it has at least one free hand.
Some item interactions may require you to remain stationary and not spend your move during your turn or you risk damaging or destroying the item that you are interacting with. Some item interaction, such as grabbing an item off the ground, may require spending half of your movement to crouch and grab it.
When creating complex and time consuming item interactions, the DM should break the action into multiple simple logical parts. For example, solving a puzzle to unlock a magic box during combat may require 9 item interactions, each described differently. Some will require skill checks, so they must be made by spending the player's main action.
Most item interactions provoke attack of opportunity. Item interactions that are part of an attack (such as drawing a sheathed weapon to attack with it) are exception of this rule, and do not provoke an attack of opportunity.
Conditions
Bleeding [X + Xd4]
You are bleeding profusely in result of a physical wound taken in or outside combat, until you are given a first aid.
- At the end of each of your turns, you lose hit points equal to half the number of Open Wounds you have rounded up, plus any number of d4 set by an Injury effect.
- If you start Dying while Bleeding, you stop Bleeding until you stabilize however you suffer one failed death save and the death saving throw DC increases to 12.
- Any magical effect that causes you to gain hit points removes the Bleeding condition.
- You or an ally can spend an action to provide first aid by making a Wisdom (Medicine) check against a DC of 12 + 1 for each Open Wounds + 1 for each d4 dice of Bleeding you suffer. If you succeed, the Bleeding condition is removed.
- A brutal but effective way to stop Bleeding is to cauterize the wound. You immediately lose the Bleeding condition without making a check, but you suffer a Fire Injury with Weaken property equal to a single round of Bleeding, and Recovery period of 2 weeks (see Injuries, pg. XX).
Choked
The flow of air into your body is cut. You have limited reserve of air before you risk to fall unconscious equal to 3 plus your Constitution modifier (see pg. 183, Player's Handbook).
- At the start of your turn, if you took any amount of hit points damage since your last turn, you lose 1 round of air. Each critical hit you take makes you lose 1 extra round.
- At the end of your turn, if you are still being Choked, you lose 1 round of air.
- Each time you attempt to speak, cast a spell with a verbal component, or say a command you lose 1 round of air.
- When you have no more rounds of air left, make a Constitution saving throw against DC 10 at the end of each of your turns. On failure, you fall unconscious. Each time you repeat the check, the DC is increased by 5.
- You have advantage to attempt to Escape being choked if you can use your both hands to struggle, unless you are Restrained or Pinned.
Gagged
Your mouth is covered and you are preventing from speaking clearly, casting spells with a verbal component or speaking command words to activate magic items.
- You can only make muffled sounds heard up to 15 feet range. The DM may increase the rage if your voice is particularly loud.
- You have advantage to attempts to Escape being gagged, unless you are Restrained or Pinned
Grappled
- A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- The condition ends if the Grappler is incapacitated (see the condition).
- The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect, such as when a creature is hurled away by the Thunderwave spell.
- The condition ends when you successfully Escape from a Grapple. This also removes the Restrained and Pinned conditions.
Pinned
You are prone or pressed against hard surface while also restrained by an opponent who uses its body weight to keep you immobilized and restrained.
- You are both Grappled and Restrained while Pinned.
- You can use your action only to attempt to Escape the grappled condition. If you succeed, you are also no longer Grappled or Restrained by the opponent.
Restrained
- A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
- The creature has disadvantage on Dexterity Saving Throws.
Trauma [DC / Damage]
You have received a long-lasting injury that makes it difficult for you to take strenious activity. Each time you force yourself through the pain, you do internal damage to your daamaged vital organs.
- The first time on your turn you make an attack roll or a skill check using Strength or Dexterity, or anytime you make a saving throw using Strength or Dexterity, you must make a Constitution saving throw against the DC of the condition. If you fail the saving throw, you take internal damage listed in the condition. If you fail the saving throw by 10 or more, or you roll a natural 1 on the save, you automatically fail the triggering attack roll, skill check or saving throw.
Vision
These rules expand the vision rules in Player's Handbook and add additional realism to handling low light conditions.
Perception Checks
The DM will call for two types of Wisdom (Perception) checks - Short and Long Range checks.
Short Range checks are normally within 60 feet or as far as bring sight extends (such as warlock's Devil Sight is bright sight of 120 feet). Especially when made indoors, Perception checks are made normally.
Long Range checks involve noticing something outside of 60 feet or as far as visibility extends. By default, all long range checks in dim light are made with disadvantage.
Dim Light
Dim light, also shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding Darkness. The soft light of twilight and dawn also counts as dim light. Most creatures can recognize terrain and shapes of objects and individuals they recognize, but cannot notice fine detail.
Your Perception suffers in dim light conditions. You suffer -3 penalty to your Passive Perception and a disadvantage to long range Wisdom (Perception) checks in such conditions. Darkvision allows you to ignore these effects.
Darkness
Darkness creates a heavily obscured area. Creatures that face Darkness outdoors at night suffer the Blinded condition unless there's sufficient moonlight. If the sky is clear, half moon or better conditions provide sufficient moonlight. If the sky is cloudy, waning or waxing gibbous (known as three quarters) moon provides sufficient moonlight. If the sky is overcast, only full moon provides sufficient moonlight. During heavy clouding conditions such as a thunder storm, heavy snowfall or a blizzard, there is no possibility for moonlight.
In outdoor darkness even if there's sufficient moonlight, creatures that enter solid shadows cast by creatures or structures that are at least two sizes larger than them, appear fully obscured and impossible to target with ranged attacks and spells.
Perception During Combat
While engaged in combat, every creature suffers a -5 penalty to Passive Perception to notice small changes in the environment, or objects and creatures that are 30 feet or more away as long as the creatures do not take actions that draw attention to them.
Stealth
Alertness
Guarding creatures have various levels of Alertness that affect their Passive Perception and the likelyhood to use the Search action on their turn.
High Alert. These creatures know they are in a dangerous situation and enemies are nearby. If they are proficient in Perception, they double their proficiency bonus to their Passive Perception. They always Ready their action and use their reaction to use the Search action, or to respond in a surprise round (pg. XX).
Low Alert. These creatures guard their close vicinity but do not expect an immediate threat. They use their Passive Perception to detect hidden threats. They are likely to use the Search action every other turn (or less likely if tired or drunk) when they have no other use for their action.
Unaware. These creatures think themselves completely safe in their environment. They do not apply their proficiency bonus to their Passive Perception, even if they are proficient in it. They do not use the Search action unless they change their alertness.
When guarding creatures engage in activities that requires concentration such as talking, eating, taking a leak, etc., they temporarily lower their Alertness level to Unaware.
Covers and Passive Stealth
If you end your movement in an area that obscures you (such as dark shadows), or behind a cover that limits your exposure to the precise senses of hostile creatures, you benefit from Passive Stealth. You still must reconfirm your hiding with a Stealth check, but if your Stealth result is lower than the Passive Stealth provided by the cover, you use the highest of the two and you do not become immediately detected if you rolled a natural 1 on the die.
In addition, as long as you benefits from the same type of cover during your whole movement (such as moving behind a wide wall), you do not become exposed if you move more than half your movement speed.
Passive Stealth
Value | Examples |
---|---|
12 | Half cover. Low wall, a large piece of furniture, a narrow column or a tree trunk, or a creature of a size larger than yours, whether enemy or friend. |
15 | Three-quarters cover. Portcullis, an arrow slit, or a thick tree trunk. Hiding among small group of creatures. Low Obscurity of shadows in dim light. |
18 | Total-cover. A large wall, massive statue, dense foliage. Hiding among large group of creatures, such as busy street. High Obscurity of shadows in a moonlit darkness. |
Sharp Senses
Any creature that has advantage to Wisdom (Perception) checks with a sense other than sight, that sense is considered sharp and can be used to spot your approximate location while you are Hidden.
If a creature has hearing as a sharp sense, it can sense any movement or interaction that produces sound unless your Hide result beat its Passive Perception by 5 or more. It can sense you breathing within 10 feet unless you hold your breath (see Suffocation, Player's Handbook pg 61).
If a creature has scent as a precise sense, it can detect and track your scent within 60 feet range unless you benefit from half cover or better and your Hide result beats its Passive Perception by 5 or more. You can make an Intelligence (Nature) or Wisdom (Survival) check to predict your scent trace and hide in a way that ignores the creature's precise sense until the end of your next turn (or longer, up to DM).
Other Senses
If a creature uses Darkvision to detect you and cannot see color, the Passive Stealth provided by shadows and cover is increased by 2. If a creature uses echolocation Blindsight, the Passive Stealth provided by cover is increased by 5 instead.
If a creature has Tremorvision, any movement may expose you even if it doesn't create sound. Unless your Hide result beats its Passive Perception by 5 or more, it will detect your exact location.
Magic
Attunement with Magical Items
You can only attune to items that you know their magical properties and that they require attunement, as that knowledge also reveals what kind of ritual is needed to complete that bonds you with the magic item. During one uninterrupted hour of light activity during long rest, you can unattune up to one magic item and attune to up to one other.
Identifying Magical Items
During a short or a long rest, you can spend time examining an item and try to detect any magical property. As long as the item has a perceptible magical effect and does not require a command to activate it, you learn whether the item is magical or not and the DM may provide hints at the item's properties. The DM may ask for additional skill checks such as Wisdom (Perception or Insight) or Intelligence (Investigation or Arcana) to detect any barely perceptible effects.
During a short or a long rest, any player may attempt to identify a magical item with a proficient Intelligence (Arcana) check. The DC of the check is 15 + half the player level that the item is intended for (rounded up). On a failure, you can try again after your next long rest. On a success, you learn the item's magical properties and whether it requires attunement or not. However, if the item has a command such as word or gesture, you do not learn that word or gesture.
Only the identify spell lets you learn the item's properties and how to use them, reveals the command needed to use it, whether it requires attunement to use, and how many spell charges it has, if any, and if the item is cursed.
The table below provides example Arcana DC for magic items of specific rarity based on the level tier they become widely available to players during adventuring.
Identify DC by Magic Item Rarity
DC | Rarity |
---|---|
15 | Common |
17 | Uncommon |
19 | Rare |
23 | Very Rare |
25 | Legendary |
Recognize Spell
When a hostile creature casts a spell, you do not immediately recognize its name and effect unless it is very common and has a recognizable visual effect (such as a fireball spell). Uncommon spells that do not have visual effect or their effect cannot be recognized (such as empowering their caster) are only possible to recognize if you can detect and observe their somatic or verbal component.
If you can observe the somatic or verbal component of a spell, or observe the whole process of a ritual casting, or can see a magical item that is being activated with a command or gesture (but not a thought), or a magical item has a visual effect, you can attempt to recognize it as a free action. If it is a spell you already know and you observe the verbal component, you recognize it immediately without a check.
In all other cases, you must make a proficient Arcana check. If the spell is on your class list or a feat or feature makes it available to you, the DM will grant you advantage on that check. The DC of the spell is 10 + two times the spell level (cantrips are considered 1st level for the DC check). If the spell is heightened, use the base level of the spell. If you succeed, you learn the spells name. If you beat the DC by 5 or roll a natural 20 on the die, you also learn the level it is heightened to and the targets it is aimed at, and other specifics of its casting if any.
Bonuses or penalties to Wisdom (Perception) checks apply to your attempt to recognize a spell. In dim light, you suffer -3 to your Arcana check against somatic components. You suffer -2 in a noisy environment against verbal components, and in loud and crowded space you suffer -5 to your Arcana check.
Opportunity Attacks
Casting a spell with a somatic component provokes an attack of opportunity (pg. XX).
Casting a spell with a material component provokes an attack of opportunity only if you must interact or draw the material component from a container within the range of hostile creatures, as a free item interaction. If you already wield the material component when casting the spell and the spell lacks a somatic component, that spell will not provoke an attack of opportunity.
Hiding Spell Casting
In some situations you may attempt to hide the act of casting spells, cast them in a non-threatening manner, or disguise the use of specific components as part of the spell casting from prying eyes. To cast in a stealthy manner you must make a check for each component the spell has against the highest Passive Perception among all creatures who are actively watching you. You don't have to roll for components that aren't observed, such as somatic or verbal components when nobody is watching you. Any observer who is proficient in Arcana can make an Intelligence (Arcana) check and choose between the result and its Passive Perception to oppose your checks.
Failure to one check only reveals suspicious activity only to an observer who is proficient in Arcana. Failure to two or more checks reveals unmistakable evidence of casting magic to anyone even if they are not proficient in Arcana.
If a spell has a Verbal component, attempt a Intelligence or Wisdom (Stealth) check. Loud background noise (such as a full tavern or a marker crowd) gives you advantage to the your roll.
If a spell has a Somatic component, attempt a Dexterity (Stealth) check. If you benefit from half-cover or there is a lot of nearby movement (such as a moving crowd or passing patrons in a tavern) you get advantage to your roll.
If a spell has a Material component, attempt a Dexterity (Sleight of Hand). If you benefit from half-cover (such as sitting at a table in a tavern, with your hands under the table) you get advantage to your roll.
Crafting and Repair
The following rules provide a generic framework for crafting items during adventuring. This crafting process is more akin to assembly from already produced or improvised parts, not crafting from basic raw materials.
For example, manufacturing a full plate mail armor takes a blacksmith and a few apprentices up to a month to make. For an adventurer, acquiring ready mail plates is enough to build the plate mail armor over a couple long rests.
Item Traits
Individual or group of items can have traits related to the crafting process. The DM can assign traits based on real world examples and their implications.
Basic. This item is quick to assemble. You can make crafting checks during any rest, up to 3 checks per day.
Advanced. This item requires time-consuming operations. You can make checks only during a long rest, or two checks during a day of downtime.
Demanding. This item requires full dedication during downtime. You can make one crafting check during a day of downtime.
Batch. The item is produced in batches, with batch amount in parenthesis. A common default for potions and other consumables is 4. Each failure by 5 or more on a Crafting check lowers the batch amount by one for each 10 units in the batch (rounded up).
Improvised. This item allows to replace the need for assembly parts with improvised items or raw resources acquired on the go. When doing so, the Craftig DC of the item is increased by +2.
Risky. This item carries risk on a particular failure. Anytime you miss the DC by 10 or more, or you roll a natural 1 on the check, you create a mishap. Usually it destroys the item, but it may also have a damaging effect.
Workstation. This item requires a workstation (such as a smithy, laboratory, or a workbench) to be manufactured. It cannot be manufactured on the go. Quality and magical workstations give a bonus to Crafting checks.
Magical. The item has some magical function empowered by spells. The DM must choose a spell level and a spell school, and use the rules for crafting magical items. If the item also has the Workstation trait, only magic-enchanted workstations can be used.
Item Rarity and Crafting DC
Individual items or group of items have a rarity trait: common, uncommon and rare. Most everyday items or basic tools of trade are common items. Specialty items known to specific tradesmen are uncommon items. Items that require research and utilize inventive approaches are rare items.
The DM also must decide whether the effect of the item is applicable to a specific Tier of Play. If the item has a basic utility function, it is always a Tier 1 item. If the item has an effect applicable to adventuring, such as a damaging effect or save DC, it should be tailored to a specific Tier of Play. For example, a bomb that does 3d6 damage with a DC 12 saving throw is a Tier 1 item, but the same bomb doing 7d6 damage and a DC 14 saving throw is fit for Tier 2.
Tier of Play | Common | Uncommon | Rare |
---|---|---|---|
Lv. 1-4 | 10 | 12 | 15 |
Lv. 5-10 | 12 | 15 | 17 |
Lv. 11-16 | 13 | 17 | 19 |
Lv. 17-20 | 14 | 19 | 21 |
If you have proficiency with a Craft, you know how to make any item with common rarity. If you have expertise with a Craft, you know how to make any item with uncommon rarity. Any other items you must learn to make by finding plans (either written or taught by example by a master) or reverse-engineer an item you have found.
Length of Crafting
Finally, items have a length of manufacturing measured by the number of successful skill checks required to create the item. Items that require few steps of assembling ready parts require 2 to 3 successes. Items that require making use of custom parts or have multiple involved processes, such as alchemical processes or extracting poisons from venomous creatures, require 4 to 5 successes.
Repairing items uses the same system, but usually the number of successes is half the successes needed to make the item, rounded up.
Example crafting processes. | Successes |
---|---|
Simple repairs of malfunctioning item that is not damaged. Ex: changing a wheel on a cart. | 1 |
Simple assembly of few ready parts with some refinements. Ex: traps, ammunition. Repairs of a damaged item that is not broken. | 2 |
Moderate assembly with several refinements or an important finishing process. Ex: potions, poisons. Hard repairs of badly broken item. | 3 |
Complex assembly from large number of parts, or multiple involved processes. Ex: complex trap mechanism, weapon, simple armors. | 4-6 |
Advanced assembly with custom parts, critical processes, need of creative approach. Ex: custom weapon, compound armors. | 7+ |
In many cases, such as the plate mail armor example above or building a house or a ship, the DM may choose different approaches to retain authenticity of crafting process.
The DM may introduce Longterm trait that requires one roll per week of downtime. Usually this rules out the crafting of such item during adventuring, and makes it a downtime activity between adventures.
The DM can break the item into multiple sub-items, each with its own traits, DC and length of crafting. This approach allows multiple players to work together, each on separate parts of the final item. Different sub-items may require different Crafts to make. Finally, once these parts are ready, a separate crafting process can assemble these sub-items into the final item.
Example Item Groups
These examples serve as a starting point for the DM to make rulings on the fly. They are not rules set in stone that players should argue that apply to every item. Always consult with your DM about the crafting parameters of the item you want to make.
Traps. Most simple traps have the Basic trait and a Common rarity. Tier 1 traps may also have Improvised trait. They require 2 to 3 successes. Complex and invented traps have Advanced trait and an Uncommon rarity, and require 5 successes.
Potions. Most potions have the Advanced, Batch(4) and Workstation traits. Other than lesser health potions or similar, they should have the Magical traits and Uncommon or Rare rarity. Tier 1 potions require 3 successes, Tier 2 potions require 5 successes, and Tier 3 and 4 require 7 successes.
Poisons. Most poisons have the Advanced, Batch(4) and Risky traits. Tier 1 potions can have Common rarity, but Tier 2 should be Uncommon and Tier 3 and 4 should have Rare rarity. Poisons should require between 3 or 5 successes.
Tools and Kits. Tools and Kits have Advanced and Workstation traits. Most tools of trade have the common rarity, but those needed for inventive uses that have special rules should always have Uncommon rarity or higher. Tools require 3 or 4 successes.
Ammunition. Ammunition have Advanced and Batch(20) traits. Simple wooden ammo (arrows) should have Improvised trait. Ammunition requires 2 or 3 successes.
Weapons and Armor. Making weapon or armor from ready parts has Demanding and Workstation traits. Repairing weapons and armor has Advanced trait instead. Upgrading weapons and armor in a magical manner has Advanced, Magical and Workstation traits, and a Rare rarity. Repair requires 2 successes. Upgrading requires 5 successes.
Assembly Parts
Every crafting process requires assembly parts. They must be specific to the group of items (such as toxins to craft a poison, trap parts to make a trap, etc.). Their cost is usually 40% of the cost of the final item. Assembly parts can be acquired from an item of the same type via reverse engineering.
If the final item has the Improvised trait, you can choose to use assembly parts equal to 10% of the item cost and then use improvised parts or raw materials for the rest. The DM must approve the material used, and the Crafting DC of the final item is increased by +2.
Crafting
During rest or a day of downtime. you make a Intelligence (Craft) skill check against the Crafting DC. If you succeed, you count one success against the crafting progress. If you fail the check by less than 5, you make no crafting progress.
If you fail the check by 5 or more, you make a mistake during crafting. The item suffers a defect. If an item suffers two defects, it becomes shoddy. Shoddy weapons suffer -1 to attack and damage rolls, shoddy armor and shield has a -1 AC penalty, items that require a saving throw have -2 penalty to the save DC. Utility items that are shoddy have 20% chance of malfunctioning and 5% of breaking on every use. For weapons that is rolling 4 or less on an attack roll, and for armor being hit by a hostile creature that rolls a natural roll of 16 and more. If an item suffers three defects, it is unusable and counts as a broken item of the same type.
You can attempt to remove defects as a crafting activity. To remove a defect, you must spend additional assembly parts of 10% of the item cost and make a crafting check. If you succeed, one non-permanent defect is removed. If you fail, the defect becomes permanent and cannot be removed anymore.
The crafting process is complete when you reach a number of successes required by the item. If the item has a defect but is not shoddy or broken, it's asking price is lowered by no less than 20%. If the item is shoddy, it's asking price is halved. Broken items have no market price.
Hiding Defects
Removing defects is only possible during the crafting process. Once the item is completed, defects become permanent. However, you may choose to intentionally hide defects in a way to fool buyers. To hide a defect, you must be proficient in the Craft needed to make the item.
To hide a defect on an item, you must spend 5% of its base price in assembly parts of the type used to make the item and make an Intelligence (Deception) check against the Crafting DC, increased by 2. If you succeed, one defect becomes impossible to spot unless a creature succeeds at a proficient Intelligence (Craft) check against the Crafting DC. The Craft used to spot the defect must be the same needed to make the item.
If all defects are successfully hidden, a shoddy item will appear to be normal until it malfunctions for the first time, after which it suffers all the effects of a shoddy item. The same applies for a broken item, it will appear normal until it malfunctions for the first time.
Repair
You can repair a malfunctioning or damaged item. If item is malfunctioning but not damaged, you do not need assembly parts to make it work again. If the item is damaged, you need 20% of of its cost in assembly parts of the same type, or other resources needed to repair it with DM's permission.
Usually, repairing items is faster. You only need half the successes needed to make the item, rounded up. Also, you do not inflict defects to the item unless you fail a crafting check by 10 or more, or you roll a natural 1 on the die.
You can attempt to repair an item if you are not proficient with a Craft, but you have disadvantage to the crafting check.
Disassembly
Disassembly is similar to a Repair process, and uses the same number of successes. However, if you do not know how to make the item, the Crafting DC is increased by 2.
At the end of the Disassembly process, you end up with assembly parts equal to 50% of its cost, minus 10% for each failure by 5 or more during the process.
Reverse Engineering
Reverse Engineering is similar to a Craft process, and uses the same number of successes. However, if you do not know how to make the item, the Crafting DC is increased by 2.
If you successfully complete a reverse engineering, you learn how to make the item. For you its rarity becomes one step lower (Uncommon items become Common, Rare items become Uncommon). You no longer suffer a +2 to DC when disassembling that item.
Masterwork Crafting
During a crafting check, every success by 10 or more, or a natural 20 on the die, counts as a masterwork success. If you make two or more masterwork successes during a crafting process and the item has no defects, the item becomes masterwork. You can decide not to complete a crafting process and keep working on it indefinitely in attempt to get two masterwork successes and make it a masterwork item.
A masterwork weapon has +1 to attack and damage rolls, and a masterwork armor has a +1 to AC. A masterwork shield has +1 to AC bonus when using the Raise Sheild reaction. Items that require saving throws have +1 to the saving throw DC. Although these effects resemble uncommon magic weapons or rare magic armors, the items do not count as magical unless the crafting process has the Magical trait.
Masterwork items have 50% chance to avoid malfunction or damage when such conditions occur. Their selling price is increased by up to two times, up to DM.
Prestige Items
Other than assembly parts, you can invest any amount of precious materials or gold in an item. The additional investment is added to the asking price of the final crafted item after it is modified by defects.
The additional investment can be acquired in full as part of reverse engineering at the cost of 2 additional successes needed to complete the process.
As long as the invested material is at least five times the base price of the item, the item becomes a prestige item. The uses of a prestige item are up to the DM. In a medieval feudal society, a prestige item can be a lord's sweord covered with gold and gems, and its display would cause serfs to cower and respect the wielder as nobility, or plan to rob him.
Help and Assistants
One ally that is proficient in the same Craft needed to make the item can Help you during a crafting process.
Items with the Workstation trait may require a number of assistants present and working along with you during crafting process. Their number is added in parenthesis along the trait. If their number is two or more, at least half of these assistants must be proficient in the Craft needed to make the item, rounded up. These assistants, no matter their number, provide you with a single Help action on your crafting check.
Creativity and Art
Not all items are strictly utilitarian. You can express creativity through creation of art pieces. Art pieces make great gifts to people of power, and may yield high asking price among collectors. Unlike utilitarian items that have base cost, art pieces let their creator decide what their final cost must be. Assembly costs are only 10% of the cost you choose.
To create an art, you must make a number of Wisdom (Craft) checks, similar to Crafting. Art pieces worth selling have the Advanced trait, and some forms of art (such as sculpture) may have the Workstation trait. Simple art pieces require 5 successes for basic art, and advanced art needs 9 successes. The same rules for defects, removing a defect, masterwork and prestige items apply to art pieces as well.
You may choose to use Charisma instead of Wisdom for the checks, however, this changes the artwork from a form of creativity to self-expression. As such, only people who share the same alignment traits, ideals, or flaws will consider your creation as art, while others may call it hot garbage or even become offended by it.
Using Craft as Lore
As long as you are proficient with a Craft needed to make an item, you know the exact base price of the item, its number of defects (unless they are hidden, which requires a special Intelligence (Craft) check), whether it is shoddy, whether it is used (second-hand) or new, and other qualities. You can also recognize Masterwork items among ordinary items.
Your Craft acts as a Lore and improves the checks when making Intelligence (History) checks to recall facts about the item, Wisdom (Perception) checks to find hidden detail, Intelligence (Investigation) checks to deduce how it has been used to achieve specific result, a Charisma (Persuasion) check to haggle the price of the item before buying it or encourage someone else to buy it from you, or Charisma (Deception) to sell the item at a higher price than acceptable. Craft can even improve your Strength (Intimidation) checks when using the item in a way to cause harm to a creature.
Earning Income with Crafts
If you are proficient in a Craft, you can spend your downtime to earn income. As long as you can spend at least two of each three days of downtime working at a trade shop you own or operate as a master craftperson, and that is equipped with a workstation and tools of trade needed to produce common items that have a steady demand in your settlement (up to the DM), you can afford the Comfortable lifestyle without spending anything. If you have expertise in Craft, you can afford a Wealthy lifestyle instead. If you work at someone else's establishment (such as an assistant helping another craftperson), the lifestyle you get without spending is one step lower (Comfortable becomes Modest, Wealthy becomes Comfortable).
In addition, each day of downtime spent earning income you make a single crafting check against a Crafting DC set by the DM, usually based on common items at your tier of play. If you beat the DC by 5, you earn a disposable income equal to half your current lifestyle provided by earning income. If you beat the DC by 10, or you roll a natural 20 on the die, you earn an disposable income equal to your current lifestyle.
Crafting Magical Items
Unless you use a special set of rules for crafting magical items fit for your campaign setting, these rules provide a basic framework.
When crafting an item with a magical function, arcane energies must be successfully stored into the item to grant it the desired effect. Depending on the item effect, the DM must choose a spell level, and either a spell school for more generic magic items or a specific spell for magic items that provides similar function.
The spell level is usually 2st for Tier 1 uncommon magical items, 4rd for Tier 2 rare magical items, 6th for Tier 3 very rare magical items and 8th for Tier 4 legendary magical items. The spell school or the specific spell must match the item function. If the spell is of lower level than the required slot, it is heightened to that spell slot.
For example, making a rare +1 sword requires casting 4rd level of any Enchantment school spell. Making a very rare ring that grants invisibility to the wearer requires 6th level of Invisibility spell.
Each time a crafting check is made, either the crafter or an ally using the Help action must expend one spell slot of the required spell level or higher casting any spell of the particular spell school or the required spell, and make an Intelligence (Arcana) check against the Crafting DC. On a success, the arcane energies of the spell are stored into the item. On a failure, there is no progress towards completing the item even if the initial Crafting check was a success.
Magic items that have the Workstation trait require magical workstation specifically made for creation of magic items, with enchanted tools, extensive library and more. The DM may use this requirement to ensure that magic items creation isn't rampant during adventuring.
Animal Companions
These rules expand on the concept of animal pets and companions provided by backgrounds, classes and subclasses, or purchased and trained during the course of an adventure. The goal of these rules is to improve the odds of survival of animal companions by introducing hit points and attack progression, and allow adventurers to train companions and animal pets to follow complex commands.
Pets vs. Companions
Unless your class or subclass grants you with an animal companion with listed abilities that the companion is trained to do, any animal that follows you as part of your background or character concept is a pet.
Pets are tamed creatures, they recognize you as their master and they respond to the name that you gave them. The pet starts with a number of learned Simple tricks (see Training), and the DM should allow its instincts and abilities to be beneficial to you and spells such as speak with animals can allow them to roughly understand simple instructions. Pets will not fight for you until trained to do so, and although they might stand by you in hope you could protect them, they are generally too weak to present any challenge.
Taming Animals
If you have proficiency with the Animal Handling skill, you can attempt to tame a creature with Intelligence score of 5 or lower. Creatures with higher Intelligence cannot be tamed. Also creatures with Challenge Rating higher than your level cannot be tamed unless they are friendly towards you and willingly subject themselves to a mutural co-existence. If at any time the animal becomes hostile, a stronger beast would leave or turn against you.
Taming a wild creature takes a number of days of downtime or living together equal to the creature's Challenge rating, multiplied by 100. The period cannot be shorter than 50 days. If you or someone else raised the creature from birth, Challenge rating is multiplied by 50 and the period cannot be shorter than 25 days.
Additionally, reduce the time by 10% if you and the creature are both good-aligned, and another 10% if you and the creature are both lawful-aligned. Reduce the time by 10% if you are proficient in Animal Handling or Nature, and by another 20% if you have expertise in either skills, or you have studied Lore related to that creature. Increase the time by 20% if the creature is evil-aligned, and by another 50% if the creature is chaotic-aligned.
Once you have tamed a creature, you may spend a downtime with it to teach it new tricks or important commands that it will willingly follow when following you during your adventuring career.
Taming Expenses
For each day during taming a creature, you must provide it with adequate food and water, in volume related to creature's size. The price for food is up to the DM, but below is a reference for common animals.
Creature Needs
Size | Food | Water |
---|---|---|
Tiny | 1/4 lb. | 1/4 gallon |
Small | 1 lb. | 1 gallon |
Medium | 1 lb. | 1 gallon |
Large | 4 lbs. | 4 gallons |
Huge | 16 lbs. | 12 gallons |
Gargantuan | 48 lbs. | 24 gallons |
Animals require different food if they are herbivore or carnivore, or any food if omnivore. Certain unique animals may have highly specialized diets that require imported feed.
Creature Foods
Food | Price |
---|---|
1 lb. of hay | 1 cp |
1 lb. of quality wheat | 3 cp |
1 lb. of meat | 1 sp |
1 lb. of quality meat | 3 sp |
1 lb. of rare meat | 1+ gp |
You must also care for the creature by keeping it somewhere safe. The larger the creature is or grows to be, the more expensive it is to provide it shelter.
Animal Kennel
Size | Price |
---|---|
Tiny | 5cp/day |
Small | 1sp/day |
Medium | 2sp/day |
Large | 5sp/day |
Huge | 1gp/day |
Gargantuan | 5gp/day |
Once a creature has been tamed, it will behave peacefully toward you, your allies and other non-hostile people around them, follow in their general area, and mostly behave itself as much as its personality allows.
Tamed Endurance
A tamed creature gains 2 hit dice that increase its maximum hit points by twice the size of its Hit dice and two times its Constitution modifier. This represents the experience gained during the weeks it has spent struggling against your will or building relationship with you.
Training
After you tame a creature, it starts out with number of learned tricks equal to its Intelligence modifier plus 5. For example, a dog with an Intelligence modifier of -3 start with just 2 tricks after being tamed. The tricks are up to player's choice, but they can only be Simple tricks.
You can spend effort and additional expenses to teach its new pet new Simple or Complex tricks. A creature can know a total number of tricks equal to its Intelligence score (not the modifier). For example, a simple dog can know up to 3 tricks.
Training a new trick to a creature is far simpler and cheaper than taming it in the first place. You need to foot the bill for the creature's food and shelter for number of days equal to 10 minus the creature's Intelligence modifier (minimum of 1). If the trick is a Complex one, multiply that number by 3. For example, a dog would take 7 days to learn a Simple trick and 21 days to learn a new Complex trick.
Tricks
Come and Heel (Simple). This issue is more than just having an creature return when you call it. This command will cause the creature to act against its own desires. The creature will come to you, even if you are standing in a dangerous place. The creature will sit and stay still, even if it really wants to go chase or kill another creature.
Attack (Complex). This command will cause the creature to mercilessly attack whoever you are directing it toward. Teaching the creature this trick also allows them to add a proficiency bonus to their attacks. It is unlikely to relent until the target is ruined, or a come and heel command is given.
Fetch (Simple). This command will send the creature to strive to obtain whatever you are directing it toward. If the creature cannot do it, it will attempt to open up any barriers which prevent you from getting it yourself.
Ride (Simple). If the creature is at least one size larger than you or able to carry like as it it is one size larger than you, as well as of appropriate anatomy, it can be trained to be a mount. Prior to this training, the creature just acts of its own accord, tolerating your presence on its back. Just because it is trained does not necessarily mean that you know how to ride it though.
Perform (Simple). This is few amusing tricks your creature does. A back flip on command, playing dead, speaking on command, etc. When used for practical purposes, the creature is considered proficient in
Intelligence (Perform) skill.
Find (Complex). The creature can use its unique senses to search for things and track or hunt a mark. It is also trained to give a warning call when it spots its mark. The creature must be trained to hunt specific targets (such as humans, or find and follow tracks of blood) to be given a clue followed with a sense that the creature had advantage on Perception checks (such as the smell of your target's clothes, for a wolf).
Enlighten (Complex). You spend a great deal of time getting the creature to understand the subtleties of your expression, such that it has a higher understanding of people and what they are talking about. As an example, an unenlightened creature will feel good if you talk to it in a happy tone, even if your words are harsh, but an enlightened creature will get the hint that you're being facetious. This is represented by a one-time +2 Intelligence score improvement for the creature.
Work (Simple). The creature can be trained to carry, haul, and tow loads. While you could theoretically strap bags to the side of any creatures, this also applies to things like pulling carts, drawing a line to lift a load by a pulley, or tilling with a plow, which actually do normally require some training to be done well.
Help (Complex). Your creature has been trained to remember directions and the locations of important things - like local hospitals, or friendly people. If you are ever injured or lost, you could send your creature to seek help - it will always return to you. creatures trained in this trick will also find their way to you if you are separated.
Talent (Complex). This teaches the creature a skill or tool proficiency. It is up to the DM if the proficiency is something the creature can learn or manipulate with its limbs or jaws. For example, using a harp may seem doable for a large rat, but using a kettle drum would not.
Deliver (Complex). You have taught the creature how to navigate its way back to known settlements, and return to you, as well as how to carry and deliver written messages or small parcels.
Hunt (Complex). Predatory creatures, such as hawks or dogs, can be taught to hunt on their own and bring the kill back to you, rather than eating it for themselves. This is the same as the creature foraging independently of you.
Complications
Each ten-day week you raise an animal pet or work towards training it, there is a 5 percent chance that your pet will get into a mess and get you involved along with it. The table below lists few examples for inspiration only.
Complication Examples
d8 | Complication |
---|---|
1 | You are given an offer to sell your pet. The buyer is a person of power and is not taking no for an answer. |
2 | Your pet got scared and harmed an obnoxious person. He is now demanding for its death or drive you out. |
3 | Your pet was wounded by another. It cant train until healed. You have a beef with the other pet's owner. |
4 | Your pet got confused and scared women or children. People are wary towards you now. |
5 | Your pet uncovered a corpse. You don't know the person but the scene is gruesome. |
6 | Your pet's senses alert it of a nearby crime. You have the option to get involved or not. |
7 | Your pet's senses have found a lost item or a tiny fortune. You can keep it or track its owner. |
8 | Your pet has found a mate, and its loyalty to you and primal instincts are conflicting. |
Companions
An animal that is tamed and trained has already increased endurance and the willingness to learn new tricks to appease to its master. However, when your class or subclass provides you with a companion, the bond goes beyond the recognition of you as its master. It is a friendship by equal partners, and the companion feels genuine care about your safety and your
goals even if it doesn't fully understand them. This allows the companion to levels up with you and improve its attributes during your adventuring career.
Companions are considered to be friendly to you and your allies, as well as non-hostile creatures of your or its choice. They are trained in two additional Simple tricks and also come trained in Enlighten trick that increases Intelligence score by 1. In addition, companions level up as you do and improve their abilities.
Companion Advancement
At 3rd level and each odd level after that (5th, 7th, 9th,...), your companion gains an additional hit die that and increases its hit points maximum with the average value of that hit die plus companion's Constitution modifier. The maximum hit dice that a companion can have depend on its size. When the maximum hit dice is met, on each following odd level increase the companion's maximum hit points by its Constitution modifier only.
Companion Size | Max. Hit Doce |
---|---|
Tiny | 5 |
Small | 7 |
Medium | 9 |
Large | 11 |
Huge | 13 |
Gargantuan | 15 |
At 5th, 9th, 13th and 17th level when you proficiency bonus increases, your companion gains the following benefits:
- Choose one of the companion's attributes and increase it by 1. If this changes the attribute modifier, apply the increase to any skills, attack rolls and damage rolls related to that attribute.
- For each skill that the companion is proficient in, increase its modifier by 1.
- For each attack that the companion is trained to make, increase its to-hit bonus by 1.
At 13th level, your companion gains the following legendary benefits:
- The companion's size increases to the next larger size category and its maximum hit dice change.
- The companion movement speed increases by 5 feet.
- The companion gains two legendary actions, or its legendary actions increase by one if it already has any. It can use its legendary attack to make one attack, to move up to its speed, or to attempt to recharge one ability.
Companion Death
When your companion is reduced to 0 hit points, it benefits from the Death saves mechanic in the same way as a player character.
But if the inevitable moment comes that your companion is dead, there is no ritual and no magical trick to bring it back to life for cheap. Unless spell or ritual exists that the DM has approved, companions are raised back to life in the same way as player characters. Alternatively, you can let go and retain the good memories and eventually find and tame a new animal that the DM allows to convert into companion once tamed and trained in the Enlighten trick.
Travel
Wilderness travel through the howling reaches of the tundra is a dangerous activity that will not only take time but also exhaust your resource and require planning and cooperation to do safely. These rules simulate the resource management and perils of day to day traveling.
Players must appoint one dependable player with the role of Travel Manager, who will keep track of these rules, manage the use of resources and distribute tasks between players.
The Travel Day
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 DM determines the distance crossed based on terrain and climate conditions and how close they are to their destination.
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. After each two travel legs, the players must search the environment and find a proper location for setting up camp. Depending on the location, the camp may 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.
A typical day of travel consists of roughly 9 to 12 hours of activity, out of which there are 6-10 hours of actual travel. Each half of the travel day is called a travel leg. At specific times the party must rest, drink and eat.
Daily Travel Routine
Activity | Time | Cost |
---|---|---|
Wake up in the morning | —— | —— |
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 |
Long 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 |
Travel Speed
The marching speed of a travelling party is calculated based on the combat speed of its slowest member. You may choose between fast, normal and slow pace, as well as exploration pace in unexplored terrain. Each pace affects what activities can be used during the travel leg.
Normal Pace. You or your mount suffer one level of exhaustion, usually recovered on the next short or long rest.
Fast Pace. You or your mount suffer one level of exhaustion that can only be recovered on a long rest. You cannot use fast pace through difficult terrain or if terrain's Navigation DC is 15 or higher.
Slow Pace. The chance for unexpected encounters is halved. If a non-exploratory encounter is generated, there is a 50% chance it doesn’t actually happen.
Exploration. While exploring, an expedition is assumed to be trying out side trails, examining objects of interest, and so forth. The chance for discovery is doubled.
Exploration per Hour
Speed | Fast | Normal | Slow | Explore |
---|---|---|---|---|
20 ft. | 3 miles | 2 miles | 1.5 miles | 1 mile |
25 ft. | 4 miles | 2.5 miles | 2 miles | 1.5 miles |
30 ft. | 4.5 miles | 3 miles | 2 miles | 1.5 miles |
40 ft. | 6 miles | 4 miles | 3 miles | 2 miles |
60 ft. | 9 miles | 6 miles | 4 miles | 3 miles |
100 ft. | 15 miles | 10 miles | 7 miles | 5 miles |
300 ft. | 45 miles | 30 miles | 20 miles | 15 miles |
Travel Activities by Pace
------------------------------------------------------------------------------ Travel Activities ------------------------------------------------------------------------------
Pace | Advantage | Normal | Disadvantage | Impossible |
---|---|---|---|---|
Fast | ——— | ——— | Keep Watch, Navigate, Scout, Track |
Draw a Map, Hunt & Forage, Sneak |
Normal | ——— | Keep Watch, Navigate, Scout, Track |
Draw a Map, Hunt & Forage, Sneak | ——— |
Slow | Keep Watch, Navigate |
Draw a Map, Hunt & Forage, Sneak, Scout, Track | ——— | ——— |
Exploration | Draw a Map, Navigate, Scout, Track |
Keep Watch, Hunt & Forage | ——— | Sneak |
Exploration per Travel Leg
Speed | Fast | Normal | Slow | Explore |
---|---|---|---|---|
20 ft. | 12 miles | 8 miles | 5.5 miles | 4 miles |
25 ft. | 15 miles | 10 miles | 7 miles | 5 miles |
30 ft. | 18 miles | 12 miles | 8 miles | 6 miles |
40 ft. | 24 miles | 16 miles | 11 miles | 8 miles |
60 ft. | 36 miles | 24 miles | 16 miles | 12 miles |
100 ft. | 60 miles | 40 miles | 27 miles | 20 miles |
300 ft. | 180 miles | 120 miles | 80 miles | 60 miles |
Forced March
You can safely travel for 8 hours in a day at normal pace and recover from exhaustion during any rest. For each additional hour of travel beyond that, each player or their mounts 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 their mount suffers a level of exhaustion and may have to roll against Ignore DC to continue to march willingly. If the party is moving at a slow pace, they gain a +5 bonus to the check, and a fast pace imposes a disadvantage to the check.
Mounts
Using mounts or vehicles (such as carts and wagons) you can significantly increase travel time. Quadrupedal mounts such as horses have much faster combat speed than humanoids. To drive mounted vehicles, check the Drive Wagon activity.
Travel Pace of Mounts
Pace | Cost | Speed | Leg Distance | Capacity |
---|---|---|---|---|
Pony | 50gp | 40 ft. | 16 miles | 225 lb |
Mastiff | 25 gp | 40 ft. | 16 miles | 195 lb |
Musk Ox | 30 gp | 30 ft. | 12 miles | 700 lb |
Donkey | 8 gp | 40 ft. | 16 miles | 420 lb |
Riding Horse | 75 gp | 60 ft. | 24 miles | 480 lb |
War Horse | 400 gp | 60 ft. | 24 miles | 540 lb |
Draft Horse | 50 gp | 40 ft. | 16 miles | 540 lb |
Mammoth | 200 gp | 40 ft. | 16 miles | 1500 lb |
Camel | 50 gp | 50 ft. | 20 miles | 480 lb |
Carriage | 100 gp | -10 ft. | —— | 1500 lb |
Cart, wagon | 15 gp | -10 ft | —— | 480 lb |
Gallop. If riding a mount at normal or fast pace, you can gallop. For each 1 hour you gallop, your mount gains two levels of exhaustion it can only remove during a long rest. During that one hour you travel at twice your fast pace speed.
Carts and Carriages. Mounts that pull carts or carriages and are encumbered by their load move with a travel pace one step slower than usual (for example, normal pace uses slow pace distance). In order to cross difficult terrain, improve their speed on a highway, or force them to Gallop, you must successfully use the Drive Wagon activity.
Animal Feed
Animals need feed (per day) or can find some themselves with a Wisdom (Survival) check at a DC based on the Hunt & Forage table for 1 Ration.
Animals that hunger or thirst for longer than 2 days suffer one level of Exhaustion per day at the end of their long rest, that cannot be removed when they are given at least 2 days of full rest with proper feed and water.
Feed Costs (per day)
Type | Cost | Weight |
---|---|---|
Herbivores (hay, barley) | 5cp | 4 lb. |
Omnivore (disposed food) | 10cp | 3 lb. |
Carnivore (by-products, entrails) | 25cp | 2 lb. |
Terrain
The type of terrain and conditions modify the speed at which an expedition can travel. The harder the terrain is, the slower the party will advance during each travel leg. Multiply the base travel pace (in miles) by the suggested Terrain modifier, and then by the Condition modifier.
Highway. A highway is a straight, major, paved road. No Navigation activities are needed to follow it.
Trail. A road is a dirt track or similar causeway. Some trails may be unsuatavle for carts or carriages and may only allow for single-file travel. Most off-road travel follows local trails. A known trail does not require Navigation activities, although a known trail in poor repair requires a DC 10 navigation check to follow.
Wilds. Trackless terrain is a wild area with no paths. All Navigation activities suffer +2 to Navigation DCs.
Navigation. Each terrain has a DC that measures the difficulty of crossing the terrain. Several activities during travel refer to the Navigation DC.
Terrain | Road | Trail | Wilds | Navigation |
---|---|---|---|---|
Barren, wasteland | x1 | x1/2 | x1/2 | 12 |
Desert, rocky | x1 | x1/2 | x1/4 | 14 |
Desert, sand | x1 | x1/2 | x1/2 | 12 |
Forest (sparse) | x1 | x1 | x1/2 | 14 |
Forest (medium) | x1 | x1 | x1/2 | 16 |
Forest (dense) | x1 | x1 | x1/2 | 18 |
Glacier | x1/2 | x1/4 | x1/4 | 14 |
Hills | x1 | x3/4 | x1/2 | 14 |
Jungle | x1 | x3/4 | x1/4 | 16 |
Moor | x1 | x1 | x3/4 | 14 |
Mountains, low | x3/4 | x3/4 | x1/2 | 16 |
Mountains, high | x3/4 | x1/2 | x1/4 | 20 |
Plains | x1 | x1 | x3/4 | 12 |
Swamp | x1 | x3/4 | x1/2 | 15 |
Tundra, frozen | x1 | x3/4 | x3/4 | 12 |
Conditions
If a condition applies to a travel leg, change the terrain modifier by lowering the modifier by one or several steps. The travel modifier steps are: x1, x3/4, x1/2, x1/4, x1/10. Any step below x1/10 is exactly 1 mile of travel for the whole leg.
Example: a travel through a wild moor is at a x3/4 modifier. If the conditions are poor (during night or a thick fog), lower that modifier by one step to x1/2. Such a travel party moving at 12 miles a leg would actually move only 6 miles.
In addition, many conditions also raise the Navigation DC for the travel leg.
Condition | Speed Mod. | Navigation DC |
---|---|---|
Cold or hot climate | -1 step | —— |
Difficult terrain | -1 step | +1 |
Hurricane | -3 steps | +5 |
Poor visibility (fog, darkness) | -1 step | +2 |
River crossing | -1 step | —— |
Snow cover | -1 step | +1 |
Snow cover, heavy | -2 steps | +3 |
Storm | -1 step | +2 |
Storm, powerful | -2 steps | +4 |
Poor Visibility. This condition also gives disadvantage to Navigation and Forage activities. Except in close encounters, darkvision does not negate this disadvantage.
River Crossing. This penalty applies to any travel leg during which a river must be crossed, unless a bridge is available without needing to search for it.
Travel Activities
For each travel leg, players may choose one of the following activities in accordance with your chosen travel pace. Each activity has an associated Skills or Lores you need to use to determine your success or failure during the travel leg. Activities are also marked with special icons described below.
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 the same 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 up to two people simultaneously. These Focused activities allow only one player to attempt, and another can use the Help action if they are proficient in any of the required skill or Lore.
Draw a Map
Check: proficient Intelligence (Survival) skill check; or Caligraphy and Mapmaking Craft check. Navigation Lore or [Region Name] Lore improves the check.
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 a 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 |
< 0.25 | Wasted Effort |
Drive Vehicle
Check: Intelligence (Vehicle proficiency) or Dexterity (Animal Handling) skill check. Farming Lore improves the check.
You stay at the front of the vehicle, maintaining a steady pace for the animals and avoiding road obstacles that slow down or damage the cart or carriage. Make the check against Navigation DC. Increase the DC by 2 if you are traveling through difficult terrain, or by 5 if greater difficult terrain.
If your check succeeds by 5 or more, you may increase the travel pace of a mount pulling a cart or carriage to match exactly its travel pace, instead of one step lower; or you may allow the mount to Gallop even if it pulls a cart or carriage.
If your check fails by 10 or more, or is a critical failure, the vehicle breaks. Repairing it is a Focused activity requiring a successful DC 12 Intelligence or Craft check related to repair or building that kind of vehicle and takes a full travel leg. Increase the DC by +5 if the party has no adequate spare parts to repair the vehicle but can find and use improvised ones.
Hunt & Forage
Check: proficient Wisdom (Survival) skill check. Hunting Lore improves the check.
During your travels, you keep an eye out for nearby sources of food such as hunting small game or finding editable roots and vegetation. Make a check and compare the result with the tundra season on the following table to determine the number of fresh rations (for 1 day) you manage to provide.
----------------- Number of Rations ----------------
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
Check: Wisdom (Perception) skill check.
You keep your eyes peeled and your ears open for any sign of approaching danger, as well as signs of close by pursuers. The DM determines the Stealth result of any threat or the DC to notice other suspicious activity along your path and compares it to the result of all watching players.
Since most encounters happen at a long range (see Encounter Distance), Darkvision and similar abilities does not apply to Keep Watch activities in most cases.
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.
The following table help the DM to decide on
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's Navigation DC. If you succeed, you ignore the Difficult Terrain condition of the terrain.
If you succeed by 5 or more, you create a trail that can be found and used by anyone to pass the same terrain without having to use the Trailblaze activity again. Most trail signs are impermanent and likely to decay over time.
If you fail the check by less than 5, you still get success but you automatically suffer one level of exhaustion at the end of the activity.
Making Camp
Check: proficient Intelligence (Nature) or Wisdom (Survival) skill check. Scouting Lore improves the check.
When it's time to make camp for the night, the players need to start looking for a suitable camping location. Up to two players can spend up to an hour of time and make the check. If you had players Scout on the last leg, they can use their Intelligence (Investigation) check result instead their Making Camp check. Depending on the best result the campsite has one or more randomly selected properties.
Campsite properties | Search Result |
---|---|
0 | 1–8 |
+1st Property | 9–11 |
+2nd Property | 12–15 |
Campsite properties | Search Result |
---|---|
+3rd Property | 16–20 |
Improve 1st | 21–25 |
Improve 2nd | 26+ |
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, all Making Camp checks are made at disadvantage.
Comfortable
The campsite is reasonably protected against all but the harshest weather. You ignore the effect of cold weather, and extreme cold weather affects you as if it were cold weather. You ignore the effect of climate conditions such as strong wind, heavy snowfall, blizzard and hailstorm. Comofrtable camp allows to lit and maintain a campfire during long rest.
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.
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, and 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).
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. The DM may increase the DC of the check due to terrain or climate complications.
Cook Hearty Meal
Skill: Cooking and Brewing Craft, Comfortable camp
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 20% more fresh rations than necessary (rounded up), 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 gains 3 temporary hit points per each point of their proficiency bonus (6 temp hp if proficiency +2, 9 temp hp if proficiency +3, and so on). The temporary hit points last for 24 hours. 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. The DM may increase the DC of the check due to terrain or climate complications.
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 but you have very limited time before sunset, you may make the corresponding Wisdom (Survival) check with advantage but the number of rations found are decreased by 1. If you choose not to rest but hunt all night, you ignore the decrease in ration number.
Keep Watch
Skill: Wisdom (Perception) or Scouting Lore
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 5 or lower, you can take 6 instead. Players who perform one of the other camp activities (i.e. not sleeping or keeping watch) do not benefit from a minimum of 8 on the roll.
The DM determines the DC for any threat or approaching danger (hostile creatures or natural phenomena) and compares it to all Wisdom (Perception) results. On a success, the watchers are able to wake and warn the rest of the party, and prevent being surprised.
Set up Traps
Skill: Wisdom (Survival)
You can set a number of small traps like caltrops, slings, and small pits around your camp. Make a Wisdom (Survival) check. The DC to find these traps with an Intelligence (Investigation) or Wisdom (Perception) check, as well as the DC for any saving throw made to resist their effects is equal to the result of your Wisdom (Survival) check. These traps do 2d4 damage if triggered and enough noise for guards to hear them, or sleeping creatures to attempt Constitution saving throws to be alarmed and awakened.
Talk to The Group
Skill: proficient Charisma (Deception or Persuasion), a camp with Comfortable and one additional property
You gather your allies around the campfire and encourage them with your determination and leadership, sharing stories of the past or discussing the plan ahead. The DM sets a DC based on on the situation you and your allies find themselves in, and the stress level of your allies. If you succeed, at the end of the long rest each ally recovers one additional hit die.
If you beat the DC by 5 or more, you also grant each ally a determination die that is d4. Until the start of the next long rest, that die can be rolled and added to any skill check that would otherwise fail, making it potentially succeed.
DC | Examples |
---|---|
15 | Prepare yourselves for a challenge ahead. |
20 | Times a hard, and sacrifice are required. |
25 | All has failed, and a certain deaths awaits us all. |
Tend to the Weary
Skill: proficient Wisdom (Medicine), a Comfortable camp
You go around camp, making sure that the wounds and condition of up to six creatures other than yourself have taken all precautions against extreme weather. For each ally, spend a use of healer's kit and make a check against DC 15.
At the end of the long rest, every tended creature that removed level of Exhaustion during its long rest and still has three or more levels of Exhaustion, removes an additional level of Exhaustion.
Hex Exploration
When the party is given full freedom to explore a map rather than follow a predetermined path, this is usually abstracted as a movement on a wilderness hex grid. The following rules apply to hex-based exploration.
The typical hex size is 12 miles (side to side) with 7 miles length of each side, and contains 124 sq. miles of area.
Traveling
If an expedition starts movement within a hex at undecided location, it requires 1d6+2 miles of progress to exit any face of the hex.
Upon entering a new hex, you require 12 miles of progress to exit the hex through one of the three faces on the opposite side, and only 6 miles of progress to exit through one of the two nearest faces.
Discoveries
Unless a point of interest can be seen from a distance (see Horizon, next page) the group must spend a travel leg and use Navigate activity to find its location within the hex, or the Track activity to find group of creatures within the hex. Using Exploration pace doubles the chance to encounter any point of interest or creatures in the hex.
If the distance to the location is known, the DM can use Travel Pace by Hour to calculate time to the location rather than take a whole travel leg.
Wilderness Encounters
While traveling in the wilderness, the group will encounter creatures and points of interest. These rules
Horizon
The horizon is 3 miles away at sea level. Mountains can be seen from 6 hexes (72 miles) away. Distance to the horizon in miles is the square root of (feet above sea level x 1.5 feet).
Your horizon visibilily range depends on your elevation. Atmospheric haze will eliminate the ability to see even the largest objects more than 3-5 hexes away.
Height | Horizon |
---|---|
Halfling | 2 miles |
Human | 3 miles |
10 ft. | 4 miles |
25 ft. | 6 miles |
50 ft. | 9 miles |
100 ft. | 12 miles (1 hex) |
400 ft. | 24 miles (2 hexes) |
1000 ft. | 39 miles (3 hexes) |
1500 ft. | 48 miles (4 hexes) |
2500 ft. | 60 miles (5 hexes) |
Detection of objects can be impeded by the terrain. If the line of sight is intercepted by terrain features, subtract them from the height of the object to get its horizon distance.
Alternatively, the party can use these terrain features to increase their height and their horizon distance.
Terrain | Avg. Height |
---|---|
Hill, small | 50 ft. |
Hill, medium | 120 ft. |
Hill, high | 200 ft. |
Mountain, small, low slope | 500 ft. |
Mountain, large, mid peaks | 1600 ft. |
House, one story | 8 ft. |
House, two story | 16 ft. |
Palisade | 20 ft. |
Castle wall | 40 ft. |
Watch Tower | 70 ft. |
High Tower | 200 ft. |
Oak Wood | 60 ft. |
Pine Wood | 100 ft. |
Passing through the center of a 12-mile hex, neighboring hexes cannot be seen. If the path is biased, the nearest hexes can usually be discerned (depending on the terrain).
Sighting
You may seek out a good location for seeing long distances with a special use of the Scout activity. On a success, you can find a location granting up to 50 feet of height (or equivalent thereof). This will allow you to see into neighboring hexes, and possibly even see notable locations within the current hex. Height is obviously a factor here, but finding the right sight lines can be equally important.
Once a sight line is acquired, you may need to make Wisdom (Perception) or Intelligence (Investigation) to discern and identify distant locations. As long as you do not fail by 5 or more, you are able to make out the terrain type or other properties of the locations.
Encounter Distance
When an encounter is generated, the distance at which the encounter may be detected will depend on the terrain in which it is occurring.
The figures here represent typical circumstances on the ground. If the PCs are keeping watch from the top of a stone tower, for example, it’s quite possible for them to spot potential threats at much greater distances (see Horizon).
Terrain | Encounter Distance |
---|---|
Desert | 6d6 x 20 feet |
Desert, dunes | 6d6 x 10 feet |
Forest (sparse) | 3d6 x 10 feet |
Forest (medium) | 2d8 x 10 feet |
Forest (dense) | 2d6 x 10 feet |
Hills (gentle) | 2d6 x 10 feet |
Hills (rugged) | 2d6 x 10 feet |
Jungle | 2d6 x 10 feet |
Moor | 2d8 x 10 feet |
Mountains | 4d10 x 10 feet |
Plains | 6d6 x 40 feet |
Swamp | 6d6 x 10 feet |
Tundra, frozen | 6d6 x 20 feet |
Ambush. A successful ambush allows enemy creatures to engage the party in combat at a shorter distance than the typical encounter distance. Halve the encounter distance rolled by the table above, but the value should not be lower than 20 feet.
The same rule is applied when both you and the creatures are surprised to encounter each other by not detecting each other. It is technically possible they will pass each other without ever realizing it.
Campaign Design Options
Rarity
For a game with massive support and an endless stream of new player options in official supplements or from the homebrew community, Dungeons and Dragons 5th Edition presents a huge balance issue for the DM. Even official supplements do not shy from "power creep" to sell books to players, and when creating optimized builds some players naturally gravitate towards the few most obvious choices and ignore the rest. Other players, when presented with too much choice, can easily ignore the campaign theme and the world setting and pick options that do not fit in it, and often find that after they had created their favorite character in their imagination. To resolve such conflicts, Grit and Glory provides the tools the DM needs to control and restrict access to player options.
Every player option has a rarity trait. This includes races, subraces, feats, classes, subclasses, spells, and any other player options provided by additional game rules. The DM can prepare lists in advance that apply to one or all of their campaigns. These lists should be available to players in advance to make it clear what options can be taken directly, and what require discussion and approval with the DM. This supplement does not come with such lists, although it contains occasional recommendations to resolve widely-known balance issues in the game.
Common
Common options can be taken by a player at any moment without the need of approval. Common options are either widely available in the campaign, or are balanced in a way
not to disrupt the game. When your character advances, you can pick a common subclass or feat, or learn a common spell as normal.
Uncommon
Uncommon options marked with can be taken by a player only with the DM's approval. Usually such options are either very scarce or outright do not exist in the campaign, or they are powerful enough to disrupt the campaign if everyone had access to them. As a rule of thumb, uncommon options are not available at character creation, unless the DM allows specific ones tied to the character's origin. When allowing uncommon options during character advancement, they must be made available by story means and the player must put effort to access them.
Rare
Rare options marked with can be taken by a player only if they were earned during gameplay. These options are unique and often tailored for the group or specific player, and their power can be anything you can imagine without balance concerns, such as truevision or flight ability at 1st level. Rare options can be earned by completing a previous campaign, completion of a major arc of the current campaign, a valiant sacrifice of a previous character to save the party from a TPK, or other memorable moments. When a rare option is taken by a player it is used and cannot be taken by another player, or the same player in another campaign.
Rarity Inheritance
When creating new races or subclasses or deciding the rarity of existing ones, the DM should consider the rarity of each feature contained within them as a separate player option. Any race or subclass (or similar player option) that contains an uncommon feature becomes uncommon as well.
Common Uses of Rarity
Low Magic or No Magic Worlds
While removing magic from Dungeons and Dragons 5th Edition will leave many players with sour taste, if your group wants to achieve a true medieval world where magic exists as rumors and most people have never seen a wizard in their lives, and a true wizard commands respect with even parlor tricks, you can apply the uncommon trait to some or all spellcasting classes, or specific subclasses that give access to magic. You may also need to rewrite class or subclass descriptions to tone down or remove the magical flavor.
You can even apply the rare trait if you want the party to earn the right to have a spellcaster join in their party by completing a campaign arc, such as meeting and turning a circle of spellcasters into allies.
Problem-Removing Spells
Large portion of magic spells in Dungeons and Dragons 5th Edition are intended to remove problems that players may deal with in a real world, so they can focus on the fun part of delving dungeons and killing dragons. These spells include creating food from thin air, creating impenetrable house on demand, resisting the effects of extreme weather, or repairing a broken item indefinitely. While this is great for a casual adventure, it spells death to any low fantasy, historical and survival games that rely on players dealing with these problems through perseverance and creativity.
This problem is easily resolved by applying the uncommon rarity to any spell that removes a problem or devalues an experience in your campaign. The uncommon trait doesn't mean that these spells can never be possible, as it is normal that in a magical world people would try to invent them. It means however that players cannot start with these spells, or get them via character advancement. They must find them and learn them in the game by putting effort in that.
Darkvision
A staple in horror and survival games, fear of the unknown and the dark is considered "unfun for casual players" in Dungeons and Dragons 5th Edition. Every race except for select few such as humans and gnomes, can ignore darkness through darkvision and it has become more of a recurring joke in the community.
A common approach is to remove Darkvision feature from every race that has it, and make it an uncommon feature. The feature should only retain its common trait for races that have evolved in environment where light is scarce, such as drow and duergar. For all other races, the feature should be attained through an uncommon feat:
Darkvision
You have spent most of your life underground, where light is scarce. By birth or by trade, you had to develop a sense in darkness to survive.
- Increase your Wisdom score by 1, up to a maximum of 20.
- You can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured. However, you can’t discern color in darkness, only shades of gray.
- In natural dim light where you can discern colors, you no longer suffer -2 to Passive Perception.
Feats and Talents
A casualty of Dungeon and Dragons' historical focus on combat to resolve almost every situation is that non-combat feats are delegated a very distant second place in player's character development. A large portion of feats that add roleplaying opportunities and flavor are never taken as they cannot compete with feats that provide power and survival. Grit and Glory introduces a new type of feat - Talents. Talents are feats that cannot be used in combat or similar type of conflicts. Talents can introduce new uses to skills, minor bonuses to specific situations or very situational effects that enhance your character in social encounters.
You can choose a common Talent when you reach character level 2, and then each four levels (at level 6, 10, 14, and 18). The DM may provide access to uncommon Talents, or create rare Talents as story rewards for advancing the campaign. Note that Talents are earned at character level not class level, and are not limited by multiclassing.
Grit and Glory does not come with a list of Talents to choose from. DMs who introduce this feature should collect non-combat feats from official and third-party sources, or homebrew their own. From design point of view, a Talent is worth half a feat. When converting existing feats into Talents take the following in consideration:
- If the feat comes with a attribute advancement, remove that advancement.
- If the feat comes with multiple effects each of them usable on their own, break each of these effects into a separate Talent.
- If the feat comes with a small ribbon effect that is very limited in usability and just enhances the flavor of one of the effects, consider retaining it on the Talent, or one of the Talents if you separate the feat.
Eventually, you as a DM may have to design new Talents. Use these design considerations when making your own:
- To qualify for a Talent, an effect must be only usable outside of combat. In extremely rare cases the DM may allow the effect to apply during combat, and should not help to resolve combat.
- Another way to enforce use of Talents outside of combat is to require 1 or 10 minutes of time duration for an activity that provides the Talent's effect.
- You can add prerequisites to Talents to control what players have access to them. A typical prerequisite for a Talent is proficiency in a skill related to the Talent. Talents can have more prerequisites such as minimum score in an attribute, access to a commonly named class feature (such as spellcasting), or even campaign-specific prerequisites such as being allied with a particular faction.
- A typical use for Talents is allowing the character to make a normal or proficient skill check to achieve some uncommon result. The skill can differ from the default one for this type of situations, such as using Persuasion instead of Medicine to help by positive conditioning. If the result of the Talent must be very beneficial, or there are multiple results that differ in benefit, the Talent may require beating a DC or Passive score by 5 or even 10 to achieve the more beneficial result.
- If a Talent must provide a mechanical benefit to the player, be careful how often and easily you give out advantage as its statistical benefit ranges between 3 to 5. You can safely give advantage when the Talent requires very specific and situational use, and the player must put a roleplaying effort beyond a simple roll and that effort contributes to the success. In other cases, a Talent should just give a +2 bonus to check or saving throw as a baseline.
- Talents should not give proficiencies to Skills. Talents can give proficiencies to Lores and Crafts (pg. XX) however it is suggested that the the application of these proficiencies are situational and not applicable to all cases.
- You can limit the use of some Talents that exhaust the character, by giving them number of uses equal to player's proficiency modifier, and uses are recovered after completing a long rest.
- If a Talent must provide access to a spell or a spell-like effect, consider applying a spellcasting feature prerequisite and an uncommon rarity. The spell or spell-like effect must have no practical use in combat. It is recommended that such Talents also have even more limited number of uses such as once per long rest, or very specific conditions that the effect can be achieved.
Races
DM's Corner
The rules in this section are for the DM only. They are no secret for the players and can grant insight behind DM's decision process and encounter design.
Difficulty Classes
The following tables expand on the Ability and Skill Check DC found on pg. 174 in Player's Handbook, and introduces proficiency requirements to checks above Medium difficulty in order to avoid relying on lucky roll instead of skill.
DC | Task Difficulty |
---|---|
< 10 | Elementary. If you are proficient in the skill or have Lore associated with the check, you succeed without a check. |
11-12 | Simple task. You don't need proficiency to attempt to make this check. If you have Lore associated with the check, you succeed without a check. |
13-14 | Involved simple task. You don't need proficiency to attempt to make this check. |
15-16 | Normal skilled task. The DM may rule you must have proficiency to attempt this check. |
17-19 | Challenging skilled task. You must have proficiency in the skill or related Lore to attempt this check. |
20-24 | Hard skilled task. You must have proficiency in the skill or related Lore to attempt this check. |
25+ | Very hard skilled task. You must have proficiency in the skill or related Lore to attempt this check. |
The DC by Tiers of Play allows the DM to set values by intended difficulty and the tier of play the check is meant to be attempted with equal chance for success. The DM may choose to require or not proficiency for the whole process,
or only for DC values of 15 or higher.
For example, the rules to identify a magic item with a proficient Arcana check use the Challenging and Extreme difficulty matched with the tier of play magical items of specific rarity are meant to be introduced to the game. As the process is highly dependent on an esoteric skill all checks require proficiency, not only checks with DC 15 or higher.
Tier of Play | Simple | Moderate | Challenging | Extreme |
---|---|---|---|---|
Lv. 1-4 | 10 | 12 | 15 | 18+ |
Lv. 5-10 | 12 | 15 | 17 | 20+ |
Lv. 11-16 | 13 | 17 | 19 | 23+ |
Lv. 17-20 | 14 | 19 | 21 | 25+ |
Partial Success
Missing a Challenging or harder skill check by 1 or 2 may still count as a partial success but with a complication.
If the DM grants partial success, the check is followed by another that must resolve the complication. The DC to resolve the complication has to be the same or higher, and either or both the skill or the attribute should be different from the initial check.
Experience Gain
At the end of each session every player receives an equal share of all experience points gained by the party.
The party gains experience points by:
- Participation. Showing up at the session earns each player a tiny amount of experience. This allows the party to progress even duing sessions where they just do roleplay and develop their characters with no challenges or combat.
- Combat Encounters. The time-proven method of accumulating experience in heroic fantasy. Defeating hostile creatures in encounters at Medium and higher difficulty rewards with experience points based on their Challenge Rating. Killing helpless bystanders or causing combat encounters at Easy difficuty will not reward with any experience points.
- Creative Solutions. Smart planning, snap decisions and creative roleplaying will allow players to avoid old-fashioned combat, or greatly improve their odds in Hard or higher difficulty combat. In such situations the players will be rewarded with extra XP based on their level, not based on the Challenge Rating of the enemy. While these rewards are smaller than defeating combat encounter of Hard or higher difficulty, such approach avoids wasting resources and lowers the risk of defeat for the party. Assistance from numerous or powerful allies and overwhelming the opponent to a point where a potential conflict would be of Easy difficulty or less, does not count as creative solution and reward as such.
- Closing a Campaign Arc Progressing the campaign plot will not earn the party small rewards but one large lump of reward at the end of a campaign arc. A campaign arc is defined by the DM as a significant plot development over long period of sessions (at least 6 to 10 sessions long). In a published adventure, a one or several connected chapters would make a campaign arc. Campaign Arc rewards are available to players of level 3 and higher.
Combat XP Modifiers
In Dungeons and Dragon 5th Edition the number of actions available on each side of a conflict (also known as action economy) decides the winner before the combat has even drawn to a close. This is why when swarmed by enemies in a combat encounter, players should be awarded additional experience for surviving against overwhelming odds.
- Less than one hostile creature per two players. The players gang and overwhelm the enemy with ease. In order for the combat encounter to retain Medium difficulty or higher to reward experience points, the hostile creature will often have Boss or Legendary actions.
- Less than one hostile creature per player. When overwhelming a more powerful enemy, players have an edge but still must struggle to defeat it. Players gain the normal amount of experience points at the end of the combat encounter.
- One or more hostile creatures per player. When matched in number or barely outnumbered, combats tend to get harder than usual and tactics are unpredictable. Players gain 20% more experience points at the end of the combat encounter.
- One and a half (rounded up), or more hostile creatures per player. When vastly outnumbered by enemies, the players gain 50% more experience points. Note that the combat still needs to be of Medium or harder difficulty to award any experience.
Level | Participation | Creative Solution / Puzzle |
Personal Goal / Story Arc |
---|---|---|---|
1st | 25 | 40 | — |
2nd | 50 | 75 | — |
3rd | 75 | 115 | 500 |
4th | 125 | 190 | 650 |
5th | 250 | 375 | 1,450 |
6th | 300 | 450 | 1,800 |
7th | 350 | 550 | 2,200 |
8th | 450 | 675 | 2,750 |
9th | 550 | 825 | 3,100 |
10th | 600 | 900 | 3,650 |
11th | 800 | 1,200 | 4,700 |
12th | 1,000 | 1,500 | 5,850 |
13th | 1,100 | 1,650 | 6,650 |
14th | 1,250 | 1,875 | 7,400 |
15th | 1,400 | 2,100 | 8,300 |
16th | 1,600 | 2,400 | 9,350 |
17th | 2,000 | 2,950 | 11,450 |
18th | 2,100 | 3,150 | 12,250 |
19th | 2,400 | 3,650 | 14,150 |
20th | 2,800 | 4,250 | 16,500 |
Level Up
While your character is 1st level, when you reach 2nd level you immediately gain that level. After the 2nd level, you gain that level only after you complete a long rest.
Adventuring Day
In typical fantasy campaigns without dungeon delving, each adventuring day presents few combat encounters at most. These encounters need to be either Hard or Deadly difficulty in order to provide enough challenge, but each such combat needs to be followed by opportunity for short rest. If rest is not available, additional combat encounters until rest should be either Easy or Medium.
Typical adventuring day with two short rests and one long rest should consist of:
- 1-2 Deadly encounters;
- 1 Deadly, and either 2 Hard or 3 Medium encounters;
- 1-2 Hard, and up to 2-4 Medium encounters;
- 6-8 Medium encounters
Boss Encounters
Too often, the whole party will face a solitary hostile creature of any challenge rating, or a group of creatures led by a single more powerful creature. If this encounter must present an increased challenge to the players (so called Boss encounter), the creature will be modified with a Boss template and gain the following additional properties:
- Boss creatures have 100% their maximum hit points, and gain additional temporary hit points equal to its Challenge Rating multiplied by 5. Challenge rating below 1 is considered to be 1 for this calculation.
- Boss creatures add their proficiency modifier to their Initiative rolls as long as they are not surprised.
- Boss creatures have a number of Boss actions. These are legendary actions, renamed to avoid the high tier of play definition, and are used in the same way. Solitary boss creatures usually have between two and three Boss actions, while boss creatures commanding a group of minions usually have between one and two Boss actions.
The list of legendary actions is unique to each creature. However, several standard types of legendary actions can be found frequently on Boss creatures:
- Make one attack against the last hostile creature that acted before the legendary action.
- Move up to its speed.
- Command an allied non-Boss creature to move up to its speed and attack once.
- Use an ability that allows for a saving throw from its targets. The DC is usually decreased by 2 compared to creature's normal DC.
- Roll 1d6 to recharge one ability that requires a recharge.
Some Boss actions can have the Slow trait. Slow Boss actions require at least two players to complete their turns since the end of the Boss turn or the last use of a Boss action, before a Slow Boss action can be used.
Boss creatures of higher tiers of play may also have Boss Reactions. These follow the same rules as Legendary Reactions and have a number of uses per day, usually between one and three. Below are several standard examples of Boss reactions:
- Until the start of the next turn, can make one opportunity attack without spending a reaction.
- Incredible Resistance: if the creature rolls 1 or 2 on a saving throw, it may reroll the saving throw and take the new result.
- Indomitable Resistance: if the creature fails a saving throw, it may reroll the saving throw and take the new result, even if it is lower.
- Invulnerable Resistance: if the creature fails a saving throw, it can choose to succeed instead.
Creatures with a Boss template do not change their CR rating even if they become more difficult to defeat as the template is necessary to balance the encounter against a group of players, especially if the party contains more than the suggested number of players. However, if the encounter presents its expected difficulty, the XP gained for defeating a Boss creature is increased by 30%.
Creature Health
On average, creatures in Medium and harder encounters have 75% (rounded up) of their max health points.
Boss creatures, solo creatures, or creatures of challenge rating two levels less than the average party level have 100% of their max health points.
When a creature is rebalanced to be relevant opponent at a higher Challenge Rating, its hit dice are increased by 3 for each increase of Challenge Rating by one, and it gains additional hit points equal to 3 times its Constitution modifier for each increase of the Challenge rating by one, if the modifier is higher than 0.
Quick Deadly Encounters
The following rule helps create Deadly encounters for a party of at least 4 players, without using encounter budget tools or XP budget math. Note that the creatures need to have updated health (minimum of 75% their maximum hit points) and have a total of actions and boss or legendary actions equal or slightly less than the party.
For a party at 1st tier (levels 1 to 4), a deadly encounter has monsters with total CR value equal to 1/4 of player's sum of levels, rounded down. For party of 2nd tier (levels 5 to 10), a deadly encounter has total CR value equal to 1/2 of player's levels, rounded down. For party of 3rd tier (levels of 11 to 16), the same encounter has total CR value of 3/4 of player's levels, rounded down. For party of 4th tier (levels 17 to 20), the encounter should have monsters with CR equal to players' sum of levels, or slightly higher.
Does a 20th level party fight a single CR 80 monster? Try not to create creatures that are more than a tier (about 5 levels) higher than the party current level. The rest of the CR values should be spent on support creatures or minions.
Note that spellcaster monsters usually have higher level spellcasting than their CR would suggest. If the encounter includes spellcasting monsters, consider their CR to be an average of the monster's CR and their spellcasting level. If the same monster would have the upper hand in combat (such as surprising the players or being untargettable for a portion of the encounter) use its spellcasting level as its CR rather than its normal CR.
Minions
Minions are creatures too weak to be of any challenge to the party, and usually provide protection or support to a solitary Boss creature for at least a round. Minions have normal hit points however any damage dealt to them brings their hit points to 0. For encounter design, Minion's CR is decreased by 3. If this would decrease its CR below 1, use the standard CR progression (1 becomes 1/2, then 1/4, and finally 1/8).
Tough Minions. At higher levels where area spells become widely available, minions may have more staying power on the battlefield. Any damage dealt to a tough minion makes them lose hit points equal to half their maximum hit points. Two sources of damage are needed to kill a tough minion.
Monster Abilities
The following rules modify common monster passive and active abilities, or add new ones to the game.
Agile
This creature can take disadvantage to one of its attacks. If it does so, its AC is increased by its proficiency modiifer until the start of its next turn.
Natural Sprinter
This quadrupedal creature can use its bonus action to Dash. When it does, it's speed increases by 20 feet. It has disadvantage to all attacks until the end of its next turn.
Natural Terrain
The creature ignores difficult terrain caused by weather effects in its natural environment.
Nocturnal Predator
The creature has the effect of darkvision at 15 feet range.
Pack Tactics
The creature has advantage on an attack roll against a creature if at least one of the creature's allies is within 5 feet of the target of your attack, and the ally has the Pack Tactics ability and is not incapacitated.
Glancing Blow
When this creature misses with its attacks but the result is less than 5 below its target's AC, as long as the attack roll is above 10, it does damage equal to 1 plus half its attribute modifier to damage (Strength or Dexterity).
Thick Armor
This creature takes only half of the bludgeoning, piercing or slashing damage when the attack that hit it does not beat its AC by 5 or more. This ability stops to function if the creature is dealt a critical hit.
Fixing 5E
can't be that
hard, right guys?
Dungeons and Dragons 5th Edition is perhaps the best, and at the same time the very worst designed edition. Despite the simplicity and elegance of its core mechanics, it has glaring flaws and official content only makes it worse.
These rules attempt to fix the ambiguity of the core rules, make skills more important and add tactical depth to combat. You will also find DM advice on skill checks, XP rewards and making challenging combat encounters.
If you like this compendium, use it along with:
This campaign is maintained by Apostol Apostolov for personal use with his group. Feedback and suggestions are greatly appreciated.