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# The Players Handbook
##### The Bamstacks Variant
\pagebreakNum # Chapter 4: personality and background ## Inspiration (page 125) Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you. ### Gaining Inspiration Your DM can choose to give you inspiration for a variety of reasons. Typically, DMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your DM will tell you how you can earn inspiration in the game. You can stockpile multiple Inspirations, but any unused Inspirations expire at the end of any given session. ### Using Inspiration When you gain inspiration, you are awarded a d12. You can roll the die and add the number rolled to one ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the Inspiration die, but you must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. The DM may also decide to allow inspiration to be used in alternative ways to power amazing moments or in specific ways relevant to classes/subclasses. \pagebreak # Chapter 5: Equipment
##### Martial Melee Weapons | Weapon Name | Cost | Damage | Weight | Properties | |:---|:---:|:---:|:---:|:---:|:---:| | Lance | 10 gp | 1d12 Piercing | 6 lb. | Two-Handed, Reach, Special | | Bomb | 2 sp | 1d10 fire | 1 lb. | Finesse, special, thrown (range 30/60) | | Brass Knuckles | 1 gp | 1d4 Bludgeoning | 1 lb. | Light, unarmed | | Katar | 3 gp | 1d4 Piercing | 3 lb. | Light, unarmed | | Knuckle Knives | 10 gp | 1d4 Slashing | 2 lb. | Light, unarmed |
**Lance.** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, you may wield a lance in one hand when you are mounted. #### Weapon Properties ***Unarmed.*** When you make an unarmed attack you can choose to deal the damage of this weapon instead of your normal unarmed attack damage. ___ ***Bomb.*** Bombs are martial ranged weapons. When a bomb hits a target, it explodes in a 5-foot radius and is destroyed. The bomb can be thrown at an unoccupied space within its range. Each creature other than the target within the blast radius must succeed on a DC 11 Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one. Additionally, as a bonus action, you can empty some of the bomb’s explosive material to permanently remove the blast radius from this bomb, dealing damage only to the bomb’s target. \columnbreak
##### Equipment | Weapon Name | Cost | Weight | Description | |:---|:---:|:---:|:---:|:---:|:---:| | Embalmer's Tools | 10 gp | 4 lb | Embalmer’s tools include all the instruments, chemicals, and perfumes necessary to embalm the dead. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to embalm or preserve a body. |
\pagebreak # Chapter 6: Customization Options ## Multiclassing ### Class Features #### Extra Attack (page 164) If you gain the Extra Attack class feature from more than one class, the levels of these classes add together. Whenever you multiclass two classes that provide the Extra Attack feature at level 5, you may add your levels in each of these classes together for the purposes of gaining this feature. Your levels from each class are not added together for the purposes of gaining additional extra attacks (as the fighter's version of Extra Attack provides). The warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack. If you choose a subclass that provides the Extra Attack feature, you may add levels in another class that provides the Extra Attack feature for the purposes of gaining this feature. If one or both of these classes provides the Extra Attack feature at a level higher than level 5, you must achieve the higher level before gaining this feature. #### Evasion If you gain the Evasion class feature from more than one class, the levels of these classes add together. Whenever you multiclass two classes that provide the Evasion feature, you may add your levels in each of these classes together for the purposes of gaining this feature. You gain the feature at the same point as the class who would get it last would gain it. For example, a Rogue - Alchemist multiclass would get Evasion at level 11, or ealier if the build takes 7 Rogue levels. \pagebreak # Chapter 8: Adventuring ## Resting ### Short Rest (page 186) A short rest is a period of downtime, at least 10 minutes long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains their Hit Dice upon finishing a long rest, as explained below. You may take up to two short rests before completing a long rest. ### Long Rest A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity — at least 1 hour of walking, fighting, casting spells, or similar adventuring activity — the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points and one level of exhaustion if they have any. Depending on the quality of accomodations, the character may regain different amounts of their hit dice. If the character sleeps in a safe environment in a bed, they regain all hit dice. If in an unsafe environment and under the stress of taking watch, they will regain only half of their maximum hit dice. A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. \pagebreak # Chapter 9: Combat ### Dropping to 0 hit points (page 197) When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. #### Falling Unconscious If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A). This unconsciousness ends if you regain any hit points. Falling unconscious is taxing on a character, whenever you fall unconscious due to falling to 0 hit points, you gain one level of exhaustion (see appendix A). ## Mounted Combat ### Mounting and dismounting (page 198) Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0. While mounted, you occupy the center-most space in the creature's space. if the center of the creature's space is an intersection, you occupy all spaces which touch that intersection. If mounting a creature would require you to move more than 5 feet, you must provide any movement necessary. If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it. ## Actions in Combat ### Help Vou can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. In order to help a creature, you must be at least proficient with the skill the helped creature is attempting. If you have Expertise, you can give the helped creature two levels of advantage. \columnbreak ### Use an Object Action You can use your Use an Object action to unsheathe or sheathe two weapons, as long as both of your hands are available to do so. ## Two-Weapon Fighting When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the second light weapon, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it. \pagebreak # Chater 10: Spellcasting ### Components (page 203) A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell. #### verbal (v) Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the *silence* spell, can't cast a spell with a verbal component. #### Somatic (S) Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. A caster may perform a somatic component for a spell if they are holding an applicable spellcasting focus for the class or subclass that provided the spell. #### material (m) Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a **component pouch** or a **spellcasting focus** (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before they can cast the spell. If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components.