Character Creation
Deep Dwellers
Since they are similarly likely to live their entire lives underground, duergar (gray dwarves), svirfnebli (deep gnomes), and other native Underdark heritages also suffer from the same Sunlight Sensitivity trait as drow.
Heroic Stature
If ability scores are generated using the Point Cost method as described in the Player’s Handbook, each character gets 30 points to spend, not 27. The Point Costs are given on Table 1: Ability Score Point Costs.
Table 1: Ability Score Point Costs
Score | Mod | Cost |
---|---|---|
8 | -1 | 0 |
9 | -1 | 1 |
10 | 0 | 2 |
11 | 0 | 3 |
12 | +1 | 4 |
13 | +1 | 5 |
14 | +2 | 7 |
15 | +2 | 9 |
16 | +3 | 12 |
Flex-ability
None of the base heritages confer an ability score improvement; instead, players choose one score to improve by 2 and another to improve by 1.
Shaped by Experience
Each character gets one feat at first level from their background. If making a custom background, the following feats are permitted as first level feats: Ambidextrous, Artificer Initiate, Crafter, Healer, Lucky, Magic Initiate, Martial Initiate, Musician, Poisoner, Savage Attacker, Sentinel, Skilled, Tavern Brawler, Tough, or Vigilant.
Surface-Born
Any character from a heritage which would ordinarily suffer from Sunlight Sensitivity (e.g. drow, duergar, or svirfnebli), can instead be Surface-Born and not suffer from this penalty. However, each loses their Superior Darkvision trait and instead has only the normal Darkvision trait available to their base heritage (60 ft).
Use Your Smarts
Applied Learning
A positive Intelligence modifier grants additional non-skill proficiencies per point, such as a new language or tool. A negative Intelligence modifier removes only one additional non-skill proficiency (though never Common or the language of their heritage), regardless of the value (e.g. a -3 Intelligence modifier still removes only one non-skill proficiency).
At any level where your Intelligence modifier permanently increases (e.g. through gaining a level or taking a feat), you may add another non-skill proficiency.
Good Memory
Spontaneous casters (bards and sorcerers) who have positive Intelligence modifiers have additional spells known at each level per Table 2: Bonus Spells Known. Prepared casters gain bonus cantrips known only, but can prepare additional spells at each spell level based on having a higher Intelligence (and therefore a greater capacity for memorization).
Warlocks and rangers are now prepared casters under House Rules; see Access to Omnipotence.
The usual rules still apply for learning said spells, as a 5th-level sorcerer who attunes to a headband of intellect +2 which increases his Intelligence score from 14 to 16 (and therefore his modifier from +2 to +3) doesn’t “suddenly” know an additional 2nd-level spell, nor does he automatically know an additional 4th level spell, as he can’t yet cast from that level anyway; it must be a spell you have studied (from a spellbook or scroll) or which has been taught to you by another spellcaster. Typically, you must have studied and practiced the new spell(s) for at least one long rest per spell level before you can add them to your repertoire, so the aforementioned 5th-level sorcerer will need to wait two long rests before the new 2nd-level spell becomes part of his regular selection.
Table 2: Bonus Spells Known
INT Mod | Bonus Spells Known | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Cantrip | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
+1 | 1 | 1 | — | — | — | — | — | — | — | — |
+2 | 2 | 1 | 1 | — | — | — | — | — | — | — |
+3 | 2 | 2 | 1 | 1 | — | — | — | — | — | — |
+4 | 2 | 2 | 2 | 1 | 1 | — | — | — | — | — |
+5 | 3 | 2 | 2 | 2 | 1 | 1 | — | — | — | — |
+6 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | — | — | — |
+7 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | — | — |
+8 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | — |
+9 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 |
+10 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 1 |
A 3rd level cleric with a Wisdom modifier of +3 and an Intelligence modifier of +1 can prepare 6 spells of any level and an additional 1st-level spell, plus she has 1st and 2nd-level domain spells which are always prepared. Since her spells are granted by an omnipotent being, if her Intelligence modifier increases (such as from attuning to a headband of intellect), she can prepare additional spells beginning with her next long rest.
A 9th level wizard with an Intelligence modifier of +4 can prepare 13 spells from any spell level, plus 2 1st-level spells, 2 2nd-level spells, a 3rd-level spell, and a 4th level spell. She would also know 7 cantrips. Since her spells are written into her spellbook, if her Intelligence modifier increases (such as from attuning to a headband of intellect), she can prepare additional spells beginning with her next long rest.
A multiclass spellcaster cannot know any more spells than are allowed by the highest number permitted by one of their spontaneous caster classes, plus the above bonuses for each level. Example: a fourth-level bard and third-level sorcerer with an Intelligence score of 15 would use the bard’s “spells known” value (7), as it is higher than the third-level sorcerer’s (4), plus the additional known 1st and 2nd level spells based on her intelligence modifier. This means she has a total of 9 spells known, at least one of them is a 2nd level spell, and they can be from the spell lists for either class.
Why this limitation for multiclass spellcasters? Because the whole idea behind granting bonus spells based on one’s Intelligence score is that Intelligence governs one’s ability to memorize things, so a person of higher Intelligence can memorize more spells. It therefore becomes illogical that a person of average or low Intelligence could “know” 11 spells as a 4th level bard/3rd level sorcerer, simply because she has multi-classed!
A character who can cast cantrips or spells from only their heritage, background, or subclass and does not have the spellcasting class feature with an allotment of spell slots does not gain bonus spells known. For example, an elven monk who can innately cast true strike as their heritage cantrip and uses their ki to cast fireball does not know any additional cantrips or third level spells, as those spells are not known from or cast as a spontaneous spellcaster class.
The Slot Machine
Casters who have positive modifiers on their key casting ability have additional spell slots available at each level per Table 3: Bonus Spell Slots.
For a multiclass spellcaster, use the highest key ability to determine extra spell slots per the Spell Slots per Spell Level chart in Chapter 6 of the Player’s Handbook (p.165).
Table 3: Bonus Spell Slots
Key Mod | Bonus Spell Slots | ||||||||
---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
+1 | 1 | — | — | — | — | — | — | — | — |
+2 | 1 | 1 | — | — | — | — | — | — | — |
+3 | 2 | 1 | 1 | — | — | — | — | — | — |
+4 | 2 | 2 | 1 | 1 | — | — | — | — | — |
+5 | 2 | 2 | 2 | 1 | 1 | — | — | — | — |
+6 | 3 | 2 | 2 | 2 | 1 | 1 | — | — | — |
+7 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | — | — |
+8 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | — |
+9 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 |
+10 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 1 |
The bonus spell slots don’t work precisely the same for warlocks since they only ever have one level of spell slots available. Instead, a warlock gets a number of bonus spell slots from their current level plus their ability modifier, e.g. a 1st level warlock with a +2 key ability modifier (see Warlock Versatility) can cast three additional 1st level spells, while the same caster at 5th level could cast four additional 3rd level spells.
Keep It Classy
Access to Omnipotence
Clerics, druids, and paladins get their spells by communing with a being which is generally ancient and/or powerful enough to have Seen It All. Since these kinds of casters prepare their spells each day as part of this prayer or meditation, they have immediate access to all spells their deity or primordial patron knows of the highest level they can currently cast and lower, though the grantor of the spells may have preferences for certain spells (e.g. cleric domain spells).
Since rangers and warlocks gain their spells through very similar connections, it makes no sense to restrict them to certain spells known. Instead, they meditate or pray each long rest to prepare spells the same way a paladin does: choose a number of spells equal to half their class level (rounded down) plus their key ability modifier and Intelligence modifier, if any. Therefore, a third-level fey-pact warlock with a key ability modifier of +3 and an Intelligence modifier of +1 would be able to prepare up to 5 spells per day from the combined primal and warlock spell lists, however the DM may rule some spells off-limits to a warlock based on their pact source, such as a fiendish patron who forbids spells from the divination school or a celestial patron who forbids spells from the school of necromancy.
Warlocks who have Intelligence as their key ability do not get double their modifier in spells prepared per day, but instead get one additional spell prepared at their present level.
The Agony of the Feat
When you gain a level where you have the option to take an ability score improvement, you can instead select a feat. Alternatively, you can take an increase of one to a single ability score and gain a “half-feat”, allowing you to still improve your ability scores incrementally while also working toward acquiring a feat, including those feats which provide improvement to ability scores. As normal, no ability can be improved beyond 20 through non-magical means.
Coup de Grâce
Rogues can use their Sneak Attack ability to reduce a target’s hit points to 0 if the target is paralyzed. At the attacker’s discretion, the target either falls unconscious or begins dying. The rogue need not roll for damage unless they intend to kill the target, in which case they may attempt to inflict sufficient damage that the target dies instantly instead of having a chance to stabilize.
This ability functions even if the creature would otherwise have the ability to make a Constitution save to return to 1 hp, or the creature is able to use the Relentless Endurance trait to return to 1 hp: the rogue is using their knowledge of the target’s vulnerabilities to strike a fatal blow.
A coup de grâce cannot be performed if the target is immune to the attack, though most creatures with weapon immunities are also immune to paralysis.
Finite Energy
Magic is unlimited, but your ability to channel it is. Spellcasters can initially cast a number of cantrips equal to their proficiency bonus plus their key ability modifier. Cantrip slots are restored after a short or long rest.
At each even-numbered level, characters gain an additional cantrip slot in addition to any increases which come from an increased proficiency bonus and/or key ability modifier. For example, a level 10 wizard with an Intelligence score of 18 would be able to cast her cantrips up to 13 times without needing to take a short rest: 4 from her key ability modifier, 4 from her proficiency bonus, and 5 more from character levels. If creating a character at a level higher than 1st, your number of cantrips per rest is equal to your proficiency bonus plus key ability modifier plus half your character level (rounded down, as is always the case).
Cantrip slot increases occur regardless of the class which is raised, meaning that the number of uses increases even for those characters who do not have a spellcasting class, such as an elven fighter who has only a single cantrip granted by his heritage.
I Smiteth Thee!
If a paladin succeeds at a melee spell attack against an undead creature, she can expend any number of available divine points from her Lay on Hands class ability and instead deal an equal amount of radiant damage.
Meta-Gaining
A wizard can enhance their spells with metamagic, gaining two options at 5th level, and one more each at levels 9, 13, and 17. Instead of spending sorcery points, the wizard must upcast the spell by the number of sorcery points indicated (e.g. casting a 2nd level invisibility spell as a bonus action requires you to upcast it as a 4th level spell with no other upcasting benefits). Unlike a sorcerer, you can stack metamagic effects, and the level increase similarly stacks (e.g. an empowered and quickened fireball would be cast as 6th level).
For all instances where a metamagic option has features based on the caster’s Charisma modifier, a Wizard instead uses their Intelligence modifier.
Artificers, bards, warlocks, and other arcane spellcaster classes and subclasses do not typically study magic extensively enough to learn metamagic techniques, nor do primal casters like druids and rangers or divine casters like paladins and most clerics. Metamagic effects cannot be applied to spells which do not come from a caster class, such as those provided by heritage traits, feats (e.g. Magic Initiate), or unique character development.
Only a few clerics possess the deep understanding of magic required to apply metamagic to their divinely-granted spells in a manner similar to wizards. At 5th level, a cleric of the Arcana or Knowledge domains can forego their Destroy Undead class feature to instead gain the ability to upcast their spells with metamagic, gaining two options at 5th level, and one more each at levels 9, 13, and 17. A cleric applies their Wisdom modifier to metamagic features instead of their Charisma modifier.
Any spellcaster can still take the Metamagic Adept feat from Tasha’s Cauldron of Everything in order to use sorcery points to apply metamagic without having to upcast the spell.
Monk He See, Monk He Do
Monks who take the Drunken Master subclass are able to use furniture and household objects as weapons, rather than as improvised weapons, as seen in the Tavern Brawler feat; see What a Beautiful Brawl.
Retcon and Realign
Each time a character gains a level, their player is entitled to make changes to any decisions made at previous level-ups, including changing any subclasses, skill or tool proficiencies, feats, ability score increases, spells known, or other class features. The character’s heritage, background, traits, first-level feat, languages known, and other first-level characteristics may not be changed, other than changing spells known, a cleric’s chosen domain (if their patron deity has more than one), a wizard’s preferred school of magic, or a ranger’s favored enemy and terrain.
Alignment is changed only through roleplay.
Spell List Sanity
Each character with the spellcasting class ability has access to a select group of spells based on that class. In vanilla D&D 5e, there was one list of spells for each class, though additional spells might become available from another class depending on the character’s chosen subclass or domain. One D&D introduced the idea of consolidated spell lists divided into the three magical source types: arcane, divine, and primal. These consolidated lists provided a greater variety of spells available to classes which previously had considerable limitations, but it wasn’t without its drawbacks, and WotC has indicated their intention to revert back to separate spell lists.
This campaign has taken a hybrid approach: consolidated spell lists based on magical source, and then individual class lists for additional spells not available on the source list. Artificers, sorcerers, and wizards draw their spells from the arcane list; each class also has access to a smaller list of class-specific spells, some of which are even class-exclusive. Clerics and paladins draw their spells from the divine list; each class also has access to a smaller list of class-specific spells, some of which are class-exclusive. Druids and rangers draw their spells from the primal list; each class also has access to a smaller list of class-specific spells, some of which are class-exclusive.
Bards and warlocks select a primary spell-casting source at character creation. The class-specific bard spell list may contain some spells which are duplicates of those found on the source type list, as there are certain spells—including class-exclusive ones—available to bards no matter which spellcasting source they use for their magic. The classic bard is an arcane spellcaster, but you may also decide to create a cantor whose power is derived from a divine connection, or a skald whose power comes from natural forces.
See Warlock Versatility for more options regarding Warlock patron options. As with all other classes, they also have access to a smaller list of class-specific spells, some of which are even class-exclusive, and the DM may even curate a spell list granted by a particular patron.
Un-Wilding Shape
While using wild shape, a druid retains their own proficiencies in the new form but does NOT gain the proficiencies of the form they have taken. They DO retain any innate physical traits of the new form, including the Strength, Dexterity, and Constitution scores, and any abilities derived from physical or physiological features of the new form.
However, beginning at 3rd-level and on every odd level thereafter, a druid may select one of the shapes they have used previously and designate it as a Preferred Form. By inhabiting the form consistently enough to gain familiarity with its capabilities and even learning to go among beasts of that kind while in that shape, the druid is then able to gain the proficiencies and non-physiological traits of a Preferred Form.
For example, a 3rd-level druid who wild shapes to the form of a wolf for the first time would not be proficient in Stealth or Perception simply by taking the wolf’s form, so her skill check for Stealth might be as low as the +2 granted from the form’s Dexterity bonus. Even if she is not proficient in Perception, as a natural wolf would be, she does have the Keen Hearing and Smell trait granted by the form’s physiologically superior nose and ears. The druid would not have the wolf form’s Pack Tactics trait, however, as that is not the result of a physical or physiological feature. However, if at 5th level she has designated wolf as a Preferred Form, she has studied and been around natural wolves enough to gain the Pack Tactics trait when she wild shapes to the form of a wolf, and she would also be proficient in Perception in that form.
A druid who wild shapes to the form of a raven, parrot, or other animal capable of speech mimicry can speak any language they know (though not sign languages like Common Sign, Drow Sign, or the non-verbal portions of secret cants), and they can cast spells which have a vocal component, as well as spells which have a material component if the druid grasps an appropriate spell focus and/or the material component(s) in one or both of their claws, but they cannot cast any spells which have somatic components. A druid who wild shapes to the form of a gorilla, monkey, or other animal possessing humanoid-style limbs and fingers can communicate via any humanoid sign language they know, and they can cast spells which have a somatic component, though they cannot cast any spells which have verbal components nor speak any verbal languages.
Warlock Versatility
Warlocks are able to pick their key ability for spellcasting from Intelligence, Wisdom, and Charisma. Where class abilities state to add or use your Charisma modifier, use your chosen key ability, instead. Similarly, a Warlock’s proficient saving throws are Wisdom and either Intelligence or Charisma.
If the warlock’s patron is a quasi-deity, exarch, or other deity-linked extraplanar being, they may choose the divine spell list instead of the arcane spell list, or if their patron is an archfey, primordial power, or other nature- or primordial-linked extraplanar being, they may choose the primal spell list instead of the arcane spell list. Regardless of their base spell list, the warlock still has access to the warlock spell list, however the DM may rule some spells off-limits to a warlock based on their pact source, such as a fiendish patron who forbids spells from the divination school or a celestial patron who forbids spells from the school of necromancy. Similarly, the DM may allow some spells which are ordinarily not on the warlock or primary spell list, if their “flavor” matches that of the warlock’s chosen patron.
Check, Please!
Critical Skills
Critical successes and failures can apply to skill checks as well: sometimes amateurs get a lucky break, and sometimes highly skilled experts fold under pressure. A natural 1 almost always fails and a natural 20 almost always succeeds, but you may be asked to “roll to confirm” (e.g. roll a d20 again) to find out what—if any—additional effect or condition may apply to the critical success or failure.
For example, since it is possible to get a really lucky hit against an opponent of similar capability, rolling a critical hit against an opponent then confirming it with a natural 20 forces an opponent of equal HD or less to make an immediate Death Save; on failure, they drop to 0 hp and begin dying.
Sometimes a character is not under pressure to complete a task with which they are familiar; see Taking Ten.
Certain things can’t be done untrained, so even a natural 20 won’t succeed if it is literally impossible. A character who lacks proficiency with a specific musical instrument isn’t going to be able to pick it up and pick out a perfect tune, nor will a character who has never handled a set of chisels produce an exquisite woodcarving. Each may produce something surprisingly good, but it will not equal the effort of someone who has trained (and therefore is proficient) in that ability.
Skillful Applications
Being proficient with a tool can grant advantage on certain checks where knowledge of that craft/trade is beneficial. For example, a character who is proficient with a poisoner’s kit would have advantage on Medicine checks to attempt to counteract poisons; similarly, a character who is proficient with cartographer’s tools would have advantage on Survival checks for orientation and navigation in the wilds based on their familiarity with maps and geography in general.
Where such a synergy exists for a passive check—someone proficient with thieves’ tools noticing if a lock is trapped—the character’s proficiency bonus is applied to the check in addition to any existing bonuses (e.g. being proficient in the associated skill) to a maximum of double-proficiency.
See Xanathar’s Guide to Everything for more examples.
Taking Ten
Passive skill checks allow that a character is neither hurried nor attempting anything difficult when they make that skill check, so they are entitled to “take 10” instead of rolling a d20. This most often applies to Perception, but there are other situations and skills where a player might be able to “take 10” on a check instead of having to roll for it, and these often require the character to be proficient with the associated skill or tool. These may include such things as
- Passive Insight: A character’s innate sense that something is “off”
- Passive Investigation: A basic search of objects that can be observed with Passive Perception
- An unhurried climb up a relatively normal wall or cliff when the user is proficient in Athletics or is proficient in (and uses) a climber’s kit
- Picking a lock when the character is proficient in Dexterity, Sleight of Hand, or the use of thieves’ tools and the character uses thieves’ tools for the check
- A street performer spending an hour or more busking for coin on a street or in a tavern who is proficient in Performance and proficient with the instrument of their choice
Most uses of artisan tools with which the user is proficient also follow the “take 10” rule unless the character is attempting to craft something in a hasty manner or under an especially complicated and/or unfamiliar process.
There are Conditions…
Blinded
A blinded creature can’t see and automatically fails any ability check that requires sight. Magical spells and abilities which require sight (e.g. clairvoyance) do not end but are ineffective so long as the creature remains blinded.
Unless the creature possesses an extraordinary sense which can overcome the deficit, attack rolls against the creature have advantage, and the creature’s own attack rolls have disadvantage.
Any creature which normally has the ability to see but becomes blinded has a 50% chance to fail when casting a spell which has a somatic component.
Charmed
A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
The charmer has advantage on any ability checks to interact socially with the creature.
(No House Rules apply to this condition, but it was included here for the sake of completion since all other conditions were modified.)
Deafened
A deafened creature can’t hear and automatically fails any ability check that requires hearing. Magical spells and abilities which require hearing (e.g. clairvoyance) do not end but are ineffective so long as the creature remains deafened.
Any creature which normally has the ability to hear but becomes deafened has a 50% chance to fail when casting a spell which has a verbal component.
Diseased
Any creature which becomes diseased has disadvantage on Constitution saving throws.
Additionally, various diseases may have different progression levels and transmissibility, with the progression levels potentially altering transmissibility and/or applying additional conditions such as dying, exhausted, immobilized, incapacitated, nauseated, paralyzed, and unconscious.
Curing a disease does not necessarily cure any of the conditions it imposes.
Information about specific diseases is forthcoming in the House Rules.
Dying
A creature which is dying is typically also unconscious.
At the start of each turn while dying, a creature must make a death saving throw with a d20; rolling a 10 or higher is a success, while rolling a 9 or lower is a failure.
Rolling a natural 1 results in two death saving throw failures instead of just one; rolling a natural 20 results in the creature regaining 1 hp (and therefore stabilizing).
After the third death saving throw success, the creature becomes stabilized. After the third failure, the creature dies. Saving throw successes and failures are cumulative and need not be consecutive.
Taking damage while dying results in an immediate failure of one death saving throw. Taking a critical hit while dying results in an immediate failure of two death saving throws. If an attacker with the Sneak Attack class feature used that ability to inflict a coup de grâce or the damage inflicted exceeds the creature’s maximum hit points, they instantly die.
Being healed to 1 hp or higher stabilizes the creature and resets the death saving throw counter.
Exhausted
Lack of food, water, or sleep can take a toll on a creature, as can prolonged exposure to extreme temperatures. Further, some special abilities, diseases, poisons, and other effects may lead to the character becoming exhausted. This condition is cumulative:
- Level 1 – The creature has disadvantage on ability checks
- Level 2 – The creature’s speed is halved.
- Level 3 – The creature has disadvantage on attack rolls and saving throws.
- Level 4 – The creature’s hit point maximum is halved.
- Level 5 – The creature gains the immobilized Any treatments to remove the immobilized condition which do not also remove at least one level of exhaustion are ineffective.
- Level 6 – The creature immediately drops to 0 hp and begins dying. If they become stabilized, their exhaustion condition is reduced by 1.
Progression of the condition varies by cause, and some causes of exhaustion have limitations on the maximum level which can be imposed. When multiple conditions apply, they do not stack; instead, the creature takes on both the highest progression rate and the highest level affected from the applied conditions. For example, a creature which is enduring uncomfortable temperatures and is wearing their armor during long rests will accrue exhaustion levels once per 8 hours up to a maximum of Level 4.
Example causes of exhaustion are as follows:
Cause | Progression Rate | Highest Level |
---|---|---|
Dehydration | 1 level per 12 hours | 6 |
Duress
Passive Sources (e.g. illness) Active Sources (e.g. torture) |
1 level per 48 hours 1 level per 12 hours
|
6 6 |
Environmental Temperature Uncomfortable Extreme Unbearable Intolerable |
1 level per 24 hours 1 level per 24 hours 1 level per 24 hours 1 level per 24 hours |
4 6 6 6 |
Forced March | 1 level per 24 hours | 5 |
Insomnia/Sleeplessness | 1 level per 24 hours | 6 |
Prolonged Exertion |
1 level per hour | 5 |
Resting in Armor | 1 level per long rest | 3 |
Starvation | 1 level per 48 hours | 6 |
Creatures which possess a climb speed, fly speed, or swim speed and engage in prolonged activity are effectively enduring a Forced March, unless they are attempting to “run” with that method of movement, in which case they are subject to Prolonged Exertion.
Falling
A creature which is free-falling may need to make a Wisdom saving throw vs fear; the DC is typically equal to one-fifth of the distance of the unimpeded fall: DC 10 for 50 ft or DC 20 for 100 ft. At the beginning of each round of their fall, the creature must make a new Wisdom save vs fear, with levels of the frightened condition being applied upon failure.
If the creature hits a hard surface in “normal” gravity, they take 1d6 bludgeoning damage for every 10 ft they fell, with the maximum damage being twice the creature’s maximum hit points (which is almost always instant death).
A creature which is falling may also make an Acrobatics check DC 10 to reduce the damage taken upon landing as though the distance fallen was 10 ft less.
When the creature lands, they fall prone unless they succeed at an Acrobatics check with a DC equal to half the distance fallen, in which case they land on their feet. A tabaxi will always succeed at this Acrobatics check when the distance fallen is greater than 10 ft.
Frightened
There really is such a thing as being “scared to death”. Fear provokes a physiological reaction which can become so overwhelming that it overrides a creature’s ability to reason, react, or protect themselves from other hazards.
At the start of each turn while frightened or under the effect of a fear-based effect (e.g. a dragon’s frightful presence), the affected creature must make a Wisdom saving throw or gain another level of the frightened condition. A critical failure raises the frightened condition by up to two levels.
- Level 1 – The creature has disadvantage on ability checks, skill checks, and attack rolls while the source of their fear is within their line of sight.
- Level 2 – The creature becomes incapable of voluntarily moving toward the source of their fear.
- Level 3 – The creature becomes incapacitated.
- Level 4 – The creature drops all items being held, and if possible uses a Dash action to move away from the source of their fear via the most direct path, heedless of obstacles or personal safety (e.g. Opportunity Attacks).
- Level 5 – The creature must make a death saving throw. Upon success, their fear level is reduced by one; upon failure, they drop to 0 hp and begin dying.
The spell fear imposes the frightened condition at Level 4, but because this fear effect is based on an illusion which can be disbelieved through a successful Wisdom save, a failed save does not raise the level of the frightened condition and a successful save removes the condition entirely.
Grappled
A grappled creature is immobilized. The condition usually ends when the grappler becomes incapacitated, but special circumstances may apply, such as if the grappler falls on top of the grappled creature. The condition can also be ended if an effect moves the grappled creature away from the reach of the grappler or grappling effect, such as when a creature is hurled away by a thunderwave spell.
Neither the creature nor their grappler can attack the other with any weapon which does not have the “light” property or which is not a natural weapon (e.g. claws, fists, or teeth).
If the grappler has more than one appendage engaged in the grapple, they may also choose as many of the below options as they have available appendages:
- Cover the creature’s mouth, potentially imposing the silenced
- Cover the creature’s eyes, potentially imposing the blinded
- Cover the creature’s means of breathing, potentially imposing the suffocating
- Seize the creature’s appendages, possibly imposing one or more levels of the restrained
The grappler has disadvantage on their Athletics check on each additional imposed condition, and if the main grapple is broken, so are all additional imposed conditions. A wizard who thinks she has little chance of successfully breaking a hobgoblin’s grapple might instead use her action to free her mouth—the hobgoblin has disadvantage on that opposed check—so that she can cast misty step.
A girallon has four arms, so if it had the intelligence to do so, it might restrain both arms of a grappled elf, then further cover the elf’s eyes and mouth. It could not, however, completely blind a beholder through grappling, as it lacks enough limbs to cover each of the beholder’s eleven separately-located eyes.
Creatures which grapple by constriction may be able to impose additional conditions without requiring additional limbs or suffering from disadvantage if the grappler is two or more sizes larger than the grappled creature (e.g. a Large snake grappling a Small gnome).
Hungover
A special form of poisoning, the hungover condition makes the character vulnerable to radiant and thunder damage, imposes disadvantage on Dexterity checks and any skill checks using that as a key ability, and confers the same effects as the Sunlight Sensitivity heritage trait while in any area of bright light or direct sunlight.
Levels of the hungover condition are stackable but there are no cumulative effects; instead, it can take a full day or more to fully remove all stacked hangover levels.
A single hangover level can be removed after completing a short rest or long rest during which a Small or Medium-sized creature must consume at least 16 ounces of water, 8 ounces of vegetable juice, or one alcoholic beverage (e.g. “the hair of the dog”); a Large creature’s liquid intake requirements are doubled.
Only two hangover levels can be removed per day through non-magical means. A casting of lesser restoration removes only one level of the condition at a time; similarly, a paladin’s Cleansing Touch class ability removes only one level of the condition per casting. The greater restoration spell can remove all hangover levels at once. Heal has no effect on a hangover.
A creature who was hungover before they died does not have any levels of the condition removed by revivify or raise dead. Resurrection and true resurrection completely remove the hangover. A creature which becomes petrified has their hangover levels suspended for the duration of that condition.
Immobilized
When a creature’s means of locomotion have become impeded such that they are unable to leave their current space, they have become immobilized. Sources of immobilization include but are not limited to being the subject of a grapple, mundane traps like snares, and magical effects like web.
A creature which has become immobilized has their movement speed reduced to 0. If they were previously flying, they may begin falling if they are incapable of hovering. If their means of respiration requires movement (e.g. a shark), they may begin suffocating.
Incapacitated
A creature which has been incapacitated has been rendered “harmless”—unable to perform any actions, bonus actions, or reactions. If they were concentrating on any spells when they became incapacitated, they must make a key ability save for each spell being maintained (see Great Focus).
If the creature is neither stunned nor silenced, they may still be capable of speech, including speech-related skill checks such as Deception, Intimidation, Performance, and Persuasion.
If the creature is neither stunned nor immobilized, they may still be able to move 5 ft per round (e.g. crawling very slowly), but cannot perform movement-related skill checks.
If the creature is neither stunned nor restrained, they may still be able to perform certain movement-related skill checks such as Sleight of Hand and to make use of sign languages.
If the creature is not stunned, they may still be able to perform certain non-movement skill checks such as Arcana, History, Insight, Investigation Nature, Perception, and Religion, and can make Constitution, Wisdom, Intelligence, and Charisma checks and saving throws as-normal.
Inebriated
With exceptions for especially potent beverages like the dwarven brew Gutbuster, a creature can consume as many standard-portion alcoholic beverages as their Constitution modifier per hour before they must make a Constitution save DC 10 after each subsequent beverage to avoid becoming inebriated. A creature with advantage to saving throws vs poison also has advantage on saving throws vs inebriation.
Each success maintains the current level of inebriation and the DC of the Constitution save increases by 1, and a critical success leaves the DC of the Constitution save as-is. A failure results in an increase in the current level by one and the DC of the Constitution save increases by 3; a critical failure increases the inebriation level by up to two levels and increases the DC of the Constitution save by 5.
- Level 1 – The creature has disadvantage on Intelligence, Wisdom, and Charisma ability and skill checks.
- Level 2 – The creature has disadvantage on Dexterity ability and skill checks; disadvantage on Dexterity, Wisdom, Intelligence, and Charisma saving throws; and disadvantage on all attack rolls.
- Level 3 – The creature automatically fails Intelligence, Wisdom, and Charisma ability and skill checks and gains a level of the hungover condition to be applied after completing a short rest or a long rest.
- Level 4 – Every time the creature stands or moves faster than half speed they must succeed on a Constitution save DC 15. Failure causes the creature to fall prone and gain another level of the impending hungover condition; failure by 5 or more causes the creature to vomit, which reduces one level of inebriation but still adds another level to the creature’s impending hungover condition.
- Level 5 – The creature gains a level of the impending hungover condition and falls unconscious.
- Level 6 – The creature immediately drops to 0 hp and begins dying.
If inebriation levels are not maintained, they subside on their own once per hour, with hangover effects beginning as soon as the first level is removed, or as soon as the creature regains consciousness or completes a rest.
Protection from poison removes only one level of the condition per casting; similarly, removal of a single inebriation level requires the expenditure of 5 points of a paladin’s Lay on Hands ability, allowing a 5th level paladin to instantly “sober up” an unconscious colleague, but it can’t do anything for the hangover which follows. Heal, greater restoration, and lesser restoration have no effect on the inebriation condition.
A long rest clears all levels of inebriation.
A creature which had levels of inebriation before they died has a single level of inebriation removed by revivify, and two levels are removed by raise dead. Resurrection and true resurrection remove all levels of inebriation. Thus, a creature which died of alcohol poisoning could be brought back to life with a revivify spell, yet still be unconscious, and would be subject to at least three levels of the hungover condition upon awakening.
Invisible
A creature which is invisible is impossible to see without the aid of magic or a special sense. For purposes of hiding, the creature is heavily obscured, but the creature’s location can be detected by any noise they make or tracks they leave.
Attack rolls made against the creature have disadvantage, and attack rolls made by the creature have advantage; these are nullified if the opponent can perceive the creature’s shape and movements by other means.
The creature has advantage on Stealth checks and certain Deception and Intimidation checks, (e.g. pretending to be a poltergeist). The creature has disadvantage on Charisma and skill checks which rely heavily on the others seeing the creature, such as Performance and Persuasion checks.
Paralyzed
A creature which has been paralyzed is effectively incapacitated, immobilized, and restrained. Ending the paralysis ends all associated conditions.
Petrified
When a creature becomes petrified, they and any non-magical items they are wearing and/or carrying are transformed into a solid inanimate substance, typically stone. The creature ceases aging and any conditions which were previously in effect (e.g. diseased, dying, poisoned, or suffocating) are suspended but not ended. Injuries suffered prior to being petrified remain unhealed. Non-permanent magical effects affecting the creature will expire as-normal, and any spells which the creature was concentrating on immediately end.
The creature is considered to be paralyzed and unconscious, and is immune to being poisoned or diseased while petrified. The creature’s weight increases according to the material into which they’ve been transformed, and they gain damage resistances and immunities appropriate to the new material.
Most Medium creatures have a volume of 2.5 to 3 cubic feet, while most Small creatures have a volume of 2 to 2.5 cubic feet. Therefore, a Medium creature transformed into solid granite would weigh between 400 and 500 lbs, while a Small creature similarly transformed would weigh between 330 and 400 lbs. By contrast, a Medium creature which got Midas-touched would be over 3000 lbs of solid gold.
(This is not a solution to Waterdeep’s gold shortage… this is not a solution to Waterdeep’s gold shortage…)
Poisoned
A creature which has been poisoned has disadvantage on attack rolls and ability checks.
Additionally, various poisons may have additional conditions which are applied immediately, progressively, or both.
Curing a poison does not necessarily cure any of the conditions it imposes.
Information about specific poisons is forthcoming in the House Rules.
Prone
A prone (or supine) creature’s only movement option is to crawl, but they may stand up as an action to end the condition. Alternatively, the creature may make an Acrobatics check to stand as a bonus action. Standing removes the prone condition.
While prone, the creature has disadvantage on attack rolls. Attack rolls made against the creature have advantage if the attacker is within 5 ft of the creature; otherwise, attack rolls are made with disadvantage.
Restrained
When a creature’s forelimbs or other means of physical manipulation are impeded, they have become restrained. The creature cannot use any weapons, but may continue to attack with any other methods at their disposal, such as biting or kicking. They cannot cast spells which require a somatic component, nor can they use any objects. Sleight of Hand checks and similar Dexterity-based checks are made with disadvantage, and while other Strength or Dexterity-based checks and Performance checks with a musical instrument may be impossible.
Creatures which possess the Cunning Action class ability can conditionally use their action to retrieve a knife, dagger, or set of thieves’ tools (as appropriate) in an effort to attempt to free themselves; they may also attempt to free themselves if another gives them the appropriate tool or weapon.
Stabilized
A creature which has stabilized from dying has 0 hp and is immobilized and incapacitated, and is effectively restrained. Unless stated otherwise, however, they are conscious and capable of hesitant speech, but unable to make any skill checks due to their impaired state.
Stunned
A stunned creature is incapacitated, immobilized, and can speak only falteringly. They automatically fail Strength and Dexterity saving throws, and have disadvantage on all other ability saves. They cannot make movement-related skill checks, and all other skill checks are made at disadvantage. Any spells which they were concentrating on when the condition began immediately end.
Attack rolls against the creature have advantage.
Suffocating
Any creature which must respire can potentially find themselves in a situation where they are unable to do so, such as a shark which has been immobilized or a halfling trapped in a solid-walled forcecage.
A creature can hold their breath for a number of rounds equal to their Constitution modifier + 4 (minimum of 3 rounds).
A creature which was able to take a deep breath before entering the area where they could not breathe normally can hold their breath for a number of minutes equal to their Constitution modifier + 1 (minimum of 30 seconds/5 rounds).
A creature which is able to spend a full minute “deep breathing” to saturate their tissues before entering the area where they could not breathe normally can hold their breath for a number of minutes equal to twice their Constitution modifier (minimum of 1 minute). A creature which has an appropriate proficiency (e.g. diving) can use this method to hold their breath for three times their Constitution modifier (minimum of 3 minutes).
A creature which takes damage while holding their breath must make a Constitution save vs the amount of damage received. Failure results in the immediate loss of any remaining rounds of held breath.
Once the creature has reached their maximum duration of held breath, on their next turn they must make a Constitution save DC 10. On success, they continue to hold their breath, but suffer from a loss of up to 25% of their maximum hit points and the DC for the next check increases by 5. On failure to hold their breath or when rendered unconscious, they immediately attempt to breathe, which can have varying effects based on the surrounding environment, such as the following examples:
- A creature which has entered a stinking cloud must make a Constitution save vs poison, per the spell description.
- A creature which cannot normally breathe underwater inhales water, drops to 0 hp, and begins dying.
- A creature which is unable to take in any breath at all (e.g. a beached aquatic creature) drops to 0 hp and begins dying.
A creature which is dying while suffocating can never regain hit points or become stabilized as long as they remain in the breathless environment; successful death saving throws merely prolong the condition and cannot end it. If the creature is returned to a breathable environment before acquiring a third failed death saving throw, another creature may need to make a Medicine check DC 10 to expel harmful substances (e.g. water) before the creature can breathe again, at which point they can become stabilized.
If a creature who is suffocating becomes petrified, the condition is suspended while they need not draw breath.
Unconscious
An unconscious creature is stunned and is unaware of their surroundings. The creature drops whatever they were holding and falls prone. They cannot make any skill checks.
Battle Better
Acrobatic Withdrawal
Any creature wearing light armor or no armor can attempt to make an Acrobatics skill check to disengage from combat without provoking an opportunity attack, e.g. to flip or roll out of enemies’ melee threat range. This movement requires a DC 10 check, with an additional +3 for every target thus disengaged. The player moves at half-speed while making this special movement.
This check is a free action rolled as part of the movement; if the check fails, any opponents within range may make an opportunity attack as normal.
Basher
You can use your action (or an Extra Attack if you have that class feature) to make an attack with an equipped shield. As long as you are proficient with the shield, you apply your proficiency bonus to the attack roll. If you are not proficient with a shield, you can still attempt to bash with a shield as an Improvised Weapon and it will still deal the damage noted on the chart, but you cannot add your proficiency bonus to the attack roll. See Table 4: Expanded Shield Options for Medium Creatures for bashing damage for each shield type.
For example, if you are armed with a spiked medium shield, you can bash for 1d8+2 damage. If you have the Ambidextrous feat, you can also apply your Strength modifier to your bash damage.
If you have the Shield Mastery feat or the Ambidextrous feat, you can shield-bash as a bonus action.
If you have the Shield Mastery feat, you can also apply shield damage when you use your shield to shove an opponent.
You cannot bash with a buckler, nor can you apply spikes to one. You also cannot apply spikes to a tower shield.
Proficient or otherwise, you do not apply your Strength to the damage unless you have the Ambidextrous feat, the Two-Weapon Fighting style, or use both hands to bash. A tower shield is considered a heavy weapon, so you cannot bash with a tower shield without using both hands.
Shield damage is bludgeoning unless the shield is spiked, in which case you can consider it to be piercing or slashing damage at your discretion; you might also opt to strike with the edge of a spiked shield so that the damage remains bludgeoning, and in this case, you would not apply the damage from the spike(s). Shoving with a spiked shield applies piercing damage only. If shoving with a spiked shield without the Shield Master feat, you apply only the piercing damage from the spike(s) and do not apply any damage from the shield itself nor your Strength modifier.
Counterspells
If a character uses their reaction to identify a spell being cast and succeeds at their Arcana check, they can immediately counterspell in the same reaction.
Crash for Clunkers
Heavy armors are generally inflexible, so any character wearing heavy armor cannot apply their Dexterity modifier to skill checks with that key ability (e.g. Acrobatics, Sleight of Hand, Stealth) except where the character has proficiency in both the armor and the affected skill and has a sufficient Strength score to not be slowed by the armor.
Crit Insurance
When making a critical hit, one of the base damage die is automatically maximized.
Facing Cover
Some items and spells provide directional cover based on the direction your character is facing.
Cover is provided to the full extent of the effect in the areas which are indicated by dark blue. Cover is reduced to half of the full effect in the areas indicated by medium blue, and by half again where indicated by dark blue. If the full effect is only ¾ cover, the medium blue areas provide ¼ cover and the dark blue areas provide no cover. If the full effect is only ½ cover or less, the medium blue and dark blue areas provide no cover.
Figure 1: Directional Cover
Per the Player’s Handbook, a target with ¾ cover gains a +5 bonus to AC and Dexterity saving throws while a target with ½ cover provides a +2 bonus to AC and Dexterity saving throws. A target with ¼ cover gains +1 AC bonus or +1 bonus to Dexterity saving throws at the target’s discretion. A target with total cover cannot be attacked directly but they can suffer from indirect attacks such as being within an area of effect from any side other than the direction from which they have full cover.
Higher, Further, Faster
When a spell description indicates that a spell cast at a higher level will increase the affected space by a number of feet, the practical effect is that it increases by the given amount in all appropriate dimensions:
- A line-of-effect increases in only the direction of the line; it does not become wider or taller
- A cone increases in length, which effectively broadens the diameter of the end opposite the caster
- A circle or sphere increases in radius
- A cube increases in length, width, and height
Made You Look
A character can use their bonus action to attempt to distract a single opponent using a Deception skill check vs the opponent’s Insight check. Whether the attempt is successful or not, each subsequent distraction attempt on that same opponent has disadvantage. Once distracted, the player can gain advantage on their attack roll, move out of the opponent’s melee threat range without provoking an opportunity attack, or both.
Quick Sip
Drinking a potion you have at the ready (e.g. in a belt pouch) is a bonus action; administering or handing the potion to someone else is an action. Throwing a potion to an ally may require an attack roll at the DM’s discretion.
A potion of cure wounds always restores the maximum HP for its level.
Reactionary
Players can use their reaction only when it is not their turn; the trigger for their reaction must occur during someone else’s turn (including at the beginning of it) and the reaction cannot be a triggered by someone else’s reaction during your turn.
Tactical Movement
When moving diagonally, the first diagonal move in a turn is treated as a 5-foot distance, then the second is treated as 10 feet. The third diagonal move in that same turn is then 5 feet, the 4th is 10 feet, and so on.
To save on awkward calculation for fractions of grids, moving through difficult terrain, stealthy movement, swimming, climbing, or crawling are movements made at half-speed. If a creature has a climb or swim speed, their normal movement speed applies unless other difficult conditions—treacherous rocks or strong currents, for example—apply. A creature without a climb speed attempting to climb difficult terrain has their movement speed reduced by half again.
A creature cannot move into a space if it does not have sufficient movement remaining.
A tabaxi who climbs a normal tree can easily climb 30 ft in a round and still take an action, as their heritage grants a climb speed of 30 ft. A human climbing that same tree can move at only half-speed, so could climb only 15 ft in a round while also taking an action. That same tabaxi might have a much harder time climbing a sheer cliff with few natural handholds, so could move at half-speed, or 15 ft. Meanwhile, the human is reduced to one-quarter their base speed, and since the default in D&D is to round down, the human can climb only 5 ft per round unless they use the Dash action to move another 5 feet. A dwarf with a base speed of 25 ft can move up to 3 squares diagonally, but cannot move into a fourth diagonal square because that move requires 10 ft of movement, and the dwarf has only 5 ft of movement remaining after moving 5 ft, 10 ft, then 5 ft again.
Teamwork Makes the Dream Work
When characters flank an opponent together, all characters who flank gain advantage on melee attack rolls against that opponent. Characters with the Sneak Attack class feature therefore are able to apply the extra damage of this feature to any melee attacks against a flanked opponent, even if the character with whom they are flanking is using a melee reach weapon and is therefore not within 5 ft of the opponent.
A creature is considered flanked when it has melee opponents on opposite sides of it such that a line drawn from the center of one attacker’s space into the center of another attacker’s space crosses through opposite sides of the target’s space.
In the diagram on the left, the orc chieftain (A) is flanked by both the fighter (1) and the rogue (2), as both are wielding melee weapons and are in melee combat range on opposite sides of the orc chieftain (A). However, the cleric (3) is not flanking with the fighter (1), nor is the orc barbarian (C) flanking with the orc chieftain (A). Though the orc archer (B) would be considered flanking the rogue (2) with the orc chieftain (A), the orc archer is not wielding a melee weapon.
In the diagram on the right, the dragonborn barbarian (3) is flanking the otyugh (A) with both the fighter (1) and the bard (2) because the dragonborn is on the opposite side of the otyugh (A) from each and is wielding a melee reach weapon. The ranger (4) is not flanking with the dragonborn (3) because a line drawn between the center of their spaces does not cross through opposite sides of the otyugh’s space, nor is the ranger flanking with the sorcerer (5) because the sorcerer is not in melee range nor wielding a melee weapon.
Featuring…
Ambidextrous (New Feat)
Prerequisite: First level only
Repeatable: No
There’s no such thing as an “off-hand” for you.
- If fighting with only a single one-handed weapon and no shield, you can switch your weapon to the other hand as a bonus action to gain advantage on the next attack.
- If fighting with a single one-handed weapon and a shield with which you are proficient, you can bash with your shield as a bonus action, applying your Strength modifier to the damage given in the Basher house rule.
You cannot shield-bash as a bonus action if you are not proficient with the shield. As both hands must be used to shield-bash with a tower shield, attacks made with a tower shield must use your action or Extra Attack class feature. - If fighting unarmed or with two one-handed weapons, you can make an attack with either hand and retain your Strength or Dexterity bonus to both the attack and damage. If you have the Extra Attack class feature and choose to make the second attack with the opposite hand from the first, you gain advantage on the attack.
- A character with the Ambidextrous feat who takes the Two-Weapon Fighting style can strike with both weapons as part of the same action, including with their Extra Attack class feature or as part of an opportunity attack. However, they cannot make an additional off-hand attack in that same round using a bonus action.
Artificer Initiate (Updated Feat)
Prerequisite: None
Repeatable: No
You are a tinkerer and dabbler who enjoys indulging your inventive side.
- You learn one cantrip and one 1st-level spell of your choice from the arcane or artificer spell list; these spells do not count against your limit of spells known and are cast using Intelligence as the spellcasting ability.
- Once per short rest, the cantrip can be cast without expending a cantrip slot, and it can also be cast using any cantrip slots you have available.
- Once per long rest, the 1st-level spell granted by this feat can be cast without expending a spell slot, and it can also be cast using any spell slots you have available.
- You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Magic Initiate (Updated Feat)
Prerequisite: None
Repeatable: Yes, but you must choose a different spell list each time
You have learned the basics of a particular magical tradition. Choose one spell list: Arcane, Divine, or Primal. You gain the following benefits related to that choice:
- You learn two cantrips of your choice from the Spell list.
- Choose one 1st-level spell from the spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this Feat). Consult the Player’s Handbook for the rules on spellcasting. Whenever you gain a new level, you can replace one of the spells you chose for this Feat with a different spell of the same level from the chosen spell list.
Martial Initiate (Updated Feat)
Prerequisite: Proficient with a martial weapon
Repeatable: Yes, but you must choose a different Fighting Style each time
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.
Poisoner (Updated Feat)
Prerequisite: None
Repeatable: No
You can prepare and deliver deadly poisons, granting you the following benefits:
- When you make a damage roll that deals poison damage, it ignores resistance to poison damage
- You can apply poison to a weapon or piece of ammunition as a bonus action instead of an action
- You gain proficiency with the poisoner’s kit if you don’t already have it.
With one hour of work using a poisoner’s kit and expending 50 gp of materials, you can create a number of doses of a simple poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, it retains its potency for 1 minute or until you hit with the weapon or ammunition.
When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 1d6 poison damage and become poisoned until the end of your next turn.
Poisons which are more potent and/or have secondary effects can be crafted according to House Rules (forthcoming).
Tavern Brawler (Updated Feat)
Prerequisite: None
Repeatable: No
Accustomed to brawling, you gain the following benefits:
- When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.
- When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.
- You can wield furniture or another mundane object as a weapon, rather than an improvised weapon; see What a Beautiful Brawl.
Vigilant (New Feat)
Prerequisite: None
Repeatable: No
Always on the lookout for danger, you gain the following benefits:
- When you roll Initiative, you can add your Proficiency Bonus to the roll.
- After you roll Initiative but before you have taken a turn, you can swap your Initiative with the Initiative of one willing ally in the same combat who also has not taken a turn. You can’t make this swap if you or the ally is Incapacitated.
The proficiency bonus does not stack with the +5 Initiative bonus conferred by the Alert feat, but can be replaced by it.
Get In Gear
Armor Unobfuscated
Everyone’s base Armor Class is 10 + DEX mod, and then if they’re wearing armor, carrying a shield, or have a defensive barrier spell in place, their AC is increased accordingly. Certain armors are inflexible enough that they reduce the wearer’s maneuverability, and therefore impacts skills involving movement—Stealth, primarily—and the maximum DEX mod allowed to contribute toward AC.
This rule doesn’t change the effective AC bonus of any base armor, but it does alter maximum DEX modifiers allowed for some, removes the disadvantage on Stealth checks for padded armor, and generally make it slightly easier to figure out what your AC should be instead of the throwback-to-AD&D values given in the Player’s Handbook.
Table 4: Armor Enhancement Bonuses
Armor Type | Category | AC Bonus | Max DEX | Min STR | Stealth | Cost | Weight |
---|---|---|---|---|---|---|---|
Padded | Light | +1 | — | — | — | 5 gp | 8 lb |
Leather | Light | +1 | — | — | — | 10 gp | 10 lb |
Studded Leather | Light | +2 | +4 | — | — | 45 gp | 13 lb |
Hide | Medium | +2 | +3 | — | — | 10 gp | 12 lb |
Chain Shirt | Medium | +3 | +3 | — | — | 50 gp | 20 lb |
Scale Mail | Medium | +4 | +2 | — | Disadvantage | 50 gp | 45 lb |
Breastplate | Medium | +4 | +2 | — | — | 400 gp | 20 lb |
Half Plate | Medium | +5 | +2 | — | Disadvantage | 750 gp | 40 lb |
Ring Mail | Heavy | +4 | 0 | — | Disadvantage | 30 gp | 40 lb |
Chain Mail | Heavy | +6 | 0 | +1 | Disadvantage | 75 gp | 55 lb |
Splint Mail | Heavy | +7 | 0 | +2 | Disadvantage | 200 gp | 60 lb |
Full Plate | Heavy | +8 | 0 | +2 | Disadvantage | 1500 gp | 65 lb |
Armor made for Small creatures weighs half as much as for a Medium creature, but costs half-again as much: it uses less material, but it is definitely a custom item*. Armor made for a Large creature weighs twice as much as for a Medium creature and incurs three times the cost, as it uses far more material.
Pricing and weight are based on armor made of ordinary materials such as linen and wool for padded armor; cow or deer hides for leather, studded leather, and hide armor; and steel for all other armor. Armor can be made of other materials, including exotic fibers like silk and wood, the hides of magical creatures like dragons and umber hulks, and rare metals such as adamantine or mithril. Armor made from these materials may have additional properties.
*At the DM’s discretion, some locations may have higher populations of Small creatures, so there would be no cost difference between Small and Medium options.
Ignoring the Minutiae
For purposes of this campaign, players are not obligated to keep track of inventory for certain ordinary, everyday items, including
- Daily rations: initial portions of this campaign will take place in an urban setting where access to dining options is readily available, or will be one-shot adventures with limited duration.
- Spell components which do not have a stated value; even if you are not using a spellcasting focus which typically replaces these items, you are assumed to have sufficient quantity of those items available in your components pouch
Non-magical ammunition (ordinary bolts, arrows, darts, and sling bullets) are relatively common and often easily found on the bodies of enemies; players should track how many have been fired/thrown in a single encounter, but their supply is replenished when the battlefield is searched afterward. Should players fail to search a battlefield—they disengage from combat without defeating all enemies or are interrupted during their investigation—they will start the next encounter with the same diminished supply.
Shields Up!
Shields come in multiple sizes. A buckler is a small shield with a diameter no greater than the length of its bearer’s forearm. It is worn strapped to your forearm and allows you to use a bow or crossbow while wearing it without penalty. You can also wield a weapon with your off-hand while wearing a buckler (whether a one-handed weapon or using both hands for a two-handed weapon) but your attacks with that hand (or with a two-handed weapon) are made with Disadvantage due to the awkward extra weight on your forearm.
Table 5: Expanded Shield Options for Medium Creatures
Shield Type | AC Bonus | Bashing Damage | Cost | Weight |
---|---|---|---|---|
Buckler | +1 | — | 8 gp | 4 lb |
Small | +2 | 1d6 | 10 gp | 6 lb |
Small, spiked | +2 | 1d6+1 | 20 gp | 9 lb |
Medium | +3 | 1d8 | 15 gp | 8 lb |
Medium, spiked | +3 | 1d8+2 | 25 gp | 12 lb |
Large | +4 | 1d10 | 20 gp | 10 lb |
Large, spiked | +4 | 1d10+3 | 30 gp | 15 lb |
Tower | +4; wielder has facing cover | 1d10 | 50 gp | 15 lb |
A tower shield provides ½ facing cover unless the player focuses on defense for the round (e.g. uses their action to Disengage or Dodge) in which case the cover increases to full. A fighter using the Protection fighting style can benefit from this cover while providing disadvantage to attacks made against an ally within 5ft and within one of the three colored zones of the facing cover diagram.
For purposes of conferring an AC bonus, cover, ability to use a ranged weapon, and whether or not a creature can bash with a shield, treat shields as one size larger for Small creatures and one size smaller for Large creatures; thus a buckler made for a Medium creature is considered a small shield for a Small creature and confers an AC bonus of +2, while a large shield made for a Medium creature is considered a medium shield for a Large creature and confers an AC bonus of +3. Bashing damage is reduced by half for a Small creature and doubled for a Large creature; a halfing wearing a Medium creature’s buckler as a light shield can bash with that shield for 1d3 damage, while an ogre wearing a Medium creature’s large shield can bash with that shield for 2d10 damage.
A Small creature cannot use a tower shield sized for a Medium creature, but they can have a Small-sized buckler made at half the weight and half-again the cost of a buckler for a Medium creature: it uses less material, but it is definitely a custom item*. A Large creature gains no benefit from using a buckler sized for a Medium creature, but they can have a Large-sized tower shield made at twice the weight and three times the cost of a tower shield for a Medium creature, as it uses far more material.
Pricing and weight are based on shields made primarily of ordinary steel. A shield made of normal wood would cost 1/3rd less and be half the weight of a metal shield. They provide the same protection as metal shields but are vulnerable to fire-based attacks.
*At the DM’s discretion, some locations may have higher populations of Small creatures, so there would be no cost difference between Small and Medium options.
Boozy
For purposes of calculating inebriation, each of the following is considered a single drink:
Table 6: Alcoholic Beverage Servings
Beverage | Description | Example | Serving Size |
---|---|---|---|
Beer | A common malted beverage |
Baldur’s Gate Red Ale Black Bottom Ale Elder Root Stout Ale Golden Sands Gold Lager |
12 ounces |
Wine or Mead | A common or relatively inexpensive fermented beverage |
Elverquisst Luskan Ice Mead Westgate Ruby Wouleman’s Sublime |
6 ounces |
Fortified or Fine Wine | A concentrated and/or expensive fermented beverage | Evermead
Feywine Topolino Red Zzar |
4 ounces |
Spirits | A distilled beverage | Absinthe
Liquid Courage Moonshae whiskey |
2 ounces |
Potent Spirits | A concentrated brew and/or distillation; many beverages in this category have additional effects when consumed | Blue Lethe
Gutbuster |
1 ounce |
A mug of ale is a single drink while a gallon of ale contains approximately 10 drinks, a pitcher of common wine contains approximately 8 drinks (~50 ounces), and a bottle of fine wine contains approximately 6 drinks (~25 ounces). Beverages may also be sold in kegs (25 gallons), barrels (50 gallons), butts (100 gallons), and tuns (250 gallons).
What a Beautiful Brawl
A character who has the Tavern Brawler feat or the Drunken Master monk subclass is able to wield furniture or another mundane object as a weapon rather than an improvised weapon.
Table 7: Wielding Furniture as a Weapon
Tiny | Small | Medium | Large | |||||
---|---|---|---|---|---|---|---|---|
STR Mod | Melee | Thrown | Melee | Thrown | Melee | Thrown | Melee | Thrown |
-2 |
2H only 1d4 |
2H only 1d4 range 10 / 20 |
— | — | — | — | — | — |
-1 |
1H or 2H 1d4 (1d6) |
2H only 1d4 range 10 /30 |
2H only 1d6 |
— | — | — | — | — |
0 |
1H or 2H 1d4 (1d6) |
1H or 2H 1d4 (1d6) range 10 /40 |
1H or 2H 1d6 (1d8) |
2H only 1d6 range 10 / 30 |
— | — | — | — |
+1 |
1H or 2H 1d4 (1d6) |
1H or 2H 1d4 (1d6) range 15 /45 |
1H or 2H 1d6 (1d8) |
1H or 2H 1d6 (1d8) range 10 / 40 |
2H only 1d8 |
— | — | — |
+2 |
1H or 2H 1d4 (1d6) |
1H or 2H 1d4 (1d6) range 15 /60 |
1H or 2H 1d6 (1d8) |
1H or 2H 1d6 (1d8) range 15 / 45 |
1H or 2H 1d8 (1d10) |
2H only
1d8 range 10 / 30 |
— | — |
+3 |
1H or 2H 1d4 (1d6) |
1H or 2H 1d4 (1d6) range 20 /60 |
1H or 2H 1d6 (1d8) |
1H or 2H 1d6 (1d8) range 15 / 60 |
1H or 2H 1d8 (1d10) |
1H or 2H 1d8 (2d6) range 10 / 40 |
2H only 2d6 |
— |
+4 |
1H or 2H 1d4 (1d6) |
2H or 1H 1d4 (1d6) range 20 /60 |
1H or 2H 1d6 (1d8) |
1H or 2H 1d6 (1d8) range 20 / 60 |
1H or 2H 1d8 (1d10) |
1H or 2H 1d8 (2d6) range 15 / 45 |
1H or 2H 2d6 (2d8) |
2H only 2d6 range 10 / 30 |
+5 |
1H or 2H 1d4 (1d6) |
1H or 2H 1d4 (1d6) range 20 /60 |
1H or 2H 1d6 (1d8) |
1H or 2H 1d6 (1d8) range 20 / 60 |
1H or 2H 1d8 (1d10) |
1H or 2H 1d8 (2d6) range 15 / 60 |
1H or 2H 2d6 (2d8) |
1H or 2H 2d6 (2d8) range 10 / 40 |
All damage from furniture wielded as a weapon is bludgeoning unless the DM rules otherwise (e.g. a fireplace poker was thrown as an improvised javelin). Broken furniture may at the DM’s discretion deal half piercing damage and half bludgeoning, with bludgeoning receiving the higher amount in the case of an odd-numbered result.
Thus, a Drunken Master with a Strength modifier of +1 can easily pick up a Small furniture item—e.g. a stool—and throw it one-handed, but must use two hands to pick up a Medium furniture item—e.g. a chair—and cannot throw it. This same Drunken Master also has the option to wield a Small furniture item as a two-handed melee weapon and deal 1d8+1 damage.
Any creature picking up an item sized one category or more larger than themselves must wield it two-handed.
Spelling it Out
Acid Splash
This spell can affect any number of creatures within the 5 ft radius of the splash effect.
9 Sept 2024 Update: The 2024 PHB has similarly corrected the spell description so that it affects all targets within the splash radius.
Charm Person
The target(s) of the spell do not automatically know that they were charmed or who cast it upon them. Rather, they must succeed at a Wisdom (Insight) check DC 10 to realize they were under the influence of a charm spell. If successful, they must next succeed at an Intelligence (Investigation) check to determine who cast the spell upon them. The target(s) have advantage on this roll if they were in combat against the caster or the caster’s allies before being charmed, and can add their proficiency bonus to this roll if they are proficient in Arcana, which can result in a double proficiency bonus if they are likewise proficient in Insight and/or Investigation.
The DC of the second check varies depending on various factors, including if the target(s) ever saw or heard the charm spell being cast, as determined by a Wisdom (Perception) check by the target(s).
Dancing Lights
The number of lights you can create doubles (eight lights, two Medium figures, or one Large figure) when you reach 5th level and their duration increases to a number of hours equal to your spellcasting ability modifier (minimum one hour). At 11th level, the number of lights doubles again (sixteen lights, four Medium figures, two Large figures, or one Huge figure). At 17th level, the number of lights doubles yet again (thirty-two lights, eight Medium figures, four Large figures, two Huge figures, or one Gargantuan figure).
Feather Fall
The spell can be cast pre-emptively as an action at any time—or as a ritual—and does not have to be cast solely as a reaction to the standard triggering event; in this case, it lasts for five minutes instead of just one. It can also be upcast to increase its duration by a factor of 5 minutes per level upcast (e.g. 15 minutes when cast at level 3).
Hunter’s Mark
Set it and forget it! This spell no longer requires concentration to maintain, but casting it at a higher level will still increase its duration to a maximum of 24 hours with a 5th level spell slot or higher.
Infestation
Roll a d8 for direction and apply the results in clockwise fashion around the target beginning from the direction opposite the caster. For example, if the caster was south of the target, then 1 is north, 2 is northeast, 3 is east, 4 is southeast, 5 is south, 6 is southwest, 7 is west, and 8 is northwest.
Jump
The number of affected creatures can be increased by casting the spell at a higher level.
9 Sept 2024 Update: The 2024 PHB has similarly updated the spell to allow it to affect additional targets when upcast at a higher level.
Light
The spell’s duration increases when you reach 5th level to a number of hours equal to your proficiency bonus + spellcasting ability modifier (minimum two hours). At 11th level, the spell’s duration increases to a number of days equal to your proficiency bonus + spellcasting ability modifer (minimum one day). At 17th level, the spell can be cast permanently, or until dismissed or dispelled.
Mage Armor
This spell scales with the caster, increasing the AC enhancement by 2 at level 5 to +4 AC and extending the spell’s duration to 12 hours, at level 11 to +5 AC and 16 hours, and at level 17 to +6 AC and 24 hours. The bonus does not stack with worn armor, but it does stack with shields (including the shield spell), the target’s Dexterity modifier bonus, and other bonuses to AC such as the Unarmored Defense class ability. See Armor Unobfuscated.
Mending
If used to repair a construct such as a golem, mending can be cast as an action using a spell slot of 1st level or higher, and it restores damage in a manner similar to cure wounds: 1d8 + spellcasting ability modifier, increasing by 1d8 for each slot level above 1st.
Message
The duration increases to a number of minutes equal to the caster’s proficiency bonus and can reach a number of targets equal to the caster’s proficiency bonus + key ability modifier; it is at the caster’s discretion if all recipients can hear the whispered replies of others or if only the caster can hear them. If cast using a 1st-level spell slot or higher, the duration increases by a factor of 10 min per level upcast (e.g. lasts an additional 50 minutes cast at level 5) the range increases by 100 feet per level upcast (e.g. extends an additional 500 ft cast at level 5).
The spell transmits only sound, not meaning, and does not transcend language barriers. The words must be whispered, possibly allowing observers the opportunity to read the sender’s lips and/or nearby creatures with sensitive hearing to overhear the sender. No ambient sounds are transmitted, nor are any words spoken louder than a whisper.
Anyone who wants to “leave the chat” can make a Wisdom, Intelligence, or Charisma save (at their discretion) to mentally block the spell. If not in combat or otherwise pressured, they may “take 10” on this check.
The spell requires concentration to maintain.
Prestidigitation
A non-magical trinket or illusory image can last for up to an hour as long as it is held by the caster for the duration; the item disappears if it leaves the caster’s possession. Observers can make an Intelligence (Investigation) or Wisdom (Insight) check to disbelieve any illusory or sensory effects.
Shield
This spell can be cast as an action, in which case it lasts for a number of minutes equal to the caster’s proficiency bonus; if cast using a higher spell slot, the duration increases by a factor of 5 minutes per level upcast (e.g. a 3rd level spell slot cast by 5th-level wizard would last 45 minutes). It confers a +3 bonus to AC and renders the target immune to magic missile for the duration.
This version of the spell requires concentration to maintain.
Shocking Grasp
If the caster is standing in water when they succeed on their attack roll, they take half damage from the spell. If the target is standing in water when the caster succeeds on their attack roll, the target takes double damage.