OD&D Homebrew B

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This document delves into the foundational mechanics of character attributes within role-playing games, a concept that has been a cornerstone of the genre since its inception with games like Dungeons & Dragons. These attributes, such as Dexterity, Constitution, Intelligence, and Charisma, are abstract representations of a character's inherent capabilities, influencing everything from their combat effectiveness to their social interactions. The work builds upon decades of design in tabletop role-playing games, where these statistics have evolved from simple numerical modifiers to complex systems that define a character's strengths, weaknesses, and even their physical appearance and mental fortitude. The detailed breakdowns provided for extreme attribute scores are reminiscent of early role-playing game design, where unique mechanical effects were often tied to exceptional stats, adding a layer of depth and distinctiveness to player characters beyond simple numerical bonuses.
Definition
Initiative modifier: A number added to your roll to determine the order in which characters take turns during combat.
Other things Dexterity determines: Initiative modifier for martial characters, bonus to Armor Class for light and medium armors.
Constitution: is also a measure of your size and physical health, appearance (body shape), stamina, as well as your mental control and sanity. Holding your breath; Travel or work for hours with no rest; Go without sleep; Stay awake on night watch; Survive without food or water; Chug a stein of ale in one shot; Eat strange foods without discomfort; Long distance running.
Definition
Numeracy: The ability to perform basic arithmetic and understand numerical values.
Intelligence: is a measure of intellect and recall. It governs your numeracy, literacy, and memory. It inspires your physical body to achieve greater goals.
Definition
Ability check: A roll of a 20-sided die (d20) added to a statistic to determine the success of a task.
General ability checks: Communicate with a creature without using words; Estimate the value of a precious item; Pull together a disguise to pass as a city guard; Forge a document; Recall lore about a craft or trade; Win a game of trivia; Run a business
Wisdom: is a measure of intuition and subconscious awareness. It helps your physical body realize its limitations. Mentally it is a measure of spiritual power, consideration, and patience.
Definition
Reaction: An action taken in response to another creature's turn or a specific event.
General ability checks: Get a gut feeling about which course of action to take; Predict the reaction of creatures; Politics and intrigue, Lead a pilgrimage
Charisma: is a measure of the psychic integrity, physical appearance (facial and social), and personal wit, humor, and magnetism.
General ability checks: To find the best person to talk to for news, rumors, and gossip; Blend into a crowd to get the sense of key topics of conversations; politics and intrigue; lead a rebellion.
Definition
P.C species standards: The baseline attribute scores typically expected for an average adult member of a player character's race.
5. Statistic Extremes, Body Type and Size — Take a look at your S.T.R + C.O.N attributes. P.C species standards for the common adult is twenty. If they are over thirty then your character is a particularly large and robust specimen of your Species. Similarly, if your D.E.X + C.H.A are over 30 then you are particularly trim, agile and comely. Use these markers as guidelines when determining your body type. Low stats in any of these areas could indicate obese, frail, clumsy, mis-shapen, small or skinny versions of your species standard.
• Feeble (S.T.R): player characters with a Str of 5 or less are unable to swim, climb ropes and ascend steep slopes. They cannot wield anything heavier than light weapons and small shields. Most armors will render them unable to move. Initiative -1.
Weak (S.T.R): player characters with a Str of 7 or less are unable to lift themselves over a cliff's edge. They cannot wield heavy weapons, draw longbows, nor lift heavy crossbows. They cannot wear armor heavier than silk arming doublets.
Definition
Advantage: A mechanic allowing you to roll two dice instead of one and keep the higher result.
- Muscular (S.T.R): medium player characters with a S.T.R of 19 or higher are extremely muscular. They eat twice as much as a weaker creature, and they require custom tailored clothing and armor. They enjoy advantage in intimidation checks against smaller, vulnerable, and weaker targets. Initiative +1.
6 Definitions
Definition 1: 2d6: Rolling two six-sided dice and adding them together.
Definition 2: Off hand: The hand not typically used as the primary for actions; often the non-dominant hand.
Definition 3: Proficiency: A bonus applied to rolls for tasks or equipment that a character is specifically trained in.
Definition 4: Dual-wielding: The act of fighting with two separate weapons simultaneously.
Definition 5: Finesse weapons: Weapons that allow you to use your Dexterity modifier instead of Strength for attack and damage rolls.
Definition 6: Long rest: An extended period of rest that allows characters to recover health, spell slots, and exhaustion levels.
• Handedness (D.E.X): P.C's can roll 2d6. [2 to 4 = left-handed, 5 to 11 = right-handed, 12 = ambidextrous]. A right-handed character performing key tasks with their off hand imposes a loss of proficiency in the task. An ambidextrous character can fight or write equally well with either hand. They have no penalties to dual-wielding weapons or when they switch hands. Ambidextrous fencers can gain an advantage in combat (for a single turn) with light finesse weapons once/long rest.
Definition
Slow: A weapon mastery feature that reduces a hit target's movement speed.
- Ungainly (D.E.X): player characters with a Dex of 5 or less are clumsy or slow. Speed -5.
• Spritely (D.E.X): player characters with a Dex of 19 or higher are energetic. Speed +5.
Sickly (C.O.N): player characters with a Con of 5 or less do not heal without medical assistance. They take two exhaustion levels when others take 1.
• Unhealthy (C.O.N): player characters with a Con of 7 or less heal slowly (one less H.D available for recovery each day).
Definition
Incapacitated: A condition that prevents a creature from taking actions, bonus actions, or reactions.
- Indefatigable (C.O.N): player characters with a C.O.N of 19 or higher can perform incredible feats of stamina. Running for 8 hours straight is a simple matter. They can drink alcohol to astonishing levels without getting incapacitated. They recover exhaustion levels on a short rest rather than a long rest.
2 Definitions
Definition 1: Neutral alignment: A personality trait that values balance and lacks strong adherence to either good or evil, or law or chaos.
Definition 2: Alignment: A categorization of a character's moral and ethical outlook (e.g., Lawful, Chaotic, Good, Evil).
- Dullard (I.N.T): characters with an I.N.T of 3 or less indicates the character cannot speak their base language but they can communicate through grunts, gestures, and emotions. Such people adopt an animalistic Neutral alignment. These types believe they are invisible when their eyes are closed.
Definition
Illiterate: The inability to read or write in any language.
Literacy (I.N.T): player characters with an I.N.T of 7 or less are illiterate.
2 Definitions
Definition 1: Trade bars: Standardized units of precious metal used as a form of currency or bartering medium.
Definition 2: Promissory notes: A written promise to pay a specific amount of money to another party at a future date.
Numeracy (I.N.T): characters with an I.N.T of 5 or less cannot count, add, or subtract. Those people with an I.N.T of 7 or less cannot grasp the value of money, its various denominations. An I.N.T of 9 or less cannot understand trade bars, promissory notes, pirate shares, and percentages; An I.N.T of 10 or higher can perform multiplication, division, and exchanges of different currencies; they also understand how to read a clock and tell time.
Definition
Polyglot: A person who is skilled in or speaks many different languages.
- Polyglot (I.N.T): characters with an I.N.T of 15 or higher can learn rare languages. Unless the rare language is their native tongue, they may choose a rare language in place of a standard language at character creation.
Definition
Disadvantage: A mechanic forcing you to roll two dice and keep the lower result.
- Sharp (I.N.T): player characters with an I.N.T of 19 or higher are clever thinkers. They can remove disadvantage from one of their attack or skill rolls. P.B times per long rest.
• Sociopath (W.I.S): characters with a W.I.S of 5 or less do not espouse any moral code. They are erratic and self-centered. They respect only power.
Definition
Morale check: A roll used to determine if a creature will continue fighting or flee due to fear or injury.
They seek to satisfy their own needs without regard to others. Honor means nothing to them, only survival. They roll morale checks when grievously injured (wounded condition).
- Savage (W.I.S): characters with a W.I.S of 7 or less are impulsive and do not consider the consequences of their actions. They reject the ethical codes of civilized life. They act before thinking.
These characters never begin with Lawful alignments. However, they can learn from past events and consider future consequences. They believe anything they are told.
- Wise (W.I.S): player characters with an W.I.S of 19 or higher are intuitive psychologists, experts in body language and social nuances. They are sought out by many people for their advice. As natural leaders, they are boosted in the local social hierarchy and attract protectors. They can discern the true alignment and motivations of anyone they can communicate with 10 minutes of discourse.
- Repulsive (C.H.A): a C.H.A of 5 or less implies both serious physical flaws, mental ailments, and odious personality quirks. These 'unwashed' individuals never attract followers and may be blamed for all manner of problems in society. Such individuals grow up in the wild, outcast, or hidden away or incarcerated in penal colonies, refugee camps or leper colonies. Their alignment is antisocial. Influence actions by these characters have disadvantage.
Definition
Prosocial: Behavior intended to benefit society or other individuals.
Deformed (C.H.A): characters with a C.H.A of 7 or less have some mild physical flaws or psychological ailments. Their bodies are asymmetrical, scarred, or damaged. These loners are typically unmarried social pariahs. Their alignment is never prosocial.
Comely (C.H.A): a C.H.A score of 19 or higher includes unusual presence, beauty, wit, magnetism, and charm. Deception skill checks made to seduce a member of the same species gains advantage.

5. Encumbrance & Carry Capacity

Table summary: Authentic Dungeons & Dragons Carry Capacity of Creature Sizes vs. STR score in pounds. Carrying capacity increases as both the Strength score and the creature size increase. For a Medium creature, the lift capacity scales from 0 pounds at a Strength score of 1 to 1,248 pounds at a score of 25. Larger sizes see significantly higher limits; for example, a Huge creature with a Strength score of 16 can lift 2,048 pounds, while a Gargantuan creature's values are listed as 108 pounds across all Strength scores from 2 to 30.
6. Player Character classes—The choice of character class is up to you. However, pay heed to balancing a party of adventurers. All skills and abilities are needed in a campaign. Exploration and Social pillars of gaming are often overlooked or considered non-critical. Most players assume that travel in harsh wilderness conditions will be hand-waived for the 'fun' of endless combat encounters. Most assume that sufficient role-playing skills can win any social interactions.

Barbarian

Exploration

Skills to enhance discovery
Skills to overcome obstacles
Survival in the wilderness
Survival in urban settings

SocialInteraction

: Image summary: A 4 by 5 grid of squares where three squares in the upper left area are colored yellow, while the remaining seventeen squares are white.
:
Figure 5 summary: Two side-by-side grid diagrams illustrating different distributions of yellow and grey squares. The first grid is a 5x5 square with 13 yellow squares and 12 grey squares. The second grid is a 4x5 rectangle with 3 yellow squares and 17 grey squares.

Exploration

Skills to enhance discovery
Skills to overcome obstacles
Survival in the wilderness
Survival in urban settings

Social Interaction

Image summary: A grid consisting of 4 rows and 5 columns. Six of the squares are colored yellow: the first two in the top row, the first one in the second row, the first one in the third row, and the first two in the bottom row.
Image summary: A grid diagram consisting of 15 squares arranged in three rows and five columns. Thirteen of the squares are filled with yellow, while the two squares in the bottom right corner are white.
:

Exploration

Social Interaction

Table summary: DRUID attributes for the Pillar of Gaming, which include Combat, Single Target Damage for both melee and ranged, Area Damage for ranged, Defenses, and Speed and Maneuverability.

Exploration

Skills to enhance discovery
Skills to overcome obstacles
Survival in the wilderness
Survival in urban settings

Social Interaction

Skills to overcome obstacles
Spells for social encounters
N.P.C loyalty and reactions
Image summary: A 4x5 grid of squares where a 3x3 block of yellow squares is positioned in the upper left corner, leaving the rightmost column and bottom row as gray squares.
Image summary: A grid diagram consisting of three rows and five columns of squares. Four squares are highlighted in yellow: the first column's top, middle, and bottom squares, and the bottom row's second square.

Fighter

Pillar of Gaming

Combat
Single Target Damage (melee)
Single Target Damage (ranged)
Area Damage (ranged)
Defenses
Speed and Maneuverability
Exploration
Skills to enhance discovery
Skills to overcome obstacles
Survival in the wilderness
Survival in urban settings
SocialInteraction
Skills to overcome obstacles
Spells for social encounters
N.P.C loyalty and reactions
SocialInteraction
Skills to overcome obstacles
Spells for social encounters
N.P.C loyalty and reactions

Rogue

Pillar of Gaming

Combat
Single Target Damage (melee)
Single Target Damage (ranged)
Area Damage (ranged)
Defenses
Exploration
Skills to overcome obstacles
Survival in the wilderness
Survival in urban settings
Image summary: A 5x5 grid of squares where 14 squares are colored yellow and 11 are grey. The yellow squares are arranged with four in the top row, three in the second row, five in the fourth row, and two in the bottom row.
Image summary: A 4 by 5 grid of squares where four specific squares are highlighted in yellow. In the first column, the top, second, and bottom squares are yellow. In the second column, only the second square from the top is yellow. All other squares are grey.
Image summary: A grid of 15 squares arranged in three rows of five. Three of the squares are colored yellow: the first square in the top row, and the first two squares in the bottom row. The remaining twelve squares are light gray.
Image summary: A 5x5 grid of squares where 12 squares are colored yellow and 13 are grey. The yellow squares are arranged as four in the top row, three in the second row, two in the fourth row, and four in the bottom row.
Image summary: A grid of 20 squares arranged in 4 rows and 5 columns. Seven of the squares are colored yellow: the first column is entirely yellow, the second square of the second row is yellow, and the entire bottom row is yellow.
Image summary: A grid diagram consisting of three rows and five columns of squares. The first two squares in the top row are yellow, while the remaining thirteen squares are white.
Combat
Single Target Damage (melee)
Single Target Damage (ranged)
Area Damage (ranged)
Defenses
Speed and Maneuverability

Monk

Pillar of Gaming

Exploration
Skills to enhance discovery
Skills to overcome obstacles
Survival in the wilderness
Survival in urban settings
Social Interaction
Social Interaction
Skills to overcome obstacles
Spells for social encounters
N.P.C loyalty and reactions

Sorcerer

Pillar of Gaming

Combat
Single Target Damage (melee)
Single Target Damage (ranged)
Area Damage (ranged)
Defenses
Speed and Maneuverability
Exploration
Skills to overcome obstacles
Survival in the wilderness
Survival in urban settings
Social Interaction
Skills to overcome obstacles
Spells for social encounters
N.P.C loyalty and reactions
:Image summary: A 5x5 grid of squares where some are filled with yellow and others are grey. The top row has four yellow squares and one grey square; the second row has one yellow square and four grey squares; the third row is entirely grey; the fourth row has four yellow squares and one grey square; and the bottom row is entirely yellow.
Image summary: A 4x5 grid of squares where the first column is entirely yellow and the second square of the second row is also yellow, with all remaining squares being grey.
Image summary: A grid of 15 squares arranged in three rows of five. The square in the top-left corner is yellow, while the remaining 14 squares are grey.
Image summary: A 5x5 grid of squares where some are colored yellow and others are grey. The yellow squares are arranged in a pattern: one in the top-left, a full row of five in the second row, four in the third row (leaving the last square grey), and one in the bottom-left corner.
Image summary: A diagram of a 4 by 5 grid of squares. The first two squares in the bottom row are filled with yellow, while the remaining 18 squares are white.
Image summary: A grid of 15 squares arranged in three rows of five. Seven of the squares are colored yellow: the first two in the top row, the first two in the middle row, and the first three in the bottom row. The remaining eight squares are white.

Paladin

Pillar of Gaming

Combat

Single Target Damage (melee)
Single Target Damage (ranged)
Area Damage (ranged)
Defenses
Speed and Maneuverability

Exploration

Skills to enhance discovery
Skills to overcome obstacles
Survival in the wilderness
Survival in urban settings
Skills to overcome obstacles
Spells for social encounters
N.P.C loyalty and reactions

Warlock

Combat

Single Target Damage (melee)
Single Target Damage (ranged)
Area Damage (ranged)
Defenses
Speed and Maneuverability

Exploration

Skills to enhance discovery
Skills to overcome obstacles
Survival in the wilderness
Survival in urban settings

social Interaction

Skills to overcome obstacles
Spells for social encounters
N.P.C loyalty and reactions
Image summary: A 5x5 grid of squares where some cells are filled with yellow and others are gray. The yellow squares form a C-shaped pattern, occupying the entire top row except for the last cell, the entire fourth row except for the last cell, and the first cell of the second, third, and fifth rows.
Image summary: A 4 by 5 grid of squares where three squares in the upper left are colored yellow, while the remaining 17 squares are grey.
Image summary: A grid of 15 squares arranged in three rows of five. In the top row, the first three squares are yellow and the last two are grey. In the middle row, only the first square is yellow and the remaining four are grey. In the bottom row, all five squares are yellow.
Image summary: A 5x5 grid of squares where some cells are filled with yellow and others are white. The yellow cells form a shape consisting of one cell in the top row, four in the second row, three in the third row, and one in each of the fourth and fifth rows, all aligned in the first column.
Image summary: A 4x5 grid of squares where two squares in the leftmost column are filled with yellow, while the remaining 18 squares are grey.
Image summary: A grid of 15 squares arranged in three rows and five columns. Five squares are colored yellow: the first square of the top row, the first square of the middle row, and the first three squares of the bottom row. The remaining ten squares are grey.
:

Ranger

Pillar of Gaming

Combst

Single Target Damage (melee)
Single Target Damage (ranged)
Area Damage (ranged)
Defenses
Speed and Maneuverability

Exploration

Skills to enhance discovery
Skills to overcome obstacles
Survival in the wilderness
Survival in urban settings
Social Interaction
Skills to overcome obstacles
Spells for social encounters
N.P.C loyalty and reactions

Wizard

Pillar of Gaming

ComIt

Single Target Damage (melee)
Single Target Damage (ranged)
Area Damage (ranged)
Defenses
Speed and Maneuverability

Exploration

Skills to enhance discovery
Skills to overcome obstacles
Survival in the wilderness
Survival in urban settings

Social Interaction

Skills to overcome obstacles
Spells for social encounters
N.P.C loyalty and reactions
Image summary: A 5x5 grid where 13 cells are colored yellow and 12 cells are gray. The yellow cells are concentrated on the left side of the grid, forming a block of 3 columns on the left, with an additional yellow cell in the second row, fourth column, and a gray cell in the fourth row, third column.
Image summary: A grid of 20 squares arranged in 4 rows and 5 columns. Twelve of the squares are yellow and eight are grey. The first row has four yellow squares and one grey; the second row has three yellow and two grey; the third row is entirely yellow; and the fourth row has one yellow square and four grey.
Image summary: A diagram of a 3 by 5 grid of squares, where only the top-left square is highlighted in yellow and the remaining 14 squares are grey.
Image summary: A 5x5 grid of squares where some cells are filled with yellow and others remain grey. The yellow squares form an irregular shape: one in the top row, three in the second row, five in the third row, two in the fourth row, and one in the bottom row.
Image summary: A 4 by 5 grid of squares where 5 squares are filled with yellow and 15 squares are grey. The yellow squares are located in the first column of the first, second, and fourth rows, and the second column of the first and second rows.
Image summary: A diagram of a 3 by 5 grid of squares. In the top row, the first two squares from the left are yellow and the remaining three are grey. In the middle row, the first three squares from the left are yellow and the remaining two are grey. The bottom row consists of five grey squares.
7. Subclasses aligned with the Campaign cultures – Many species and class and background combinations are available in Oerik. It is not a great happy melting pot of multicultural societies, however. There are restrictions to the choice of class and subclass based upon the adventuring area of origin (in this instance, the Sheldomar Valley). Not all subclasses are available to players.
Table summary: A mapping of character classes to their subclasses and associated species and cultures. For the Artificer class, subclasses like Alchemist and Artillerist are paired with specific species such as Human (Suel, Oeridian) and Gnome (rock). The Barbarian class includes subclasses such as Berserker and Zealot, with Zealot being available to all species. The Bard class features subclasses like Dance, Glamour, and Lore, which are available to a wide variety of species including Humans, Elves, Half-elves, and Halflings.
Table summary: Race and deity requirements for various character classes and their subclasses. For the Cleric, requirements are based on deity alignment, such as neutral-aligned deities for Knowledge and good-aligned deities for Life. Other classes list specific eligible races for their subclasses; for example, the Fighter's Steel Hawk is restricted to Aasimar, while the Champion and the Ranger's Beast Master and Hunter subclasses are open to any race. The Illtrigger class subclasses, including Architect of Ruin and Hellspeaker, are limited to Human and specific Tiefling lineages. Other classes like the Monk, Paladin, Rogue, Sorcerer, Warlock, and Wizard follow similar patterns of either allowing any race or restricting access to specific groups, such as the Wizard's Diviner being open to any, while the Abjurer is limited to Human, Gnorm, Dwarf, and Halfling.
8. Alignment — How heavily is alignment featured in your game? Is alignment perceptive or descriptive? What kind of things can cause a character to change alignment? What happens when a character changes alignment?
Is there the potential for class features to become unusable or even lost due to alignment change? You do not allow P.C's to have alignment, but N.P.C's and monsters do, just for those few game mechanics that rely on it?
8.1. Morals are deeply personal, folkways, mores and laws are culturally established, and professional ethics provide a framework for consistent decision-making in shared environments.
8.2. Alignment is a marker for consistency and societal restrictions in player character behavior. Mortals are granted the luxury of freedom to choose their destiny and their ethics and their morality. Immortals do not choose.
An angel is a paragon of lawful-good, and a devil is a paragon of lawful-evil. Fey are chaotic-good. Modrons are Lawful Neutral. Shadowfell denizens are chaotic-neutral. Demons are chaotic evil.
None of them are meek nor confused. They always act according to their ee-thoss.
8.3. Alignments represent tendencies, and there are degrees within each alignment. Good characters tend to prioritize the wellbeing of others or the many. Evil characters tend to prioritize their own wellbeing.
Anger and wrath are common passions amongst the vile. Lawful characters tend to place a higher value on moral consistency and order. But purely lawful societies become zealous and tyrannical.
Lawful is strict and focused, punishments are swift and final. Chaotic characters tend to place a higher value on moral flexibility and freedom. But purely chaotic societies eventually lead to anarchy, hedonism and degeneration.
The pure Neutral alignment does not imply ambivalence nor apathy. The Neutral ee-thoss may seem apathetic or striven for balance, but neutral societies are too easily unbalanced. Nature is neutral. Higher intelligence provokes a shift in alignment away from pure neutral.
Voluntarily shifting your alignment does incur an experience penalty and ripples in your fame and social standing.
8.4. Alignment is strongly featured in my game. Indeed, modern 5e games focus on consistent characterization and not restrictive alignment labels. It defines a certain behaviour from everyone but does not limit their choices. P.C's can act like pacifists or murderous bandits, psychopaths, or sensitives. Consequences, however, do apply for acts against your alignment.
Experience is typically reduced and the potential to lose class features exists. Clerics and paladins are extremely susceptible to alignment conflicts. Being neutrally aligned is not an escape from establishing personality traits and codes of ethics and morality.
Fun in the modern game milieu means alignment is not emphasized and it will not interfere with player agency. However, forsaking these labels of good or evil, lawful, or chaotic, is not an excuse for the wanton disregard of societal norms and laws.
8.5. In the accompanying custom character sheet, each species except humans have a cultural alignment. If you pick an alignment that deviates 1 to 5 steps away from it, there will be experience penalties. Dwarves are lawful good Antisocial. A neutral evil dwarven assassin will have a 3-step deviation penalty, or 15% to earned experience.
Humans are adaptable and come from any alignment. Elves are Chaotic Good Antisocial. Halflings are Neutral Good Prosocial. Gnomes are Lawful Neutral Neutral
8.6. It is the sole discretion of the D.M to interpret alignment complications, not the other player characters at the table. The power of judgement and punishment lies with the king and country, not a morally offended bystander nor an accomplice.
8.7. A character's alignment may shift during the campaign through player choice, mind altering magic, poisons, personal trauma, friends and family, heinous curses, divine blessings, and similar life altering events. To a P.C this means emotional instability and slipping mental control. Usually, a key event triggers this change.
Definition
Psionic: Mental abilities that function like magic but stem from the power of the mind.
Mental Stress: a murder, psionic attack, a phobia, a revelation, deep charm by a vampire, can all trigger an alignment change. If this event is willfully chosen by the player and it affects the campaign in a positive way, then everything continues as normal. If the effect harms the campaign in a negative way, then a penalty will be assessed to earned experience.
8.8. Fighters, Rogues, Wizards, Sorcerers, Warlocks & Bards may be of any alignment. These classes are very secular, less concerned about their destination than immediate fame, glory, wealth, and power. Their families and culture have the greatest influence on their behavior. They tend to be worldly people, not pious.
8.9. Paladins, in the World of Greyhawk, are all Lawful-Good – exemplars of virtue and righteousness. That does not mean that they all think or act alike! Their orders, faiths and lords set down the ethical codes by which they live.
Lawful good patrons may war against each other but in a more honorable fashion where innocent lives are not put at risk. Their own personalities determine their moral codes. All Paladins in the game belong to an order and they swear an oath of loyalty to a deity, noble, or code of behavior. In my game that makes all paladins lawful. Paladins revere life, love and honor which makes them good.
A paladin's laws and oath are to their patron or matron, not to everyone and everywhere they travel. Paladins are mortal, and thus imperfect. To bestow labels (judge) upon each living things according to their morality is not a good act.
People are corruptible, including paladins; and they can also be redeemed through many religious means. Paladins cannot detect evil intent by creatures (excepting immortals: fiends, undead, celestials) nor do objects have an inherent alignment (unless they are immortally sentient with an I.N.T of 4 or higher).
Definition
Apostate: A character who has abandoned their religious faith or oath and consequently loses associated powers.
- A Paladin who deviates from Lawful Good behavior becomes apostate to their deity and loses all divinely granted powers including spells. They are only ever given one chance at redemption.
Definition
Tenets: The core principles, beliefs, or doctrines of a specific religious or philosophical order.
Devotion Paladins serve a good deity as their primary patron and thus become part of the clergy, subject to its tenets and laws. Clerics of the faith hold superior positions over the Paladin, if they are of the same tier or higher in power. If their oath is broken clerics of their order can cast an atonement spell to restore them...once.
Ancients Paladins serve creation and the Llano (the mystical song of the universe). They choose order over chaos. Their oaths drive them to be the foe of suffering, oblivion, chaos and undeath. Druidic 'Old Faith' adherents hold superior positions over the Paladin, if they are of the same tier or higher in power. If their oath is broken, they can appear to an archdruid to slay and reincarnate them in a secret ceremony.
• Glory Paladins are sworn to a secular ruler, or militaristic order. They are no less bound by their oaths. It is just more difficult to judge infractions of their oaths.
2 Definitions
Definition 1: Fealty: A formal vow of loyalty and service to a lord or authority figure.
Definition 2: Vassals: Individuals who hold land or status in exchange for service and loyalty to a lord.
Divine spells are granted by martial gods through their mortal conduits which can be nobles (divine right of kings), or knight commanders. Their fealty determines their worth as vassals. They are always part of the social hierarchy (page-squire-knight-banneret-lord-noble). If their oath is broken, they can be forgiven by their liege lord...or sentenced to death...or a life as a fighter.
Definition
Ronin: A masterless warrior who operates outside of traditional hierarchies.
- Vengeance Paladins are sworn to their own honor and code of behavior. They are the least good and the least lawful of paladins. They are in the greatest danger of turning evil or chaotic because they heed no one as superior to themselves. Like the ronin or the roaming gunfighter, the vengeance paladin always pursues his own brand of summary justice. They choose a deity like any other player character, but that deity does not have to be good or lawful. If their oath is broken, they become fighters without chance of redemption.
Definition
Illrigger: A knight-like character class serving hellish or dark powers.
- A corrupted paladin becomes either an Illrigger (Lawful-Evil) of the Nine Hells, or a fighter (champion subclass) (any other alignment). With paladins there are no moral and no ethical shades of grey, you are either white hot or foul black. Illriggers (created by Matt Colville) have 4 or more subclasses corresponding to 4 different archdevils. Redemption from this road to perdition is an arduous process!
8.10. Barbarians depend upon their primal rage. They are driven by this passion, and they are not known for rationality and patient consideration. Though they form tribes and clans, only a powerful charismatic leader dominates their collective will.
They respect their ancestors and consider shaman greater in stature to a cleric or druid. Barbarians are tran-zee-unt agents of change, usually through destruction, as a fire devastates a forest, and allows it to grow again. These shock troops are impetuous and uncontrollable except by their own will. Barbarians are Neutral Good | Chaotic-Good | Neutral | Chaotic-Neutral | Neutral Evil | Chaotic-Evil. They are not punished if they switch their alignments beyond possibly being exiled from their tribe.
Barbarians respect shamans as truth-tellers, ancestral conduits, and spiritual guides.
8.11. Rangers are like Barbarians, but they have stronger ties to the natural world. As loners, drifters and wildings, rangers shun constrictive societies and their restrictive laws. They are never evil. Rangers may be Neutral-Good | Neutral | Chaotic-Good | Chaotic-Neutral. Rangers can lose their primal powers too if they knowingly defy the nature deities honored by druids. They have much more latitude than paladins, so interdiction is rare.
8.12. Druids require a neutral component to their alignment as they eternally seek balance and harmony, serving nature deities, Fate, or the Llano, by unwitnessed deeds. Their available alignments are Neutral | Lawful Neutral | Chaotic Neutral | Neutral Good | Neutral Evil. Shamans are closely related to druids and share similar powers. The source of shamanic power, however, are their ancestors. Shamans can be of any alignment.
Definition
Pantheon: A collective group of deities worshipped by a specific culture.
8.13. Clerics require a matching alignment to their chosen deity. Clerics of a whole pantheon may designate a favorite amongst the group. Inose wno uienueu their deity by deed or alignment change become apostates.
2 Definitions
Definition 1: Arcane spell: Magic derived from study, manipulation of cosmic forces, or innate power, rather than divine worship.
Definition 2: Portfolio: The specific areas of influence or domains over which a deity holds power.
Apostates have no divine spell powers but may retain any arcane spell powers learned along the way. Another deity may pick up the cleric's portfolio if they properly petition. It is certain that their previous patron will want justice and send agents to deal with the apostate.
Definition
Concordance: The state of being in harmony or agreement with one's deity.
Clerics must be aware that the D.M tracks their concordance with their deity. Atonements through deeds and magic spells is always possible, by forgiving gods.
8.14. Monks form orders under the strictest of disciplines. Thus, they are all lawful minded. They may choose Lawful Good | Lawful Neutral | Lawful Evil. Monks may shift between these lawful orientations without punishment. Less attached to the tenets of capricious patrons and deities than clerics, they are ascetic that focus Qi.
Definition
Entropy: A state of disorder or a decline toward a state of rest or stillness.
Qi: Also spelled Ki and Chi, Qi is the essence of the Tao, the Void's spirit of infinite potential. Qi, thought, and energy, are the same. The Tao is static, unorganized, undifferentiated, unrealized qi at maximum entropy.
3 Definitions
Definition 1: Radiant Qi: A manifestation of positive energy, often associated with light, creation, and life.
Definition 2: Necrotic Qi: A manifestation of negative energy, often associated with darkness, decay, and death.
Definition 3: Planar: Relating to the various dimensions or planes of existence outside the primary world.
The Heart of Existence realizes the Qi by creating paired kinetic threads of radiant and necrotic Qi at maximum quality once per instant, combining to form the planar fabric of the cosmos. All life and matter evolved from radiant Qi, while demons are the only purely necrotic Qi entities. Dark Qi is parasitically attracted to radiant, cocooning it and taking control. Mortals who do not meditate on the cosmos do not understand nor are they able to tap into this universal flow. Monk classes however can aspire to enlightenment. through martial arts, the fusion of mind and body. Planar Species share a greater bond with Qi. The planar fabric of the cosmos is woven into a great tapestry. The loom is called the Llano; upon it a song of creation is spun whose comprehension in full is possible only by the greatest of powers. It is the tri-essence of soul, magic, and fate.
It is both beauty and oblivion, law and chaos, harmony, and cacophony. Mortals are consumed upon hearing it. Monks are the physical conduits of Qi.

Section H: Character Creation: Shadow Points, Faith, Speed, Pace, Perception

3 Definitions
Definition 1: Shadow points: A game mechanic representing the accumulation of psychological corruption or trauma.
Definition 2: Anguished: A condition where a character suffers disadvantage on all rolls due to extreme psychological distress.
Definition 3: Miserable: A condition resulting from high shadow scores, where rolling a 1 or 2 results in a fumble.
1. Shadow Points (& Wisdom Limit) – this is a track of sanity, psychological and emotional damage, stolen from The Lord of the Rings 5e roleplaying game. If P.C's gain shadow points equal to one half their Wisdom Score they become Miserable (see conditions). At their full Wisdom score, they gain the Anguished condition. Gaining shadow points is bad, reducing them to zero is good! These are the common ways to gain and lose shadow points:
Definition
Saving throw: A roll made to avoid or mitigate the effects of an adverse event, spell, or trap.
- Failing a fear saving throw. Gain one shadow point. A roll of natural one gains the character two shadow points.
- When psychic damage reduces a character to 0 H.P, the character gains a shadow point and drops into a coma.
Experiencing the Far Realm or other unspeakable horror may gain the P.C one shadow point, at the discretion of the D.M.
An Anguished character can regain their sanity after a bout of madness.
- A character afflicted by madness loses agency and all spellcasting ability. They suffer the effects of a confusion spell but may default to flee, dropping their gear and screaming maniacally. Madness can last days, months or years. This is a roleplaying opportunity.
Definition
Channel divinity: A powerful ability available to clerics or paladins that draws directly on their god's power.
Clerics and Paladins are bolstered by their faith. They can expend one channel divinity in a 10-minute ritual of prayer and a Religion D.C 10 check to reduce 1 S.P. This special contrition is possible once per long rest at a location significant to their deity (typically a temple but possibly a battlefield or a sunrise).
Druids and Rangers are bolstered by time spent alone in the wilderness. Each may make a Nature D.C 12 check once per day spent alone in the wilds to reduce 1 S.P.
In terms of magical spells, cure wounds will only provide physical healing to a damaged body. A damaged mind is harder to heal. A lesser restoration or remove curse will reduce the Anguished condition to Miserable and reduce 1 S.P. A greater restoration spell upon the insane ends any madness and remove 2d4 S.P. A Holy Word, Heal or Wish will reset all S.P.
Heal Scars: sometimes only time will heal all wounds. Upon every seasonal festival. P.C's may participate in social or cultural activities; they reduce 1 shadow point. The devoutly pious can reduce a shadow point once a month if they participate fully in acts of faith, hope and charity.
2. Conversion of Faith - Clerics, Druids, Paladins, Rangers may choose to minister or guide their flock. A willing target who has converted to the faith might receive spiritual healing. The proselytizing cleric or druid may make 2 contested skill rolls vs the target. Cleric: Religion (Intelligence) or Druid: Nature (Intelligence) versus target's Deception (Charisma) | Persuasion (Charisma) versus target's Insight (Wisdom). Success on both can convert the willing target and will reduce the Shadow Points by 1.
3. Speed – A character's speed (Spd) is typically based on their species. 30's per turn is standard. Some species (wood elves) naturally have extra speed while those marching about in medium and heavy armors have speed penalties. A P.C class, like the Ranger or Monk can increase their base speed through class features. Feats, magic and remarkably high or low D.E.X scores can also modify your base speed.
Definition
Difficult terrain: Ground that is hard to traverse, requiring extra movement speed to pass through.
4. Terrain – difficult terrain adds +1 ft/ft. travelled. These modifiers can stack (exhaustion, 20 superscript circle slopes, obstacles, fluid drag, uneven footing, wind ...). The space of an ally is considered difficult terrain until that ally grows more eyes and 360-degree vision. The space of an enemy (within one size category) is considered impassable terrain.
I reject the total freedom of movement in the base game. Halfling nimbleness is a species trait where they do not treat allies occupying spaces as difficult terrain.
Definition
Hex grid: A map overlay using hexagons to calculate distance and movement more accurately in open spaces.
5. Pace – While adventuring the game needs to set parameters as to how far a character can move in a turn (10 seconds), a dungeon turn (10 minutes), a march (~4 hours), a day of wilderness travel (~10 hours), and a trek (~10 days). Indoor adventures and dungeons will typically be on a grid of 1-inch (5') squares. Outdoor encounter maps may be in a hex grid. Wilderness maps are typically in 3-mile (1 league) hexes. Regional maps are typically 30-to-90-mile hexes.
Combat Pace (Walk) – Base Speed (30') per 10 second turn. 180' per minute.
Combat Pace (Dash) – Base Speed (60') per 10 second turn, 360' per minute.
Dungeon Pace (Slow) – (Expedition Speed) x 30' per 10 minutes. [everyone can stealth or search or cast ritual spells]. With dim light this is the default pace. {Random Encounter 1 in 8 every dungeon turn}
Dungeon Pace (Fast) – (Expedition Speed) x 45' per 10 minutes. [-5 or disadvantage to perception] {Random encounter 2 in 8 every dungeon turn}
- Dungeon Pace (Exploration) – (Expedition Speed) x 15' per 10 minutes. [advantage to perception and investigation] {Random Encounter 1 in 12 every dungeon turn}
Wilderness Travel (Slow, on foot) – 2 miles per hour, 12 per day; 6 hours of travel plus 2-hour short rest. [can stealth, forage, hunt]. Terrain and weather can reduce this amount. {Random Encounter 1 in 8 or higher per 4-hour block}
Wilderness Travel (Normal, on foot) – 3 miles per hour, 24 per day; 8 hours of travel plus 1 short rest. [1 exhaustion level at the end of the march]. Terrain and weather can reduce the distance travelled. {Random Encounter 1 in 8 or higher per 4-hour block}
Wilderness Travel (Fast, on foot) – 4 miles per hour, 36 per day; 9 hours of travel, no short rest. [−5 to perception checks, 2 exhaustion levels]. Terrain and weather can reduce this amount. {Random Encounter 2 in 8 per 4-hour block}
Wilderness Travel (Forced March, on foot) – 8 plus X extra hours, C.O.N save D.C 10 plus X or +1 exhaustion level. Terrain and weather can reduce this amount. {Random Encounter 2 in 8 per 4-hour block}
Wilderness Travel (Mounted) – requires good terrain – many choices of pace (walk, trot, canter, gallop); typically, we assign 1 to 2 exhaustion levels to the mount. The rider will take 1 over 2 the exhaustion the mount does (rounded down). A long rest with food and shelter typically restores 1 exhaustion level to both mount and rider.
Terrain and weather can reduce the distance travelled. Consult table 38 in section Z. {Random Encounter 3 in 8 per 4-hour block}
- Civilized Land travel (Venicie) – requires a good road – (Gallop) 12 miles for 1 hour; or (Normal) 30 per day; 1 exhaustion level for mount. (Fast) 36 per day but 1 exhaustion level for rider and 2 for mount. Terrain and weather can reduce the distance travelled. {Random Encounter 3 in 8 per 4-hour block}
Definition
Passive perception: A static value representing a character's ability to notice things without actively searching.
6. Perception – The D.M has a list of secret rolls for each player character, so there is no need for passive perception scores. Passive perception is a flaw of the 5e game system where most traps and secret doors have low D.C's. By reductive gameplay where a party of 5 characters all get perception tests, traps and secret portals are detected regardless of declared actions and the situational awareness of the character.
- I give disadvantage (or -5) to perception rolls by player characters in most situations unless the P.C's state they are looking over the area and taking search actions. Justin Alexander's book lays out parcels of time during adventures. He boils it down to 10-minute blocks in dungeons and 4-hour blocks in the wilderness. My combat rounds are 10 seconds long. Perception works in all these time parcels depending upon the stated actions of the party. Tanks in medium or heavy armor include helms that restrict vision and hearing (disadvantage on those perception (wisdom) rolls).
- An Active Perception roll, in combat, is part of the Search Action (Insight, Medicine, Perception, Survival). Perception can refer to any or all the 5 primary senses. Creatures get a standard d20 roll according to the sense being used. P.C's may select any two senses to use: Spot, Listen, Sniff, Lick, Vibe. The default is spot and any superior sense. A Quick Perception Check is a Bonus Action. It is like the active perception roll, but it is accomplished at a disadvantage.
- There are also 9 secondary senses. In most cases the descriptive boxed text of an encounter will try to cover a few of these senses, but they primarily add flavor and are ignored most of the time.
- O Vestibular (balance), Proprioception (movement), Thermoception (temperature), Nociception (pain), Interoception (internal body states), Chronoception (time), Magnetoreception (magnetic fields), Equilibrioception (spatial orientation), Thaumacception (magic & auras).
- Normal humans would have a -15 modifier to any of these secondary senses.
- The Search action can be taken in combat and lasts 4 to 5 seconds. The search action can also be taken out of combat as well; lasting 1 dungeon turn (10 minutes) per 300 ft. x 10 ft. section of wall (or 100 ft of 10' wide corridor – walls and floor). A cunningly hidden object, trap or secret door will have a +15 D.C modifier to discover it. In a narrow dungeon corridor (5 ft. wide) only one rank of a party can make perception tests.
- Percentage checks are rolled in secret by the Dungeon Master. Usually, a d20 or a d12 or a d10 and on.
- If a P.C loses an eye or an ear, then their perception die drops to the next lowest range. Captain Heinz with his missing ear rolls 1d10 for his Listen checks.
2 Definitions
Definition 1: Obscurement: Environmental conditions (like fog or darkness) that make it harder to see or target enemies.
Definition 2: Tremorsense: The ability to detect vibrations in the ground to pinpoint the location of creatures.
Perception in the five senses listed below (Spot, Listen, Sniff, Taste, Tremorsense) can all suffer obscurement under the right circumstances.
- Ranges: standard spot ranges are for medium creatures or objects and general shapes, colors and textures. Fine Details are at 1/10 the range. Detect movement at 10 X range. Decreasing/Increasing the size category of the target can halve/double the detection range.
- [D] Dulled senses have a -5 modifier. Their sensory range is halved 30'.
- Normal senses have no modifier. Their sensory range is standard 60'.
- [S] Superior senses have a +5 modifier. Their sensory range is doubled 120'.
- [K] Keen senses have a +10 modifier. True Dragons have keen senses in all categories. Their sensory range is quadrupled 240'.
- ☐ [X] Supernatural senses have a +15 modifier. Their sensory range is octupled 500'.
Lightly obscured gives disadvantage on perception checks.
- vision: aim ugnt, patchy fog (range limit 120'), moderate foliage, underwater, distant objects, tiny objects, and creatures with suitable camouflage or one quarter cover. At sea: From a ship's crow's nest, a lookout can see things up to 10 miles away, assuming clear skies and a relatively calm sea. Overcast skies reduce that distance by half.
- Hearing: background noise (waterfall, chatter, storm, music, moaning winds).; helms with ear coverings
- Smell: perfume, stinky locale (swamp), body odor, light winds.
- Taste: spicy, alcoholic, sweet, sour, bitter, salty.
- Tremorsense: many moving targets, thunder.
Heavily obscured makes creatures effectively blind, deaf, or otherwise oblivious.
- Vision: darkness, opaque fog, murky water, dense foliage, any creature or object with total cover.
- Hearing: loud noise (combat, cheering, screaming, avalanche, explosions).
- Smell: rank odors, chemicals, poisonous gases, high winds.
- Taste: ingested poison.
- Tremorsense: oerthquakes, gargantuan creatures.
Spot / Visual Check (1d20) — Detecting a medium, stationary target in bright light by vision requires a simple D.C 5 Wisdom (Perception) roll [considered automatic in most games]. If P.C's are rushing things (bonus action in combat, dashing thru a crowd) then increase it to the D.C 8 or impose disadvantage on the roll. Use a standard d20 for the test.
Unseen Attackers and Targets increase it to D.C 20 (or opposed by the hiding creature's Stealth roll). Unseen attackers apply to all vision types (light, dark, ultra). There are modifiers to this roll.
- Lightvision: [Range 60]: Humans, Elves [K], Half-elves [S], Halflings, Hobgoblins, Gnolls, Giants, Goliaths [S] and most diurnal surface animals. Lightvision under dimlight / moonlight suffers disadvantage; under starlight they suffer disadvantage & dulled senses (-5 skill penalty, one half range); in complete darkness they have the blind condition and cannot dictate directions for movement.
- Creatures with light vision typically have dark pupils, irises of blue, green, hazel, and brown, and sclera of off-white, light pink, or light yellow. Creatures with superior lightvision have a tiny black pupil – for immense depth of field, a metallic reflective iris (green, red, orange, yellow, gold, silver), and a pure white sclera. Keen lightvision includes tiny dark pupils, violet or silver irises and a white or silver sclera.
- Bright flashes of light can blind creatures with sun vision. Some creatures (hawks, insects, elves) have keen lightvision (+10 to Spot checks).
Definition
Darkvision: The ability to see in darkness as if it were dim light, often in grayscale or infrared.
Darkvision: [Range 60]: Drow [K], Dwarves [K], Fey, Forest Gnomes [D], Rock Gnomes, Dragonborn, Goblins [S], Bugbears [S], Kobolds [S], Half-orcs [D], Orcs [S], Trolls [S], nocturnal animals and underdark denizens. They get standard colour vision in sunlight or bright light; they switch over to infrared vision in complete darkness (60'), where they detect variations in heat as grey patterns.
- Creatures possessing dark vision have unusually large pupils making their eyes appear black or grey. They have an thin iris ring of any color which readily reflects ambient light as yellow or golden. They also have sclera with deep earthy tones: grey, tan, green, russet, purple, and ochre.
2 Definitions
Definition 1: Ultravision: Magical vision that can pierce magical darkness and perceive supernatural auras.
Definition 2: Border ethereal: A ghost-like plane of existence that overlaps with the primary world.
Ultravision: [Range 60]: Aasimar [D], Celestials [S], Fiends [S], Dragons [D], Tieflings [D], Undead, Elementals. These creatures possess magical vision, also known as'devil sight' or'soul-sight' able to pierce even magical darkness. Ultra vision can see the full spectrum of colours as well as border ethereal. It can see auras which may define the life energy and good-evil axis of alignment of a target. But ultravision is not omnipotent. It cannot penetrate objects.
- Creatures with ultra vision have no pupil nor iris and their eyes emit soft light while the creature lives. Each species has a dominant tint, tone, or shade. Celestials may be golden while a fire elemental may be yellow or blue. Undead are usually black or purple. Fiends have eyes like smoldering flames or green pools of vitriol.
• Listen / Auditory Check (1d12) [Range 30'] — Detecting a medium noisy target by hearing requires a normal D.C 5 Wisdom (Perception) roll. If P.C's are rushing things (bonus action in combat, dashing thru a crowd) then increase it to the D.C 8 or impose disadvantage on the roll. However, the dice used for hearing tests is a d12. If the target has successfully hidden (silent), then the D.C 15 or the Stealth roll result. If the target is encumbered, ungainly, clumsy then give advantage to the hearing check.
Perception (using hearing) range for normal sounds is 2 d 6 times 5 feet, which is 30 feet. Soft sounds are perceptible at a range of 2 d 6 times 2 feet, which is 15 feet. Loud sounds can be heard at 2 d 6 times 50 feet, which is 300 feet. Using audio sensors to pinpoint a target's location is more difficult than vision. Goblins, Hobglons & Bugbears as well as Dragonborn have superior hearing (plus 5 to Listen check and double range). Creatures with keen hearing (fox, moths, pigeons, horses, rabbit, owl) would get plus 10 to their Listen check and allow detection ranges up to 4 times normal.
They could detect inaudible sounds (footstep of a mouse) at 10' range. Really loud noises (a lion's roar) allow detection ranges up to 5 times normal (300'). Thunder damage can temporarily deafen creatures (treat as heavily obscured) with keen hearing. Cover does not provide protection against hearing attempts unless it is soft and absorbs sound.
• Detecting a hidden, quiet or stealthy target with hearing you make a Listen (perception) check with a D.C 12 +/-target size modifier + target's Stealth modifier
Creatures using echolocation (bats), or sonar (dolphins) get +15 on the roll.
A target beyond normal hearing range (60') causes disadvantage to the perception roll.
A character wearing a full helm usually increases the D.C by 2.
Light winds or background noise increases the D.C by 2.
Loud camouflaging noises (combat, fierce winds, roars, cicadas, thaumaturgy, crashing surf) increases the D.C by 5.
• Sniff / Olfactory Check (1d8) [Range 15'] —Detecting a stinky target by smell requires a normal D.C 5 Wisdom (Perception) roll. However, the dice used for olfactory tests is a d8. Smell is like hearing but the ranges are much larger at the expense of precise location. Success on the roll determines a 5' wide path for the target and an approximate range up to 300' given favorable air flow. If the roll is 5 points over the D.C, then you can determine the time since a trail was made. If the roll succeeds by 10 then the scent trail is acquired and locked. Creatures disguising their scent by washing off their scent, wind direction or perfume can increase it to D.C 20.
Perception (using smell) for normal player characters is considered normal at a range of 15'', disadvantage (lightly obscured) up to range 30' and imperceptible (heavily obscured) at a range of 60'. Using olfactory senses to pinpoint a target's location is much more difficult than vision. Poison damage can shut down a creature's olfactory senses, and the poisoned condition imparts disadvantage (light obscurement). Cover does not provide protection against smelling attempts.
- Upwind (-2 D.C) or Downwind (+2 D.C) under light winds. Also modifies tracking.
- Superior olfactory grants +5 to the roll. (Gnomes[S], Horses, Dogs, Orcs[S], Gnolls). Their range is 60'.
• Creatures with enhanced smell have larger noses.
• Keen olfactory (bears, bloodhounds, goblins, insects, pinball wizards and fish) gives +10 to the roll and increased range (300').
- Creatures solely based on chemical signals such as insects, fungi, slimes, oozes, have +15 to the roll.
- Creatures beyond normal range cause disadvantage to the perception roll.
- Rank smells (sewers, skunk, ghast, flower fields, perfumery, dungeons) obscure discernment and impose disadvantage to sniff rolls. Or if that smell is singular and perceivable then a rank smell has a range of 600'.
• Lick / Gustatory Check (1d6) [Range 0'] — rarely used except for eating and drinking, the lick/taste check can discern spoiled food or drink, chemicals and drugs, the difference between various spices and vintages of wine, clean water, heady brews, poisons, and potions. It is linked to the olfactory ability in most animals. It is a D.C 5 Wisdom (Perception) roll to determine Salty/Sweet/Bitter/Sour qualities (for humanoids). A refined palate used to determine exquisite details and nuances may require D.C 10. To identify potions and poisons use a D.C 12. Aasim, Tieflings and Kobolds possess superior taste (+5 to perception). Halflings have keen taste.
- Vibe / Tactile Check (1d4) [Range 15'] — A seismic sense based on movement, magnetism, friction, and gravity. A realistic range is 30', 60' for disadvantage (light obscurement). A large creature is easier to detect than a small one. A fast-moving creature or a heavy heartbeat is readily detectable. This sense is often picked up by delicate hairs and antennae. Tremors conduct through solid objects at speeds faster than sound. Thunder, mining, hammering and earthquakes can lightly obscure (or irritate) a creature with tremor sense.
The typical tremorsense check has a D.C = 10 +/-target size modifier. Apply a stealth modifier or grant advantage for dashing creatures as appropriate.
- Dwarves, Derro, Grimlocks, have keen tremorsense (+10 on Vibe checks) and quadruple the range (120).
- Insects, worms, oozes, ankheg, gelatinous cubes and earth elementals are incredibly sensitive to vibrations. They get +10 on their Vibe checks.
- Tremorsense cannot detect vacuous spaces, but it can detect radical changes in density such as a vein of precious metal or a seam of crystal.
- Rhythmic drumming can soothe angry monsters or put them into a torpor.
- o Flying creatures are not detectable by tremor sense. Physical cover does not provide protection against vibration attempts.

The Five Sense Matrix

Table 6 summary: Search Action perception mechanics based on Wisdom, where Spot is the most effective sense for range and difficulty. Spot uses a d20 and reaches a maximum range of 240 at DC 20, followed by Listen with a d12 at 60 range, and Sniff with a d8 at 30 range. Lick and Vibe have no range listed for any DC. Modifiers to the Difficulty Class vary by sense, such as camouflage for Spot, musical notes for Listen, and breeze or wind for Sniff. Senses can be modified by traits: Dulled Senses apply a minus 5 modifier and a 1.5 multiplier, while Superior, Keen, and Supernatural senses provide positive modifiers of 5, 10, and 15 respectively, with range multipliers increasing from 2 to 8. Advantage is granted by factors like bright color contrast for Spot or echolocation for Listen, while disadvantage is caused by things like wearing a helm or being poisoned. Only Spot and Listen are effective versus Dexterity Stealth.

What do I see?

This system is a visual and mechanical exploration of how perception truly works in play, demonstrating that sight in D&D is not a binary of “can see” or “can't see,” but a spectrum shaped by light, magic, and limitation. Through a series of controlled, identical scenes, it contrasts darkvision, torchlight, magical illumination like Daylight, and specialized senses such as See Invisibility, Truesight, Devil's Sight, and even Ethereal perception—showing how each one alters clarity, detail, and awareness. The goal is to reveal the hidden cost of relying on imperfect vision, reinforce when and why disadvantage applies, and highlight the powerful asymmetry certain abilities create, ultimately giving D.M's and players a shared, intuitive understanding of how visibility, stealth, and detection actually function at the table.

Hidden Threat — Darkvision

Image summary: A black and white photograph of two armored figures seen from behind, standing at the edge of a dark, misty forest. The figure on the left wears a hooded cloak and carries a quiver of arrows, while the figure on the right wears a helmet and shoulder armor, carries a shield and a quiver of arrows.
D.M Rule Description
Under darkvision, the forest is visible but visually degraded—everything is rendered in muted grayscale with reduced contrast. The assassin is present in the scene, but because they are both hidden and partially obscured by foliage, they are not immediately identifiable as a threat. The player's vision allows them to perceive the environment but not clearly distinguish fine detail or subtle movement.
Mechanically, the assassin has already rolled a Stealth check, establishing the D.C. Any character relying on darkvision must make a Wisdom (Perception) check at disadvantage to detect them. Even though the assassin is technically within line of sight, their position remains uncertain unless that check succeeds.
On a failed check, the assassin is effectively unseen—blending into the terrain—and may act with advantage (such as making a surprise attack). On a success, the player becomes aware that something is there, but not necessarily with full clarity or precision.
Darkvision allows you to see the environment—but not everything within it.

© False Confidence — See Invisibility

Image summary: A dark, monochromatic digital illustration of a forest scene. In the foreground, two armored figures with hoods and quivers of arrows are seen from behind, facing toward a clearing. In the distance, a pale, gaunt, humanoid figure stands amidst the trees and brush, facing the two armored individuals.

Marked Prey — Faerie Fire

Image summary: A digital illustration depicting two armored figures in a dark, misty forest, viewed from behind as they face a glowing, purple ethereal humanoid figure standing among the trees in the distance.
Image summary: A digital illustration of a fantasy scene in a dark, misty forest. In the foreground, two hooded figures in armor are seen from behind, observing a third figure in the distance. This central figure is surrounded by a bright, glowing aura of white, purple, and blue light, contrasting with the surrounding dark woods.

☑ Ethereal Plane

See Invisibility allows the viewer to perceive creatures with the Invisible condition as if they were visible—but it does not reveal creatures that are hidden.
In this scene, the assassin is no longer truly invisible; a faint, ghostly outline can be seen where line of sight exists.
However, because the assassin is still hidden within foliage and partial cover, their position is not immediately obvious or fully readable.
Mechanically, the assassin's Stealth check still sets the D.C, and the player must still make a Wisdom (Perception) check to detect them. The spell removes the visual penalty of invisibility, but it does not bypass obscurement, cover, or successful hiding.
On a failed check, the assassin remains effectively unseen despite the spell—blending into the terrain and retaining the advantage of surprise. On a success, the player can identify the figure more clearly, but only within the limits of their line of sight.
See Invisibility lets you see what is invisible—but it does not help you find
D.M Rule Description
Faerie Fire forces visibility by outlining creatures in magical light, preventing them from benefiting from the Invisible condition and making them significantly easier to target. In this scene, the assassin is now clearly outlined in glowing light, making their position obvious even in darkness. The spell removes their ability to visually blend into the environment and grants advantage on attack rolls against them.
However, Faerie Fire does not bypass physical obstruction. If the assassin were fully behind a tree or completely out of line of sight, they would still not be visible. In this case, because parts of their body are exposed through the foliage, the outline reveals enough of their form to clearly identify them.
Mechanically, the assassin is no longer able to rely on invisibility or visual blending to remain hidden. Their position is effectively revealed to anyone who can see the area, and attacks against them are made with advantage.
Faerie Fire doesn't help you find a hidden creature—it makes it impossible to hide once they are seen.
D.M Rule Description
Truesight allows a creature to perceive things as they truly are within range, completely negating invisibility, darkness (magical or otherwise), illusions, and magical transformations. In this scene, the assassin is seen clearly and in full detail—no longer obscured by invisibility, visual distortion, or environmental lighting. Their true form, position, and intent are immediately recognizable.
However, Truesight does not allow a creature to see through solid objects or bypass total cover. If the assassin were fully behind a tree or completely blocked by terrain, they would still remain unseen. In this case, because the assassin is only partially obscured by foliage, Truesight removes all ambiguity and reveals them fully wherever line of sight exists.
Mechanically, the assassin gains no benefit from invisibility, illusion, or darkness, and cannot rely on those tools to remain hidden. Only physical obstruction and positioning can protect them.
Truesight reveals the truth—but it still obeys line of sight. Nothing magical can hide you, but the world itself still can.
Creatures on the Border Ethereal exist alongside the Material Plane but remain completely imperceptible to those within it unless magic allows otherwise. From the Ethereal Plane, the Material world appears muted and indistinct colors washed out, edges softened, and visibility limited, typically to around 30 feet into the overlapping plane. Despite this reduced clarity, creatures on the Ethereal can observe and track targets on the Material Plane without being seen, making it an ideal vantage for scouting or ambush preparation.
Image summary: A digital illustration of two figures walking along a path through a dense, misty forest. The scene is shrouded in a heavy, ethereal fog that frames the edges of the image and glows brightly in the center, silhouetting the two figures as they move away from the viewer into the light.
The Ethereal Plane doesn't hide you—it removes you from being seen.

Material Blindness — Ethereal Observer

D.M Rule Description
।Image summary: A digital illustration of two hooded warriors in armor, seen from behind, standing in a dark, misty forest and facing a glowing, ethereal white figure that resembles a ghostly spirit.
From the Material Plane, creatures on the Ethereal Plane are completely imperceptible without specific magic such as Truesight. In this scene, the party moves through the forest unaware of the presence watching them. There is no distortion, no shimmer, no visual cue—the Ethereal creature simply does not exist to their senses.
Mechanically, this is not a question of Perception or Stealth. No roll is made, because there is nothing to detect. The Ethereal creature is not hidden—it is absent from the plane of perception entirely.
Unless a character has an ability that explicitly allows them to see into the Ethereal Plane (Truesight), they cannot perceive, target, or interact with it in any way.
This creates a dynamic one-sided awareness: the observer sees, tracks, and positions freely, while the party remains completely unaware.
You are not failing to see the threat; there is nothing for you to see.
Devil's Sight — D.M Description
Devil's Sight allows a creature to see normally in both nonmagical and magical darkness within its range. Unlike darkvision, this vision is not degraded—color, detail, and depth are all perceived clearly, as if in full light. In this scene, the environment remains completely dark, but the viewer experiences it with perfect clarity.
Mechanically, this removes all penalties associated with darkness, including disadvantage on Perception checks that rely on sight. Additionally, when combined with effects such as the Darkness spell, this creates a powerful asymmetry: creatures without similar abilities are effectively blinded, while the user of Devil's Sight can see and act without restriction.
Devil's Sight doesn't create light—it removes the need for it. You see perfectly in a world that cannot see you.
Blind Sight
Image summary: A black and white line drawing of a hooded figure crouching in a dense forest. The figure is cloaked, with glowing eyes and a knife held in one hand, positioned amidst thick foliage and tall trees.
D.M Rules Description
Definition
Blindsight: The ability to perceive surroundings without sight using senses like vibration, smell, or echolocation.
Blindsight allows a creature to perceive its surroundings without relying on sight, functioning even in complete darkness or while blinded. In this scene, the viewer clearly detects the assassin despite the lack of light and regardless of invisibility. The figure's position and form are unmistakable within range, as Blindsight bypasses visual limitations entirely.
However, Blindsight does not ignore physical obstruction. Anything behind total cover remains undetectable, as the sense cannot penetrate solid barriers. The perception is also not truly visual, it represents spatial awareness rather than traditional sight, meaning fine visual details like color or subtle texture may not be meaningfully perceived.
Mechanically, no Perception check is required to detect a creature within range that is not behind total cover. Blindsight effectively removes the uncertainty created by darkness, invisibility, and visual impairment.
Blindsight doesn't let you see in the dark—it makes darkness irrelevant.
Image summary: A digital illustration of a hooded, masked figure crouching in a dark, wooded environment. The figure holds a knife and is surrounded by glowing, concentric golden rings on the ground, which contrast with the dark, line-drawn forest background.
Tremorsense allows a creature to detect the precise location of creatures and moving objects within range, but only if both the observer and the target are in contact with the same surface or medium. In this scene, the assassin is clearly pinpointed because both they and the viewer are grounded—each movement sends subtle vibrations through the shared terrain, revealing exact position regardless of darkness or invisibility.
However, Tremorsense is not sight. It does not provide visual detail, color, or form—only location and movement. More importantly, it has strict limitations: creatures that are not in contact with the same surface—such as those flying, levitating, or otherwise suspended—are completely undetectable. Likewise, if the observer and target are on different surfaces (for example, one on a tree branch and one on the ground), Tremorsense fails entirely.
Mechanically, this means a creature using Tremorsense can automatically pinpoint grounded enemies within range but gains no visual information beyond that. It cannot “see” through the air, and it cannot detect targets that are not physically transmitting vibrations through a shared medium.

Section 1: Character Creation Class, Origin, Age & Backstory; 0 Level P.C's

1. Class — What classes are available for character creation? Are P.C classes different from N.P.C classes?
1.1. Only the 12 classes (& 48 subclasses) of the 5.5e are available to players.
1.2. There are campaign-area restrictions on the subclasses available.
2. Origins — How do origins effect the characters lifestyle? Do you use a D.M limit? Do you use origins? Do you use origins at all? If you do, do you want final approval of each origin selection?
Definition
Home-brew: Rules, content, or settings created by the D.M that are not part of the standard game material.
Do you allow players to tweak or home-brew their own origins? Have you home brewed any origin for you to use in your campaign?
2.1. Choose from the 16 origins available in the D&D P.H.B. Six additional origins are presented in this Homebrew.
2.2. Origins are essential to the purpose of adventuring. Realistic grounded backstories are favored over preposterous origins. Fanciful origins can hijack the plot line of the campaign before it even begins. Therefore, characters cannot begin with a huge backstory advantage by being an avatar, high nobility, a dragon in disguise or possessing a similar campaign bending latent power.
These story arcs must be earned; they are not given. Creating a proper origin story and filling out a persona worksheet are your first milestones earned in the campaign.
2.3. Consult the Family Lifestyle in Section Y to establish random starting wealth.
3. Starting Age—Adolescents begin their education into their chosen origins around the human age equivalent of 10 and concludes around the age of 13. Some story elements (their family, clan, mentor, or guild) guides a player character to choose their vocation. This journey takes years of training before they can develop all the abilities of their class. Characters who become clerics take the longest in training as they also train into their subclass at this time.
3.1. At 7 years of age human children learn numeracy and their native language. (If their intelligence permits it). At this stage they are strongly dependent upon their parents or guardians. They begin their origin training now, whether chores as a farmgirl or a page serving a knight.
3.2. At 10 years of age human children develop their origin skills, abilities, literacy in their native language; and 1 over 2 of their origin's statistic changes.
2 Definitions
Definition 1: Level 0: A state of character development where a person has completed basic training but has not yet gained the formal skills of their class.
Definition 2: Proficiency modifier: A numerical bonus added to rolls based on the character's training and experience level.
3.3. At 13 years of age human adolescents start a career or class; and they complete their origin's statistic changes. At this age they are level 0. Their proficiency modifier, if required, is +1.
3.4. After training you graduate into your character class or profession, advanced level player characters should modify your starting age according to your class in Table 5.
Table 5 summary: Specifications for various light sources, detailing their bright light range, dim light range, and duration. Common items range from candles with a 5 foot radius for 1 hour to hooded lanterns with a 30 foot radius for 6 hours. Magical effects vary widely, including the Light Cantrip which provides a 20 foot radius for 1 hour, and Prismatic Wall, which offers the largest area of effect at 100 feet for 10 minutes. Some sources, like Bioluminescence and Continual Flame, provide long-term or permanent illumination, while others, such as Elementalism or Flaming Sphere, last only seconds or minutes.
3.5. Long lived races will start out at a later age. Their maturity level may be slower, but they have a long history of their culture to learn. Long lived races typically start with bonus languages.
4. Age related statistic limits — D.M's if you have additional rules concerning stats, you may discuss them here. Keep these rules only to stats that they may affect character creation; there will be another section for listing other mechanics that may affect gameplay and/or characters. You have an optional Age-trade rule where the elderly gets a +2 Wis but suffers a -1 Dex & -1 Con. You have a house rule where characters with eight or less Intelligence cannot read or write. Discuss these house rules which influence attribute-score decisions.
4.1. Starting Age categories: (Human species' age for comparison) Characters who cross an age threshold naturally apply the changes immediately. Magical aging only affects physical statistics negatively. It should be noted that N.P.C's are survivors of various plagues, poisons, and famine so their C.O.N attribute begins at 10. The categories below generally apply to all N.P.C Commoners.
- Infant (0 to 2): Have 1 hp and are treated as having 4 semi-permanent levels of exhaustion. Size: Tiny, A.C (base) of 4+2. Move: crawl 5'; N.P.C Infant Str 2, Dex 3, Con 5, Int 3, Wis 4 Cha 7.
Toddler (3 to 6): Have 2 hp and 3 semi-permanent levels of exhaustion. Size: Small, A.C (base) of 7+1. Speed: crawl, walk 15'; N.P.C Toddler Str 4, Dex 8, Con 7, Int 6, Wis 6 Cha 9. Toddlers have no numeracy and no literacy. Here they gain their species abilities.
- Children (7 to 9): Have 3 hp and 2 semi-permanent levels of exhaustion. Size: Small, A.C (base) of 8+1. Their memory develops in this age range, and everyone learns to speak their species native language. Speed: crawl, climb, walk 20'; N.P.C Child Str 6, Dex 9, Con 7, Int 6, Wis 6 Cha 9. Children have no numeracy and no literacy.
- Adolescent I (10 to 12): Have 4 hp and 1 semi-permanent level of exhaustion. They get no weapon or armor proficiencies nor any H.D dependent species abilities. Size Medium, A.C (base) 9. Ethics and morality develop at this age, so characters choose their alignment, virtues, and flaws. Numeracy and literacy develop. A second standard language is learned, typically Common. Size: Medium, Speed: 25'; N.P.C Adolescent 1 Str 8, Dex 10, Con 8, Int 6, Wis 6 Cha 10. Proficiency modifier +0.
2 Definitions
Definition 1: Neophyte: A person who is new to a subject, skill, or faith.
Definition 2: Origin Feat: A special ability gained from a character's background, provided at character creation.
Adolescent 2 (13 to 15): A typical human N.P.C chooses their profession at age 13 and undergoes a basic neophyte education. Pages become squires; street urchins become scoundrels. This lasts 3 to 6 years as outlined below. Size: Medium, A.C 10, Speed 25', N.P.C Adolescent 2 Str 8, Dex 10, Con 9, Int 7, Wis 7 Cha 10. P.C's may select an origin feat once this education is complete.
o Erudite profession (6 yrs.) – Have 4 hp. They are physically light with training focussed on mental and reasoning skills; these professions have 4 hp/die and no proficiencies in weapons or armor. They may choose two tool proficiencies and one rare language. Examples include scholar, clergy, priest, butler, homemaker, merchant, physician, hermit, engineer, scribe, tailor. [+2 I.N.T, +1 W.I.S].
Social profession (4 yrs.) – Have 5 hp. They are physically light with training focussed on entertainment and people skills; these professions have 4 hp/die and no proficiencies in weapons nor armor. They may choose three performance sub-skills and one standard language. Examples include actor, dancer, singer, courtesan, acrobat, crier, minstrel. [+3 C.H.A, +1 Dex].
Laborious profession (3 yrs.) – Have 6 hp. They are physically demanding with focus on trade skills, these professions have 6 hp/die and simple weapon proficiency but no armor. They may choose two tool proficiencies suitable to their work. Examples include artisan, farmer, sailor, slave, miner, woodsman, herder, porter, blacksmith, carpenter, stonemason, gravedigger, carter, teamster. [+2 S.T.R, +1 C.O.N, H.D d8].
Risky profession (3 yrs.) – Have 7 hp. This is a dangerous lifestyle with physical demands and risk of combat. These professions focus on survival; these professions have 5 hp/die and proficiencies in simple weapons and light armor. Examples include pirate, thief, gladiator, thug, explorer, nomad, guard, sheriff, rancher, spy, yeoman. [+1 C.O.N, +2 D.E.X, +1 I.N.T].
Martial profession (3 yrs.) – Have 8 hp. In a warrior culture these individuals are trained for discipline and combat, these professionals have 7 hp/die and proficiencies in martial weapons and light and medium armors. Examples include militia, fighting orders of monks, mercenaries, army, navy, bandits, hunter, raiders. [+1 S.T.R, +2 C.O.N, +1 D.E.X, -1 C.H.A].
- Adolescent 3 (13): A typical human P.C chooses their class at age 13 and undergoes a basic neophyte education. This lasts 2 to 7 years as outlined below. See the basic education table below. P.C's may select an Origin (skills and an origin feat) once this is complete. Regarding statistics, choose the appropriate array (Grimdark, Heroic, Epic) for the campaign.
- Adult I (16 to 24): [novice] Size Medium, A.C (base) 10, species and proficiencies according to their professional origin. A table of professions is available in Section N, Table 10. Speed: 30'; N.P.C Str 9, Dex 10, Con 10, Int 9, Wis 9 Cha 10. Assign origin bonuses for statistics (generally +3). See above for N.P.C professions. Novices have 1 H.D, Proficiency modifier +1.
Table 10 summary: A comprehensive directory of tools, capabilities, and professions categorized by their associated ability scores. Tools are linked to specific actions and modifiers, such as Artisan Tools for crafting or repairing objects using dexterity or strength, and Thieves Tools for disabling traps or opening locks using dexterity and sleight of hand. Other specialized kits include the Healer Kit for first aid using wisdom and medicine, and the Alchemy Kit for creating magical potions using intelligence and arcana. The table also lists numerous specific examples of Artisan Tools, such as the Smith and Weaver, and Musical Instruments, including the Lute and Viol. Finally, it categorizes a wide array of professions by the primary ability they rely on, listing roles like Blacksmith and Miner under strength, Physician and Librarian under intelligence, Surgeon and Scribe under dexterity, Innkeeper and Herbalist under wisdom, Farmer and Tanner under constitution, and Politician and Herald under charisma.
Adult 2 (25 to 40): [veteran] Size Medium, A.C (base) 10, Veterans have 2 H.D, Proficiency modifier +2, Prime Stat +1. Adult stage 2 may select a bonus general feat.
Middle Aged (41 to 60): [master] +1 Int, plus 1 Wis, −1 Str, −1 Dex, gain one language. Gain expertise in a skill or a tool. Masters have 3 H.D, Proficiency modifier +3.
Elderly (61 to 80): [grand master] +2 Wis, +1 Cha; -2 Str, -2 Dex, -2 Con; A.C (base) drops to 9; Gain a second expertise in a tool or skill. Proficiency modifier rises to +4. Gain one permanent level of exhaustion.
2 Definitions
Definition 1: Feeblemind: A magical effect that severely reduces an individual's intelligence and charisma.
Definition 2: Fumble: A natural roll of 1 on a 20-sided die, typically resulting in a catastrophic failure.
Venerable (81+): Maximum Age “How are you still alive?”: Upon reaching the maximum age for your species, you are considered ancient, and upon each year or combat initiative that occurs thereafter, a creature must make a Constitution saving throw at D.C 20 to avoid incurring 1 permanent level of exhaustion due to heart and organ failure that no rest can remove. A fumble on this roll results in a stroke causing the effects of a Feeblemind spell which is also permanent. Magical Restoration can restore this deterioration, but the D.M is free to increase the D.C on subsequent attempts.
Definition
True Resurrection: A high-level spell capable of bringing a deceased creature back to life, even if the body is gone.
Raising the dead of a body past its maximum age will always fail. With True Resurrection the caster can determine the physical age of the body anywhere in adolescent two or higher.
5. Commoners — the civilized world is populated with people from all species which typically self govern themselves in a society. These society have laws and customs and culture. P.C's are superior to Commoners in many ways, and a group of high-level P.C's are ultrapowerful and destabilizing to most societies. A typical commoner has between 1 to 8 hit points depending upon their age and occupation.
They are proficient in one skill and one or more tools which grant them advantage in their proficient skill. Adolescents have a proficiency modifier of +1. The rest of their stats are typically 10. Skill levels match experience at a craft. A commoner learns all tools and skills appropriate to their origin.
5.1. Apprentice +2d4 years, +2 (proficiency modifier & tool knowledge) to two tool sets and one skill, +1 to their secondary stat.
5.2. Journeyman +2d4+2d6 years, +4 (proficiency (expertise) modifier & tool knowledge) to one tool and one skill, +1 to their prime stat.
5.3. Master +2d4+2d6+2d8 years, +8 (proficiency (expertise) modifier & tool knowledge) to one tool and one skill, +2 to their prime stat.
5.4. Grandmaster (check for stat degrade) +2d4+2d6+2d8+2d10 years, +12 (proficiency (expertise) modifier & tool knowledge) to one tool or one skill. +3 to their prime stat., +2 to their secondary stat.
6. Backstory — D.M's if you want your players to answer about their characters during creation, this is the place to list them. You may want to consider things like: Why is your character an adventurer? How is your character connected to at least one other character in the group? Who are your character's parents, siblings, mentors, etcetera?
6.1. A backstory should have 5 paragraphs. Backstories will be integrated into the campaign. 1) A description of the physical nature of the character, their demeanor, facial features, hair style and choice of clothing. 2 to 3) A public backstory detailing your place of origin, major events, and family. Include here general goals and association with other party members. 4 to 5) A secret backstory where the player and D.M define the special issues, goals, and flaws. Xanathar's Guide to Everything has good backstory generators. Backstory elements (Origin, Personality, Appearance) are expertly summarized in the supplement Greyhawk Rebooted pp. 389 to 392.
6.2. All P.C's require a backstory. I offer an incentive (0.5 levels) to P.C's who create a common backstory. This idea comes from Traveller. These stories must reference at least one other player character in a favourable way. If all P.C's have a common origin, then the award is 0.8 levels. Pitch the idea to the D.M.
6.3. A P.C without a complete backstory who shirks this important expectation will lose experience every session (~15%).
6.4. Names are required for family members, mentors, leaders, and significant personages. Additionally create 2 N.P.C's that you have an ongoing direct connection with. Create 5 such N.P.C's if you belong to a long-lived species ( greater than 100 years of maximum age).
6.5. Create 2 dramatic rumors about you that are true and 1 scandalous rumor that is false. The rumors must be worthy of gossip. Only the D.M should know which is which. All other P.C's will be able to learn these rumors in time. Create goals and a good reason that you are in this region of the world.
Table 7 summary: Education time for Human Lifespan PCs varies by class, with Wizard requiring the longest period at 7 years. Cleric and Artificer both require 6 years, while Druid and Shaman require 5. Several classes, including Bard, Illrigger, Monk, Paladin, and Warlock, require 4 years. Fighter, Ranger, and Sorcerer require 3 years, and the shortest education times are 2 years for Barbarian and Rogue.

Section J: Character Creation: Feats, Styles, Maneuvers & Mastery

1. Origin Feats — these are acquired only from your chosen background. Those listed below have modifications from those presented in the Player's Handbook 2024 (P.H.B). Feats in dark green come from the supplement Heroes of Faerun (HoF) and have been renamed where appropriate.
1.1. Alert ^{P.H.B} : you are also a light sleeper (no disadvantage on perception checks made to awaken).
1.2. Celestial Spark ^{Hof} : like the Spellfire Spark. You gain the following benefits. Magic Absorption. Once per turn, when you take damage from a spell or magical effect, you automatically reduce the total damage taken by 1d4. You can't use this benefit if you have the Incapacitated condition. Celestial Flame. You learn the Sacred Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You cast this cantrip as a Bonus Action number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
1.3. Crafter ^{P.H.B} : You gain proficiency with three artisan tools of your choice. Discount: 20% discount on mundane equipment as stated in the P.H.B, Fast Crafting: a camp action (2 hours) is required to fashion the items listed in the P.H.B, Slow Crafting. When you craft or repair masterwork items or magical items your time and material cost is reduced by 20%. You may also raise your lowest statistic by 1 point.
1.4. Healer {}^{P} B: extensive knowledge of anatomy grants a +1 bonus in Wisdom (Medicine). You also learn the Sanitize cantrip for free. The material component for this cantrip is one ounce of alcoholic spirits. You can also give two types of massage. 1) sport massage – 1 hour and a successful D.C 15 Medicine check will grant the target 1d6 temporary H.P _{grit} until the next long rest is completed. 2) therapeutic massage – 2 hours and a successful D.C 10 Insight check by the masseur will reduce the target's exhaustion level by 1 or grant advantage on the next C.O.N save before the next long rest is completed.
1.5. Lucky ^{P.H.B} : this feature can swing both ways. The D.M can impose an Unlucky moment once per long rest on this character. An 'unlucky' moment is imposed by the D.M on any roll by the P.C where they did not use this lucky feat. In Greyhawk there is a suel lesser god of good luck (Norebo), an oeridian demi-goddess of chance (Rudd) and an intermediate god of bad luck (Ralishaz).
1.6. Magic Initiate {}^{P.H.B} : This feat also grants a +1 bonus to [Wizard] Intelligence (Arcana) or [Cleric] Intelligence (Religion) or [Druid] Intelligence (Nature) or [Sorcerer] Charisma (Performance) skills.
1.7. Musician P.H.B: you also gain a plus 1 bonus to Wisdom (Perception-Listen), plus 1 bonus to Charisma (Performance) and you learn a rare language: music.
1.8. Noble Demeanor ^{Hof} : same as the Purple Dragon Rook with these clarifications: Entreat: You gain proficiency in one of the following skills: Insight, Performance, or Persuasion. Rallying Cry this feature can be used after you finish a short rest or long rest. When you roll Initiative and don't have the Incapacitated condition, you can choose a number of creatures equal to your Proficiency Bonus that you can see within 30 feet of yourself. Those creatures gain Heroic Inspiration. The Rallying cry can inspire yourself, unlike the musician. You also gain +1 to Charisma saving throws.
1.9. Savage Attacker {}^{P.H.B} : This feat also grants a +1-skill bonus to Strength (Athletics) and Charisma (Intimidation). Savage Attackers may invoke the Enraged condition once per combat without suffering any of its penalties. The reroll applies to all aspects of a weapon's damage (if it does +1d6 fire damage then that die is rolled twice as well).
1.10. Skilled ^{P.H.B} : You gain proficiency in three skills, and one (non-artisan) tool or instrument of your choice.
1.11. Tavern Brawler {}^{P.H.B} : enhanced unarmed strike for a small character is 1d3, for a medium character it is 1d4, for a large character it is 1d6. (for monk characters it will increase their unarmed strike damage by 1 die level). Also, it grants resistance to intoxication by alcohol (advantage on poison saves) and gain innate Damage Reduction bonus of [1 B 0 P 0 S 0 E] .
1.12. Tough ^{P.H.B} : Through a big appetite and much toil you become exceptionally large & hardy. Your H.P (body) gains 2 points. Your H.P grit increases by 2 for each level beyond first. Your ability to ignore pain is equivalent to a Damage Reduction bonus of [1 B 1 P 1 S 1 E].
2. General Feats — these have a pre-requisite of 4th level. All stat increases are limited by your species maximums. At any level where an A.S.I is earned, a P.C may choose a feat instead. The following feats have been adjusted:
2.1. Ability Score Improvement P.H.B: no changes
2.2. Athlete ^{P.H.B} : in addition to its other abilities, you gain expertise in either Strength (Athletics) or Dexterity (Acrobatics) ⓘ.
2.3. Beast Friend HoF: renamed from Enclave Magic. Pre-requisite is only level 4.
2.4. Charger {}^{P.H.B} : momentum changes things slightly. Small characters gain a 15 feet enhancement to their dash speed, but the damage bonus is 1d6. Medium characters use the feat as stated.
2.5. Chef {}^{P.H.B} : cooking delectable meals also grants advantage on long form diplomacy checks. Chefs have +2 on their sniff and lick rolls.
2.6. Crossbow Expert {}^{P.H.B} : (a modification to the P.H.B rules) the experts get to ignore 10 seconds of the loading time property; a crossbow expert does not divide the Bonus Damage by 2 in the homebrew weapons supplement.
2.7. Crusher ^{P.H.B} : all crushing weapons gain +1 enhanced critical range in addition to its other abilities.
2.8. Defensive Duelist superscript P.H.B: unchanged.
2.9. Dual Wielder ^{P.H.B} : Ability Score Increase S.T.R or D.E.X by 1. Quick Draw: You can use the free interaction to draw or stow two weapons (that is not 2-handed nor heavy). Enhanced Dual Wielding: 1 superscript st attack with a “light property” weapon. You can now make an additional attack, using your bonus action, with any melee weapon (that is not 2-handed nor heavy nor reach). You do not gain an ability modifier to this additional attack (unless it is negative). You cannot dual wield two reach weapons nor two heavy weapons. You gain +1 damage on the secondary weapon at 5 superscript th level, +2 damage at 11 superscript th level and +3 damage at 17 superscript th level.
2.10. Durable {}^{P.H.B} : Characters recover two levels of exhaustion on a long rest. Anytime a roll is made to determine exhaustion, combat fatigue or a forced march the P.C gains advantage on that roll. You are immune to the Stumbled condition. You can survive on meager rations, 1 pounds of food per day. You can sleep in medium armor without any detrimental effects. Lastly you gain 1 D.R versus physical and elemental damage.
Definition
Energy mastery: An ability allowing a magic user to gain more control over a specific element (like fire or ice).
2.11. Elemental Adept {}^{P.H.B} : When using the energy mastery property in your chosen element, you may reroll any 1s on the damage dice. The D.C's of saving throws of spells versus the chosen element increase by 1.
Definition
Grapple: A physical struggle to hold or restrain an opponent.
2.12. Evasive ^{B.M} : Adept at avoiding dangerous circumstances, the character with the evasive feat is hard to hurt & slippery to hold. You gain a +1 to your Dexterity attribute. You always have advantage to end a grapple. You may use a bonus action to take the dodge action against melee attackers that you can perceive. When you take evasive maneuvers with your movement you do not have any reduction to your speed.
2.13. Fey Touched {}^{P.H.B} : you are attuned to the location of Fey gates. By meditating under the open sky at twilight for 1 hour, you can make an Intelligence (nature) check at D.C 25 (D.C 20 under a full moon) to locate a portal to the Feywild within 1 mile. You gain 1 damage reduction vs force energy. Fey creatures begin as indifferent towards you.
2.14. Genie Magic Hall of Fame: as described except Wish Magic grants you 3 sorcerer spells of your choice instead of only 1. They follow the progression 1st: level 4 through 10, 2nd: 11 through 16, 3rd: 17 plus. They do not have to be prepared and are restored after a long rest. Your D.R versus elemental magic [E] increases by 1.
2.15. Grappler P.H.B: Escaping a grapple is also at advantage.
2.16. Great Weapon Master P.H.B: you can also draw a heavy weapon with a bonus action instead of a normal action.
2.17. Heavily Armored P.H.B: also gives proficiency in large shields (aspis/hoplon, coffin).
Definition
Verbal components: Specific words or chants required to cast certain spells.
2.18. Heavy Armor Master ^{P.H.B} : This feat grants a Damage Reduction (P.B-B|P.B-P|P.B-S||1E). It will also reduce heavy armor induced movement speed penalties by 5'. Any static initiative penalty is removed. Casting spells with verbal components due to bulky helms is no longer inhibited.
2.19. Inspiring Leader ^{P.H.B} : This feat will also grant others advantage on Constitution saving throws vs the winded condition/exhaustion while in combat.
2.20. Keen Mind P.H.B: this gifted individual also possesses an internal compass, an internal clock, advanced mathematics, perfect memory recall, and is a speed reader. 3
2.21. Lightly Armored superscript P.H.B: also includes bracers, cloak flourishes and small shields (bucklers).
Definition
Somatic components: Specific hand gestures required to cast certain spells.
2.22. Medium Armor Master ^{P.H.B} : This feat grants a Damage Absorption (1B/1P/1S/P.B-E). Casting spells with somatic components due to gauntlets is no longer inhibited. It eliminates any static initiative penalty for wearing medium armors. It will also reduce the medium armor induced movement speed penalties by 5'.
2.23. Moderately Armored ^{P.H.B} : additional proficiency in medium size shields (targe, round, kite, & heater shields).
2.24. Mounted Combatant {}^{P.H.B} : this feat also grants proficiency (or expertise if already Professor) in Wisdom (Animal Handling).
2.25. Observant ^{P.H.B} : You can search for secret doors and traps while travelling at a normal pace, instead of only at a cautious pace.
2.26. Oracular Savant ^{bam} . (requires W.I.S 13+ and spellcasting ability). You gain 1 point in either Wisdom or Charisma. The oracle also gains P.B of damage reduction (psychic). You are attuned to auras and chakras.
You can read omens and portents from various sources. You possess a mystical third eye. An oracle is a patient magic user.
Definition
Divination: Magic used to reveal information, predict the future, or find lost things.
Such ritualistic magic requires solitude and a dulled sensory environment (blindfold, quiet, incense). Divination focuses are also useful (crystal balls, tarot cards, chicken entrails, ancestral bones, etcetera). You gain the ability to cast any of these spells (as rituals) without expending a slot a number of times per long rest equal to your proficiency modifier.
The first 4 spells are available in Tier 1 and require no spell components and once the ritual casting is complete it lasts for a full hour without concentration. You may only have 1 such spell active at a time. The second four spells are available in Tier 2. They require normal spell components and concentration, but they last 10 times longer than normal. Tier 3 and Tier 4 ritual spells operate normally.
greater than - Tier 1 - [Detect Evil and Good 1st / Detect Law and Chaos 1st / Detect Magic 1st / Detect Poison and Disease 1st].
Tier 2 – [Detect Thoughts (2nd) / Augury (2nd) / Fortune's Favor (2nd) / Find Traps (2nd) / Locate Object (2nd no range limit)].
Tier 3 - [Divination ( 3rd ) / Know Alignment (*) / Pierce Illusion (*)].
- Tier 4 - [Commune, Find the Path (*)].
Definition
Enhanced critical range: A benefit that allows a player to score a critical hit on a wider variety of die roll results.
2.27. Piercer {}^{P.H.B} : all piercing weapons gain +1 enhanced critical range in addition to its other abilities.
2.28. Poisoner P.H.B: You also gain a D.R 3 to all poisons.
2.29. Polearm Master P.H.B: additionally, this feat applies to the great spear, lance, and any double headed weapons. You gain plus 1 damage on both ends of the polearm at 5th level, plus 2 damage at 11th level and plus 3 damage at 17th level.
2.30. Resilient {}^{P.H.B} : Gain a +1 bonus to a relevant skill: (S.T.R: Athletics, D.E.X: Acrobatics, C.O.N: Athletics, I.N.T: Investigation, W.I.S: Survival, C.H.A: Intimidation).
Definition
Ritual tag: A label on a spell allowing it to be cast without using a spell slot if it is performed slowly.
2.31. Ritual Caster {}^{P.H.B} : A spell with the ritual tag is cast in half the time stated in the P.H.B. Ritual spells can be from any spell list. Furthermore, ritual casters can move at their normal pace while casting the ritual spell. Books for clerics are prayer books, druids use natural materials (like a medicine bundle), wizards have spellbooks, bards have musical compositions and sorcerers tap into the weave.
2.32. Adept of the Oculus bam: this feat is exclusive to the Greyhawk setting and available only to the membership in the Oculus. You gain Constitution +1. Furthermore, the blessings of the celestial patrons and matrons of the Oculus allow you, as a reaction, to spend 1 H.D, roll it and apply the result as a bonus to a failed saving throw, possibly turning it into a successful save. A wizard would get to roll a d6 whereas a barbarian gets to roll a d12. If you roll either a minimum number (1) or a maximum number on the die roll, the H.D is not expended. You may use this ability only once per short or long rest. If you are excommunicated from the Oculus for any reason, you lose the second part of this feat. [credit to Treantmonk for this idea]
2.33. Shadow Touched {}^{P.H.B} : you are also attuned to the location of Shadowfell gates. By meditating under the open sky at twilight for 1 hour, you can make an Intelligence (nature) check at D.C 25 (D.C 20 under a new moon) to locate a portal to the Shadowfell within 1 mile. You gain 1 damage reduction vs necrotic energy. Undead shadows do not perceive you as a target.
2.34. Sharpshooter ^{P.H.B} : Note that obscurement limits the range that you can perceive a target. It is not equivalent to cover.
Definition
Prone: A physical condition of lying on the ground, making the creature easier to attack and harder to move.
2.35. Shield Master {}^{P.H.B} : You also gain [1 B 1 P 1 S 1 E] against all physical and elemental attacks that use an attack roll from a target that you can perceive while you are wielding a shield. Any static initiative penalty due to wearing a shield is removed. Any movement penalty due to shield size is also removed (provided the character is strong enough to carry the shield). You have learned to throw bucklers at a target in close range. You gain a complete A.C benefit from the shield even when you are prone (but not incapacitated).
Shield Spike: (small shield) is an option to attack with a spiked buckler in the off hand. It uses your bonus action while still providing +1 A.C. It does 1d4 damage but does not move the opponent. Shield Bash, Interpose Shield: These maneuvers only work with medium and large shields, not bucklers.
Definition
Push: A weapon mastery feature that moves a hit target away from the attacker.
Shield Bash (medium or large shield): If you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it's equipped, forcing the target to make a Strength saving throw (D.C 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the Prone condition (your choice). You can use this benefit only once on each of your turns. (shield spikes are ineffective on medium or larger shields, they are just too slow)
Interpose Shield (medium or large shield): If you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield. A shield sacrifice has a bonus 25% chance of the shield surviving intact. ^{④}
2.36. Slasher P.H.B: all slashing weapons gain plus 1 enhanced critical range in addition to its other abilities. 4
2.37. Speedy P.H.B: you gain 1 to your initiative score.
2.38. Spell Sniper P.H.B: grants plus 1 to all spell attack rolls.
2.39. Telekinetic {}^{P.H.B} : in addition to the feat's other properties, you gain +2 to damage reduction (psychic).
2.40. Telepathic {}^{P.H.B} : in addition to the feat's other properties, you gain +2 to damage reduction (psychic).
Definition
Weapon mastery: Special properties unlocked for a weapon when the user has trained extensively with it.
2.41. Weapon Master ^{P.H.B} : true weapon mastery takes devotion to a singular simple, martial or exotic weapon. You cannot change the weapon type over a long rest. You can change the mastered weapon each time you gain a level. In addition to the ability score increase and the mastery property, the weapon master gains +1 enhanced critical range. Weapon masters never fumble with their mastered weapon.
Definition
Action economy: The management of how many actions, bonus actions, and reactions a player can take per round.
3. Weapon Mastery — the weapon mastery options in the P.H.B are unavoidable and prone to abuse by either side. (Optimizers like Treantmonk love to exploit these flaws in the game system-action economy for larger groups compounds the problem) Saving throws are added to the weapon mastery system. It makes for a longer game, but it prevents preposterous use of weapon mastery properties.
You can't use the weapon mastery feature of a weapon if you use it as an improvised weapon. An example would be throwing a melee weapon that doesn't have the thrown property or making a melee attack with a ranged weapon.
Save: For mastery features that allow a save to avoid the effect, it will be either a S.T.R, D.E.X or C.O.N saving throw and the D.C is 8 plus the Ability Modifier used to make the attack roll plus your Proficiency Bonus. You should always have that number calculated and ready to give to the D.M when needed.
Definition
Cleave: A weapon mastery feature allowing a character to strike multiple adjacent enemies in one swing.
Cleave: If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. A single attack roll is used against both targets.
The two targets must be within 5 feet of each other, within your weapons reach, and positioned so that they could be hit with a single swing of your weapon. A fumble with this weapon can hit an ally if they are within 5'. (eroll the hit)
Definition
Sap: A weapon mastery feature that forces a hit target to have disadvantage on their next attack.
- Doupie lap: usapie only by the smallest of weapons, you can throw or attack with two weapons in the same hand. Use up two ammunition with nunchakus, thrown knives, needles and shuriken.
Definition
Graze: A weapon mastery feature allowing a character to deal damage even if their attack roll misses.
Graze: If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. A poisoned weapon does no poison damage on a miss. A roll of a natural 1 does not graze. A fumble grazes the weapon wielder.
Definition
Nick: A weapon mastery feature allowing an extra attack as part of an action rather than a bonus action.
Nick: When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. Reword this to "When you make an attack action with this light weapon you can make a second attack with it. You can make this extra attack only once per turn."
Push: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller. The direction of the push must be horizontal (not up into the air). You can force the target to make a Strength saving throw [D.C 8+P.B+S.T.R mod.] If the creature is hit more than once per round by weapons that have this property, the distance they are pushed doesn't exceed 10 feet. If the push happens over difficult terrain, then check for tripping (acrobatics). If a push is into a hard surface, then check for impact damage (see falling).
Sap: If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. You can force the creature to make a Dexterity saving throw [D.C 8+P.B+D.E.X mod.] If the save fails, then it applies to all attacks on their next turn.
Slow: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. If the creature is hit more than once per round by weapons that have this property, or they are (or have been) affected using the Slasher Feat, their total Speed reduction never exceeds 20 feet.
Definition
Topple: A weapon mastery feature that forces a hit target to fall prone.
Topple: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (D.C 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. If the creature is hit more than once (during the same round) by weapons that have this property, they automatically save.
Definition
Vex: A weapon mastery feature that grants the user advantage on their next attack against the target.
Vex: If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Reword this to "If you hit a creature with this weapon and deal damage to the creature, you have Advantage with the same weapon on your next attack roll against that creature before the end of your next turn."
4. Defensive Maneuvers in Combat: Evasive Maneuvers, Tumbling, Swift Moving Targets; and Desperate Parries — In all video games and tabletop games it is known that ranged attacks, be it spell or arrow, are tactically superior to melee combat. It goes as far as to eliminate the standard sword and board fighter from the entire game. Do you have a solution?
4.1. Any character class may voluntarily take Evasive Maneuvers. This choice can be made only under normal terrain and slopes lower than 20 degrees incline. This bonus action consumes 5 feet of speed in zigging and zagging. The P.C taking the evasive maneuvers must pass a Dexterity D.C 8 Acrobatics check. If successful, the P.C gains plus 1 A.C versus ranged attacks and plus 1 on Dexterity saving throws. If the roll fails, the P.C slips and falls in the first square of movement. Any character who falls must also pass a concentration check on any active spells.
4.2. A P.C who has expertise in Acrobatics may declare a Tumbling Maneuver. This bonus action consumes 5' of speed. He must pass acrobatics check at D.C 12 (normal terrain) or D.C 15 (difficult terrain) as determined by the D.M. If successful, the P.C gains +2 A.C vs ranged attacks and +2 to D.E.X saving throws vs spells. If the roll fails, the P.C slips and falls in the first square of movement. The character can pass through enemy squares at +1 ft/ft. Any character who falls must also pass a concentration check on any active spells.
4.3. Pure movement speed can foil ranged attacks. A swift moving target (laterally or vertically) greater than or equal to 60' per round (prancing antelope, flying bird, dashing humanoid, swimming sailfish) gets +2 A.C vs ranged attacks and +2 on their D.E.X saving throws vs spell effects.
4.4. Thus, a committed defensive combatant can declare either:
- Versus a Melee attacker that they can perceive – a dodge or disengage for her action, and a desperate parry for her reaction.
- Versus a Ranged attacker that they can perceive – a dodge or dash for her action, drop prone, evasive maneuvers (low risk) or tumbling (high risk) for her bonus action. Fast movement greater than 60'
Definition
Verisimilitude: The appearance of being true or real; the consistency of the game world's logic.
5. Armor, Proficiency, Perception, and Spellcasting—Armor has many restrictions for martial classes who depend upon physical stats in combat. These are often ignored to speed game play, but I consider it an injustice to verisimilitude. However, the benefits of armor to spellcasters are great. Any spellcasting class that takes a dip into one level of a tank class gets to skirt all the classic disadvantages of being a vulnerable spellcaster. This seems unfair, it widens the caster-martial divide in the game and leads to endless tank-mage character builds.
5.1. A levelled spell gained through a class may only be cast with armor or shield equipped if that class provides the proficiency for that armor or shield. I credit does to Treantmonkone Feats can alter these restrictions.
5.2. Gauntlets and shields inhibit spells with somatic components. Neither can easily be used with [S] spellcasting requirements. Casters in that situation must therefore make a Dexterity check to successfully cast a spell. The type of hand covering decides the D.C of the test. Leather gauntlets impose D.C 5, metal gauntlets impose D.C 10, a shield causes D.C 15 and manacles, or restraints impose D.C 20. Doff the shield and restrictive gloves in 1 round before casting the spell.
5.3. Some helmets that are integral to heavy armors restrict vision, hearing, and olfactory senses. Helms that correspond to heavy armors impose disadvantage on perception rolls, ranged spell attack rolls, and ranged weapon attacks. Casters have the option of doffing their helm, thereby reducing their A.C by 1 to avoid this penalty. Doffing a full helm takes a move action and two free hands.
5.4. My system of tactical combat considers 10 second rounds.
:
Table 9 summary: Fighter (Battlemaster) Weapon Maneuver Options, primarily sourced from PHB/94 with some additions from TCE/42. These maneuvers allow a fighter to expend a superiority die to enhance combat or social actions. Offensive maneuvers include adding the die to damage and applying effects, such as pushing a target 15 feet with Pushing Attack, knocking a target prone with Trip Attack, or frightening them with Menacing Attack. Tactical options include swapping positions with an ally via Bait and Switch, granting temporary hit points with Rally, or using Precision Attack to turn a missed attack into a hit. Defensive and utility maneuvers include reducing incoming damage with Parry, gaining an AC bonus with Evasive Footwork, or adding the die to skill checks for Stealth with Ambush, Intimidation with Commanding Presence, and Insight with Tactical Assessment.

Section K: Inspiration

1. Heroic Inspiration (After) is granted to humans after each long rest. The D.M awards it to players as the session develops. It is a physical token given to a player as a type of game currency. It can be spent anytime. Players do not begin the game session with any Creative/Heroic Inspiration. You can expend it to reroll any die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player character who lacks it. Any creative inspiration tokens remaining at the end of the session are lost.
2. Luck Points (Before) are granted by the origin feat: Lucky. You get a number of Luck points equal to your Proficiency Bonus (and 1 ill-luck point cursed by Ralishaz). You regain your expended Luck Points when you finish a Long Rest. When you roll a d20 for a D 20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
3. Bardic Inspiration [1 hour, use upon a failed test] is granted by bards, and it typically involves a bonus action on the bard's turn to give them one inspiration die. 1d6 (tier 1), 1d8 (tier 2), 1d10 (tier 3), 1d12 (tier 4) for a failed d20 test. It can be used to augment an ability check, tool use, attack roll or saving throw. Bards of other subclasses typically have additional powers in this area. Bards can also inspire with performances during short rests.
4. Who owns the bonus dice rolls? Bardic inspiration dice are rolled by the bard. Clerical Bless spells have a d4 which is rolled by the cleric. Bane spells are rolled by the caster. The Guidance cantrip is rolled by the cleric or druid performing this blessing—it grants a d4 bonus on the next ability or skill check. The Resistance cantrip reduces the chosen damage type by 1d4, it lasts a minute, but it no longer requires concentration. A P.C with the chef's feat rolls their die to grant temporary H.P to her crew.
5. Snacks — Do you allow the players that bring snacks for everyone to gain free inspiration?
☐ Yes, free heroic inspiration tokens are given to generous players.
6. Gaining Inspiration — How do players gain inspiration? Does the D.M award it? Do players reward each other? If players award each other, does the D.M have 'veto' power? Can players have multiple sources of inspiration? Can players have more than one inspiration at a time?
The first player to arrive at a game session gains a heroic inspiration token!
When a player roleplays a negative personality trait or gives in to a drawback related to a bond or a flaw, inspiration may be rewarded. Similarly, anything done in combat or roleplay, to delight the party or D.M, either heroically or villainously, can earn inspiration. The D.M awards inspiration and the characters may use it on behalf of any ally at their whim. But a P.C cannot collect for other P.C's when the token is earned.
o Inspiration is given out in a limited pool. Tokens define who has inspiration. Inspiration does not persist between games; it is returned to the pool.
Only one inspiration token may be held at a time. If you gain another inspiration token a P.C may hand it to another without a token.

Section 50: Advantage / Disadvantage; Critical Hits, Fumbles, Exact dice rolls.

1. Advantage / Disadvantage 2d20 Equivalency — This is a powerful mechanic in the game which makes for speedy resolution. It does not stack with additional sources of advantage. The advantage mechanic is statistically equivalent to adding 5 to the single d20 die roll to achieve a result of 11, tapering off to adding 1 to the single die roll to achieve a result of 20. The possibilities of 1 to 7 still exist albeit quite small. The advantage/disadvantage mechanic is the best mathematical modification of the fifth edition!
2. Non-proficient skill (ability) rolls — Characters in tier 1 (levels 1 to 4), roll Disadvantage in all of their non-proficient skill checks. When they advance to tier 2 (level 5) all non-proficient skills are rolled normally.
3. Flanking — Flanking is changed to a simple +2 to hit modifier for allied attackers, who are threatening a creature's space, and cross 2 lines on a square grid (or hex grid).
4. Uncertainty in d20 rolls — The D.M will prepare (with the players) a special tracking sheet of semi-secret d20 rolls. A game session might call for a row of three random d20 rolls. Players declare their actions and the D.M consults the row of rolls crossing off a roll (or two for disadvantage/advantage) in secret and explains the result. In this fashion players are not given complete confidence in what information they receive. Thus, P.C's are not tipped off to encounters or secrets. These secret rolls would be used for mental checks: Perception, Investigation, Insight, Persuasion, Deception, Sleight of Hand, Stealth. The player declares their bonus and the roleplay may add further modifiers; the D.M establishes the D.C or an opposed roll. The chart of rolls is consulted, and the D.M describes the result.
5. Roll for Emphasis — There are times when a preposterous action is declared by a player character knowing that the results, whatever they may be, is risky. Either a spectacular success or a dismal failure is called for. Brennan Lee Mulligan is credited with this rule addition: Roll 2d20 & take the result furthest away from 10. There are some conditions attached:
Your D.M considers ability checks irrelevant to the stated action.
You have neither advantage nor disadvantage on a d20 test – ability check, attack roll, saving throw.
☐ The situation is such that either great success or great failure are the only two outcomes.
o When the D.M would traditionally ask a player to roll a d20 without modifiers to determine an outcome, and binary outcomes are expected.
☐ Tied rolls (ex 5 and 15) are rerolled.
6. Daring — P.C's may be granted Advantage on attack, performance, or tool use rolls if they make daring maneuvers in situations that enhance the game and impresses or frightens a target. The Three Musketeers, Conan, Perseus, and their ilk made use of their gifts to foil their foes. The P.C must make some physical challenge or a dramatic flourish that comes with a chance of failure to invoke the 'daring' advantage.
7. Damage Rolls with Advantage / Disadvantage — I expand the use of the advantage mechanic in other rolls and roles. It will be seen in pristine (eversharp) weapons, all magic weapons and the Savage Attacker feat. When a normal dagger hits a target, you roll a d4 for damage. When a freshly sharpened masterwork dagger hits a target, you roll 2d4 and take the best d4 result. When a magical +1 dagger hits a target, you roll 2d4 and choose the best d4 roll, add +1. When a pitted or rusted dagger hits a target, you roll 2d4 and take the lowest d4 result. You only ever roll one extra die for a given situation. For instance, a greatsword normally gets 2d6 damage. A nicked or bent greatsword would now roll 3d6 for damage but the player chooses the 2 lowest results. The implication is that all magic items with inherent bonuses (+1, +2, +3) also get advantage on damage dice rolls. Normal bludgeoning weapons are excluded because they cannot be sharpened or enhanced by a weaponsmith. A magic weapon that only stacks an extra 1d6 psychic damage would not qualify for additional dice. In those situations when a magic weapon strikes a character protected by a magic shield or magic armor, damage rolls are normal. Magic armor inherently has higher damage reduction than mundane armor.
8. Critical Hits — How do you present critical hits?
A Critical Hit (a natural 20) means an excellent hit or great success. Some exceptional circumstances (feats, weapons, class abilities) can increase the critical range to 19 to 20 or wider. Typically, the damage dice are doubled, and any modifiers are added to the total.
If the attack roll is an advantaged critical success, then it is called a Supercritical. There are additional effects on a supercritical. The damage dice are boosted slightly different for physical damage. Armor or hide provides no damage reduction.
Spells can also be critical hits. Only targeted spells using an attack roll can critically hit on a roll of natural 20. Spell attacks that achieve a supercritical have an added effect according to the damage type. Energy damage is not boosted.
roll of Natural 20, when the modifiers fail to reach the A.C or the D.C, is considered a normal hit. Armor or materials provide damage reduction. No matter w many times that pixie throws itself bodily into the castle wall, it will not break the wall.
9. Fumbles — Is this a rule in your game? Do you have a table, if so, what is on your fumble table? The fumble table is something every player should be able to readily access. If you do not have a fumble table, do you instead improvise what happens on a fumble?
Fumbles (a natural 1 on a disadvantaged attack die roll) means a tragedy or disaster. A normal natural 1 on an attack roll is considered a wild miss. The D.M is free to determine any consequences to a fumble or a wild miss.
A creature that rolls a natural 1 on an ability check or a skill check is considered a normal failure unless immediate damage (falling) is involved. In these situations, the D.M may impose a vulnerability (100% more damage). It does not affect the narrative beyond consequences for very difficult and impossible actions.
A creature that rolls a natural 1 on a saving throw takes maximum damage, duration, or an intensified effect (at the discretion of the D.M).
10. Exact Numbers — rolling the exact number required to hit an Armor Class result in a graze, a glancing blow, minimum spell damage or minimal effect.

Section M: Languages, Ability Checks

1. Languages Learned — a P.C with an I.N.T of 5+ always knows how to speak a dialect of their 'native' language. A P.C with an I.N.T of 7+ also speaks the Common tongue. Literacy in the spoken languages requires an I.N.T of 9+. A native speaker can recognize accents, dialects, humor and hidden meanings in their native language dialect only. Insight, Persuasion and Deception rolls in a non-native tongue suffer disadvantage.
2. Additional languages — a P.C with an intelligence of 11 to 12 may choose one additional standard language on character creation. A P.C with an intelligence of 13 to 14 may add either a standard or a rare language. A P.C with an intelligence of 15+ at character creation may add another standard or rare language.
3. Additional languages via long life – a P.C species with a long life and age of maturity (elves, dwarves, gnomes) are assigned one additional standard language at character creation.
3.1. Standard languages: Intelligence check – D.C 5 (Dialect D.C 10) [Obscure D.C 20]
- Common: (Flan, Suloise, Rhenee, Oeridian, Baklunish, Murian, Touv, Zahindian, Halfling)
- Common Sign Language: D.C 10 (Anyone) (Lip reading–Observant feat)
- Dwarvish: (Hill, Mountain, Duergar, Derro, Ancient Dwarven), [Terran, Giant, Gnomish, Goblin, Orcish]
- Elvish: (High, Sylvan, Ancient Elven), [Auran, Aklo (evil fey), High Fey]
- Giant: (Hill, Frost, Fire, Stone, Cloud, Storm, Titan), [Cyclops, Troll, Ogre]
- Gnomish: (Rock, Forest, Deep), [Terran, Ancient Dwarven]
- Goblin: (Bugbear, Norker)
- Halfling: (Harfoot, Stout, Tallfellow)
- Orcish: (Ogrillon), [Dwarven]
3.2. Rare languages: Intelligence check – D.C 10 (Dialect D.C 15) [Obscure D.C 25]
Abyssal (Demons): (Gnoll, Flind)
Celestial (Celestials): (Manamatics)
Deep Speech: (Aberrations)
Draconic: (Kobold, Dragonborn), [Terran, Aquan, Auran, Ignan, Sahuagin]
Druidic (Druids): (Mathematics, Animal speech)
Infernal (Devils): (Tiefling, Legal)
Lizardfolk: (Grung, Boggard)
Modron: (Manamatics & Mathematics)
• Music (written only)
Primordial: (Terran, Aquan, Auran, Ignan)
• Sylvan: (Fey)
Undercommon: [Terran, Aklo]
4. Language Use in the Game — In modern games languages, it is possible to exist in the game only for each player. The game can be used in the game. It is not only an example of the use of the game in the game.
It is not only an example of the use of the game in the game. It is not only an example of the use of the game in the game. It is not only an example of the use of the game
5. Ability Checks — checks on raw ability scores are called for when attempting to do general tasks. Initiative, holding one's breath, renown, shadow points and encumbrance are examples of static ability-based scores. They are simple pass/fail attempts.
Definition
Take 10: A rule allowing a character to treat a die roll as a 10, assuming they are not in a stressful situation.
In non-combat scenarios, players are encouraged to 'take-10' on the die roll to avoid the d20 variance making silly circumstances where the gnome wizard outlifts the half-orc barbarian. In combat luck takes hold and d20s should be rolled.
5.1. The D.M sets a Difficulty Class for the check, or it may be an opposed roll.
5.2. Helping another with an Ability check is endorsed. A character can provide aid for 1 minute.
- Noncombat: help or an appropriate tool can add 2 each to the result. A fighter with 18 S.T.R & 3 helpers, each with iron levers, attempting to move a 1-ton boulder (D.C 20 to move the rock) could muster 10 plus Str mod (4) + (2+2) x3 = 26. Doing so takes time, D.C minutes to accomplish. If you do not have the time then a d20 test is made. In general fumbles and criticals outside of combat are ignored.
- Combat: helpers can grant advantage to the d20 roll. The same situation above is now fueled by adrenaline. The fighter and his 3 friends are now heaving away at the boulder. In 1 turn (10 seconds) they roll 2d20 + 4 (S.T.R mod) +2 (lever). The P.C adds only their statistic modifier and any situational modifiers (terrain, weather, exhaustion, etcetera) to the roll to get a result.
○ If the result is 10 or more higher than the D.C, then an astounding success is achieved. The boulder is lifted clean off the ground and moved 15'.
○ If the result is 5 or more higher than the D.C, then a resounding success is achieved. The boulder is rolled aside quietly.
○ If the D.C is exceeded, then you get a success on the task. The boulder is shoved out of the way with some scraping.
- o If the D.C is matched, then a limited success is achieved. The boulder is tipped over but it makes a loud crack!
- O Failing by 1 to 4 yields no result. The boulder won't budge.
- o Failing the D.C by 5 to 9 is usually tragic and most assuredly an obvious failure. The boulder won't budge and a tool is broken or rope snaps. D.C to attempt again rises by 2.
- o Failing the D.C by 10 or more will cause a calamity. The boulder rolls onto a P.C inflicting 1d12 crushing damage and providing the restrained condition, or the P.C strains his back in the attempt giving the paralyzed condition until a long rest or healing is bestowed.

Section N: Skills, Tools & Instruments

1. Multiple Attempts — Can a rogue make that lock picking attempt over & over again? As a D.M, at what point do you draw the line on multiple attempts? As a D.M, would you raise the D.C in such a case? If so, state what it is. What if the Bard gives the Rogue his bardic inspiration, does this reset the D.C to what it was? What if the rogue took a short rest before trying again? What if the rogue instead spends his inspiration?
1.1. To request a second attempt at a skill-roll or ability check is called "Pushing Your Luck". The player character must now explicitly state how the situation significantly changes, significantly better tools are used, or inspiration is acquired. There are now riskier consequences for a second failure. The D.C of the d20 test may change if the D.M wishes: a D.C of an amazing lock can increase on each successive attempt. (Dexterity + Thieves Tools)
1.2. Some skills may be considered Complex. Perhaps 3 successes over the span of 3 days must be achieved before 2 failures. An example might be haggling over the price of 5000 gp worth of diamond dust. (Persuasion)
1.3. Some skill checks may be considered Compound. Different skills might be required to succeed at the task. An example is crafting a suit of magic armor. (Arcana, smithing tools, leatherworking tools)
2. Skill Checks — Individual rolls use a 1d20 plus all appropriate modifiers (stat, proficiency, feats, tools, circumstance). For most skill checks the level of success or failure is determined by the D.C and 5 D.C. Some skill checks are opposed or contested rolls. Some are secret checks by the D.M. Some are complex rolls. (i.e. best 3 out of 5). Some are compound checks (two or three different skills tested). All skills can have multiple applications.
2.1. Criticals (natural 20) and Fumbles (natural 1) are irrelevant.
2.2. If the D.M deems the attempt to be trivial then no test or roll is needed. It simply happens.
2.3. If the D.M deems the attempt to be ordinary and the P.C's are not in combat then no test or roll is needed. It simply happens
2.4. If the D.M deems the attempt to be impossible then no test or roll is needed. It does not work.
2.5. If a skill is being tested by a P.C who is non-proficient and Tier 1, then their rolls are at a disadvantage.
2.6. If another character is providing the help action, the assistant must describe the way they can improve the chances of success. Helping another in a Skill check requires proficiency. Only one person may give such aid. A character can provide aid for 1 minute. The Help action in a skill test grants advantage on the roll of the highest skilled participant. Some skills are exempt from help actions.
3. Skill Checks & Challenges — D.M's consider discussing how you handle these.
3.1. Passive [Perception, Insight and Investigation] will not be used.
3.2. Perception, insight, deception, sleight of hand, acrobatics, and athletics skill checks might not benefit from the help action. D.M's choice.
3.3. The D.M calls for a single ability (skill) check. Typically, only two die rolls are allowed. Either
• a single character performing two successive attempts ( 2 superscript nd time is 'pushing your luck') or
• two characters performing their individual skill rolls.
two d20 rolls by the character who first declares it (with another character granting advantage through the help action).
3.4. Sometimes an Exploration or Social Skill Challenge will be declared. [Credit for this idea goes to the Dungeon Coach]. Examples of this include sailing a ship, exploring a ruin for clues, setting up a campsite, gaining an audience by the local guild master of Thieves, building a shelter, convincing a duke to marshal his defenses.
- Set the D.C of the challenge. A general rule of thumb is 8 + C.R level. If there are 5 players then 5 success points are needed. Favorable circumstances and innovative ideas and good roleplaying can each modify the number of successes needed. Each player can contribute one check (separately) according to their own strengths.
• Matching the D.C = 1 success point.
- Exceeding the D.C by 5 = 2 success points.
• Exceeding the D.C by 10 = 3 success points.
- Rolling a Natural 20 = 1 bonus success point.
- Rolling a Natural 1 = loss of 1 success point.
Definition
Downtime: Periods of time in the game where characters are not actively adventuring and can pursue hobbies or trade.
4. Tool & Instrument Checks — A much greater variety of tools and instrument proficiencies are possible. Tool checks most often occur during rest periods, downtime and other non-combat circumstances. These latter tool & instrument proficiencies are more relevant to the professions and vocations of N.P.C's and rarely affect the lives of the active P.C adventurer. Individuals can choose to take 10 or roll a 1d20. They add all the usual modifiers (statistic, proficiency, feats, magic, circumstance).
Definition
Compound checks: A task requiring the successful use of multiple different skills to complete.
For most tool checks the level of success or failure is determined by the D.C and plus or minus 5 D.C. Some skill checks are opposed or contested rolls. Some are complex rolls. (i.e. best 3 out of 5). Some are compound checks (two or three different skills/tools tested).
4.1. A tool check might take hours or days of labor to accomplish.
4.2. Helping another with a Tool Musical Instrument check requires proficiency. Such helpers must be proficient in similar tools and instruments. A character can provide aid for 1 hour. Aid in a tool check grants +2 and split the time needed to accomplish the task. Many people in a musical band changes the contest to a group check (social skill challenge).
4.3. Some complex locks and traps may require multiple tool-check successes over multiple rounds. These attempts might also incur consequences for failure.
5. Tool Use — many checks require tools and supplies to be effective. Some tools are so common that no proficiency is required to use them. They modify ability checks. They include thieves tools, shovels, woodsman's axes, magnifying lens, crowbars, pickaxes, hammers, rope, cookware, fishing tackle, healer's kits, skinning knives, needles, awls & blades & chisels, quill pens & parchment, etcetera P.H.B page 154 has a list of artisan tools, gaming sets and musical instruments.
5.1. If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too. Masterwork tools can add an additional +2.
5.2. Attempting a task without any tools at all would be judged as a disadvantage and no proficiency modifier applicable.

Table 10 – Summary of Tools, Instruments & Professions

Tool Proficiency and N.P.C Professions

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Acrobatics

Your Dexterity (Acrobatics) check covers your attempts to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The D.M might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dyevs, rolls, somersaults, and flips.
Diving into Water: You can use the Acrobatics skill to safely dive into water without taking damage. You can safely dive into water from a height equal to twice your Acrobatics check. The difference in your check becomes your falling height and calculates your falling damage (if any).
Escape Bonds: Your training and flexibility in Acrobatics allows you to slip bonds and escape from grapples.
By suffering disadvantage on your Acrobatics skill check to escape bonds, you can do so without being noticed. A D.M may also decide that this is a complex skill challenge.
Evasive Maneuvers: an acrobat can gain a +1 A.C bonus versus ranged attacks and +1 on Dexterity saving throws while moving. Evasive maneuvers consume your bonus action. Speed is reduced by 5' and it can only be attempted in normal terrain.
Make a roll on Acrobatics D.C 8. Success will grant the target +1 A.C bonus until the beginning of the P.C's next turn. An acrobat with proficiency can opt to Tumble-test their Dexterity (Acrobatics) D.C 12 in normal terrain, D.C 15 in difficult terrain, movement penalized by 5', but they gain +2 A.C and +2 to Dexterity saving throws. A tumbler can move through spaces occupied by an creature but they must expend their bonus action (or main action) to do so. This ability does stack with Rogue's uncanny dodge and evasion class abilities.
Table summary: Acrobatics checks for various escape and movement actions. Some actions require meeting a specific Difficulty Class, such as DC 20 for moving through tight spaces or escaping nets and entanglement, and DC 25 for escaping manacles. Other actions are determined by opposed checks, specifically against Survival for escaping rope or bindings, and against Strength for escaping a grapple.
Definition
Kip Up: An acrobatic move allowing a character to stand up from a prone position using very little movement.
Kip Up: You can get back to your feet by doing a flip back onto your feet. With a successful Acrobatics check (D.C 20), you stand up from a prone position as a bonus action and do not spend extra movement to stand.
Maintain Balance: You can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces. If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same D.C to avoid falling or being knocked prone. A balancing pole
Table summary: Difficulty checks for balancing across narrow surfaces increase as the width decreases. A surface 1 to 3 feet wide is Easy with a DC 5, while surfaces 7 to 11 inches wide are Moderate with a DC 10. Narrower surfaces are more challenging, with 2 to 6 inches wide being Hard at DC 15, and surfaces less than 2 inches wide being Difficult at DC 20.
(8 sp, 10 lbs.) grants advantage on the balance check.
Table summary: Balance requirements for different terrain conditions. The difficulty varies from a DC 12 for light obstructions like gravel or sand, to a DC 15 for severe obstructions or slopes, and up to a DC 20 for severely unsteady conditions like an earthquake. Slippery surfaces result in disadvantage.
Move through an Enemy Square: you can move through an enemy square [one size larger or smaller] (tumbling from 3e) by using Acrobatics with an opposed Acrobatics versus Dexterity check. When moving in this way, you move into the square at +1 ft/ft. If you fail in your Acrobatics check, your movement for the round ends in front of the enemy's square and you do not pass through. If the creature is 2 sizes larger then you do not have to make the acrobatics check. Squat nimbleness or the halfling species ability will allow movement at normal speed.
Definition
Opportunity attack: An attack made in response to an enemy moving out of a character's reach.
Obversely, a creature two sizes larger moves where they want, displacing the smaller creatures. Make an acrobatics check or knocked prone. Your D.M may subject you to an opportunity attack instead of ending your movement.
Performance: an acrobat can entertain crowds in numerous ways. (stilts, juggling, contortions, tightrope walking, etcetera)
Roll with a Fall: When you deliberately fall any distance, even because of a missed jump, you can use your reaction to make an Acrobatics skill check. See Table 19. You become prone if you take damage from a fall.
Table 19 summary: Armor class modifiers based on combat situations and character attributes. AC is increased by size and equipment, such as a plus 2 bonus for Tiny creatures, plus 1 for Defense fighting style, and bonuses ranging from plus 1 to plus 4 for various shields, with the X-large composite shield providing the highest shield bonus. Material quality also impacts AC, with masterwork and magical armors adding plus 1 to plus 3, and mithral or adamantium adding plus 2 or plus 3. Conversely, AC is reduced by larger sizes, such as minus 4 for Gargantuan creatures, or by damaged equipment and missing armor pieces, each subtracting 1. Tactical modifiers include bonuses for cover, with three-quarters cover providing plus 5, and active abilities like Tumbling or being a fast moving target providing plus 2. Spells also significantly alter AC, ranging from a minus 2 penalty for Slow to a plus 5 bonus for a Shield Spell.

Animal Handling

When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the D.M might call for a Wisdom (Animal Handling) check.
You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
Control Mount in Battle: In place of your own movement, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle with a D.C 20 Wisdom (Animal Handling) check. If you fail the Animal Handling check, you can do nothing else in that round. You do not need to roll for horses or ponies trained for combat.
Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a bonus action by making a Dexterity (Animal Handling) skill check D.C 10. If you fail the Animal Handling check, mounting, or dismounting takes an action. You can't use fast mount or dismount on a mount more than one size category larger than yourself.
Guide Mount with Knees: You can guide your mount with your knees so you can use both hands in combat. Make a D.C 10 Wisdom (Animal Handling) check, in place of your normal movement, at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount.
Mounted Leap: You can get your mount to leap obstacles as part of its movement with a D.C 15 Wisdom (Animal Handling) skill check. If the Animal Handling check to make the leap succeeds, make a jump check using your mount's Athletics skill or your Animal Handling, whichever is lower, to see how far the creature can jump. If you fail your Animal Handling check, you fall off a large mount when it leaps and take the appropriate falling damage (minimum 5' fall, 10' if at a trot, 15' at a canter, 20' if at a gallop). A huge mount will add 5' to all damage ranges. This usage does not take an action but is part of the mount's movement.
Definition
Placate: To calm an angry or hostile creature.
Placate Beast: If you have a tasty morsel or other treat, you can silence an angry beast or convince it to leave you alone. You can attempt to influence a beast's mood by giving the creature a day's worth of edible food appropriate to its diet and making an D.C 10 Wisdom (Animal Handling) check. If the check succeeds, the beast ignores you to devour the food. If you exceed the D.C by 10, the target will regard you as friendly the next time it encounters you. Failure results in you provoking an opportunity attack from the creature and you cannot try again against the same target for 24 hours. This skill works only against creatures of the beast creature types.
Spur Mount: You can spur your mount to greater speed as a bonus action with a D.C 15 Wisdom (Animal Handling) skill check. A successful Animal Handling check increases the mount's speed by 10 feet for 1 minute, but the creature gains 1 level of exhaustion. This ability cannot be used on a fatigued mount.
Stay Mounted: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you are forcibly moved with a saving throw performed with your Animal Handling skill. The D.C = (number of feet forced back) Dexterity (Animal Handling) skill check. If you have a military saddle and stirrups, then you get advantage on the roll.
Use Mount as Cover: You can use a bonus action to drop down and hang alongside your mount, using it as 3 over 4 cover vs ranged attacks. Make a D.C 15 Dexterity (Animal Handling) skill check. You can't attack or cast spells while using your mount as cover. If you fail your Animal Handling check, you don't get the cover benefit. You must make a Strength roll D.C 10 to recover your position in the saddle next turn.
Teach an Animal a Trick: You can teach an animal a specific trick with one week of work and a successful Animal Handling check against the indicated D.C below. An animal can learn a maximum of three tricks per point of intelligence. Training to accept a rider, draw a wagon or carry pack loads counts as a trick.
The following tricks can be taught to animals by training the animal for a week and making a successful Handle Animal skill check against the listed D.C.
Accept Rider (D.C 10): basic training for a mount. This trick requires 3 successes to complete. Afterwards the mount can accept such things as bit & bridle, reins, and a saddle.
Aid (D.C 15): The animal can use the Help action to aid a specific ally in combat. You may point to a particular creature that you wish the animal to aid, and it will comply if able. The animals aid grants advantage on the roll if applicable.
Attack (D.C 15): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Bombard (D.C 25): A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist's fire or some other incendiary) on a designated point or opponent. The animal cannot throw the object and must be able to fly directly over the target.
Break Out (D.C 20): On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character advantage on skill or ability checks to escape bonds. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply and pickpocketing a key or picking any sort of lock is still far beyond the animal's ability.
Bury (D.C 15): An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both Bury and Fetch can be instructed to fetch an item it has buried.
Come (D.C 15): The animal comes to you, even if it normally would not do so.
Defend (D.C 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character. When defending you, it can cause one attack per round against an adjacent creature that attacks you to be made with disadvantage.
Deliver (D.C 15): The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken.
Detect (D.C 25): The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location and goes on point. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal's attention.
Down (D.C 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Entertain (D.C 25): The animal can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a Charisma (Performance) check to show off its talent. Willing onlookers or those who fail an opposed Insight check suffer disadvantage on Perception checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their animals to perform this trick while they pick-pocket viewers or sneak about unnoticed.
Exclusive (D.C 20): The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer's serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of an animal friendship spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.
Fetch (D.C 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Flee (D.C 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.
Get Help (D.C 20): With this trick, a trainer can designate several creatures up to the animal's Intelligence score as "help." When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.
Guard (D.C 20): The animal stays in place and prevents others from approaching. It makes threatening noise when it detects the approach of others it is not familiar with.
Heel (D.C 15): The animal follows you closely, even to places where it normally wouldn't go.
Hunt (D.C 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. An animal with this trick may attempt Wisdom (Survival) checks to provide food for others or lead them to water and shelter. An animal with this trick may use the Help action to assist Survival checks made by its handler for these purposes.
Perform (D.C 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring, or barking, and so on.
Maneuver (D.C 20): The animal is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.
Menace (D.C 20): A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking but continues to menace.
Seek (D.C 15): The animal moves into an area and looks around for anything that is obviously alive or animate.
Serve (D.C 15): An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Animal Handling bonus on the check instead of its own. The animal treats the designated ally as a friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate.
Sneak (D.C 15): The animal can be ordered to make Stealth checks to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
Stay (D.C 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track (D.C 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
Throw Rider (D.C 15): The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat maneuver that applies to all creatures riding the animal, and that does not provoke opportunity attacks. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.
Watch (D.C 15): The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area.
Work (D.C 15): The animal pulls or pushes a medium or heavy load. You can attempt to push an animal to perform a trick that it does not know, but the skill attempt is made with disadvantage. The D.M may not allow the roll at all if the attempt is too unrealistic.

Arcana

Definition
Ley lines: Theoretical paths of concentrated magical energy running through a world.
Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, ley lines, the planes of existence, and the inhabitants of those planes.
Astronomy: basic knowledge of celestial events, the cosmos and where magic comes from. Those proficient in arcana are familiar with the movements of planets, moons, and stars.
Geomancy: knowledge of sources of magic within the oerth, leylines and methods to activate portals and supernatural travel.
Identify a Spell or Spell Effect: You can identify a spell effect that is in a fixed location with a Detect Magic spell and an Intelligence (Arcana) check of D.C 15 + spell level
Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it's being cast, or they can use an action on their turn to identify a spell by its effect after it is cast. (Kenn Mind can use a bonus action instead).
If the character perceived the casting, the spell's effect, or both, the character could make an Intelligence (Arcana) check with their reaction, bonus action(feat) or action. The D.C equals 15 + the spell's level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the
Table summary: Difficulty Class requirements for identifying items based on rarity and the skill used. For all rarity levels, the DC for secondary skills, including History, Nature, and Religion, is 3 points higher than the DC for the primary Arcana skill. For example, Common items require DC 5 for Arcana and DC 8 for secondary skills, while Legendary items require DC 25 for Arcana and DC 28 for secondary skills. The DCs scale upward in increments of 5 for each rarity level, moving from Common to Uncommon, Rare, Very Rare, and Legendary.
Check to identify the specu. Some spells aren't associated with any class when they're cast, such as when a monster uses its Innate Spellcasting trait.
This Intelligence (Arcana) check represents the fact that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is true even for a character whose spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn't by itself make you adept at deducing exactly what others are doing when they cast their spells.
Identify a Magical Item: You can identify a magic item with an Identify spell and an Intelligence (Arcana) check depending on the rarity of the item. If you are not proficient with Arcana, you suffer disadvantage on this skill use. Refer to the table below.
Success on this roll determines the school of magic and its common properties. It does not appraise its value, lore, history, or condition. It does not reveal a curse. That is why a secondary roll can provide much more information about a magic item. On a failed roll, the character must wait until they advance a level or reach a place where lore is stored and shared (temple, library, academy).
Access to a full library, a laboratory or sages will grant advantage on the secondary check, but it may also incur extra costs. N.P.C Sages will use their Arcana (Intelligence) skill bonus of +5.
Identify a Potion: You can identify a consumable magic item with an Alchemist's tool kit and an Intelligence (Arcana) check depending on the rarity of the item.
Identify Magical Materials or Essence: You can identify materials manufactured by magic with an Intelligence (Arcana) check of D.C 15 + spell level. If you are not proficient with the Arcana skill, you have disadvantage on checks for this skill use.
Planar Lore: You can recall general lore about the planes of existence with an Intelligence (Arcana) check D.C 15. If you are not proficient with the Arcana skill, you have disadvantage on checks for this skill use. For specific pieces of lore including names, places and creature vulnerabilities the D.C is 20. To identify planar keys requires both the Arcana and Investigation skills, but the D.C is now 25. To discover the truename of a planar creature both skill checks are D.C 30.
Identify Supernatural Creature: You can identify aberrations, constructs, monstrosities, and oozes with a D.C of 10 + their challenge rating. If you are not proficient with the Arcana skill, you have disadvantage on checks for this skill use. A successful check allows you to remember a bit of useful information about that creature.
For every 5 points by which your check result exceeds the D.C, you recall another piece of useful information. Useful information includes immunities, resistances, vulnerabilities, spells, abilities and C.R.
Analyze Magic Trap: After you (or an ally within 30 feet) discover a magic trap using the Perception skill or by other means, you can attempt to determine the exact nature of the trap using Detect Magic and the Arcana skill. The D.C of this check equals 15 + the trap's challenge rating. If you succeed, you know what spell the trap triggers. If the trap triggers more than one spell, check separately for each one. This knowledge grants you no advantage for disarming the trap, but it does tell you what to expect should the trap go off. If you are not proficient with the Arcana skill, you have disadvantage on checks for this skill use.
opponent's caster level and the highest spell level they can cast with a D.C 15 + Spell Slot level skill check. If the spellcaster uses a feat or special class ability, that too can be identified with a successful Arcana check D.C 20.

Athletics

Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
Jumping: You can use the Athletics skill to make long jumps. The D.C is 10. If you fail the roll then you have the prone condition at the beginning of the jump. If you match the D.C exactly then your hands or feet barely catch the edge.
Make a Dexterity saving throw or miss the jump. You can make a 10' running long jump several feet equal to your Strength score. You can use the Athletics skill to make high jumps. You can make a 10' running high jump where your feet clear the ground equal to 3 + Strength Modifier. With arms extended above your head you can reach an additional 1.5 times your height on the apex of your jump.
Creatures with greater than 35' base speed gain advantage on any running jump check. Encumbered creatures suffer disadvantage on the roll. Without a running start of 10' the distance is cut in one half once again. No jump can allow you to exceed your maximum movement (dash) for the round.
Pole assisted Jump: You can use the Athletics skill to make a pole vault. If you use a pole as part of an Athletics jump check, you gain advantage on the check (but must drop the pole). Add half the length of the pole to the distance cleared.
Climbing: With a successful Athletics check, you can advance up, down, or across an inclined slope, wall, or even across a ceiling, provided it has handholds, at +1 ft/ft (difficult terrain). A slope is any incline at an angle measuring more than 20 degrees; a wall is any incline at an angle measuring 70 degrees or more. A climb check that fails by 5 or less means that you make no progress, and one that fails by more than 5 means that you fall from whatever height you have already attained. The D.C of the check depends on the conditions of the climb. If the character has a climb speed listed, then their rate of ascent is not slowed, and they have advantage on the climbing roll.
Compare the task with those on the following table to determine an appropriate D.C.
You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can't move to avoid a blow, so opponents have advantage on their attacks against you. You also do not gain the benefits of a shield while climbing. Anytime you take damage while climbing, make an Athletics check against the D.C of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.
Table summary: Difficulty classes for climbing, ranging from Easy to Impossible. The difficulty increases from a DC of 8 for climbing a knotted rope, through moderate and hard levels, up to a DC of 20 for a dressed dungeon wall with no handholds, and peaking at a DC of 30 for an impossible climb involving a smooth or ceiling surface that is also cold and encumbered.
If you can brace yourself against another wall or surface, you gain advantage on the check. If any of the surfaces are slippery (from rain, greased, etcetera) the checks are made with disadvantage. You can also climb at full speed by making the Athletics check with disadvantage. The use of pitons (or a climber's kit) grants advantage.
Catch a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful Athletics check D.C 12 (for a small object), D.C 18 (for a medium object), or D.C 25 (for a large object). If successful, you must immediately attempt a climb check equal to the climb D.C. Success indicates that you catch the falling character, but his total weight, including equipment, cannot exceed your heavy load limit or you also fall.
Expeditious Climb: In return for suffering disadvantage on your Athletics check to climb, you can move with such speed and vigor that you do not lose your Dexterity bonus to A.C while climbing and climb at your full movement speed. Again, a listed climb speed grants the normal dexterity bonus to A.C.
dot ress: With a D.C 10 check a character can lift their maximum carry/drag weight above their head to 1.5 X tneir height.
Slow Descent: It is possible to slow your descent if you fall. You might attempt to dig in your fingers, grab a hold of rocks, branches or vines when falling. If you make a D.C 15 Athletics check, you can reduce your effective falling height by 10' . If your modified roll reaches D.C 20 you can reduce your falling height by 20' .
Swim: Make a Strength (Athletics) check once per round while you are in the water. Success means you may swim at up to half your base speed as your movement. If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater and sink 5' per second (50' per round).
If you are underwater, either because you failed an Athletics check or because you are swimming underwater intentionally, you must hold your breath. If your species does not have a listed swim speed, you cannot take a Dash action.
For each 10 minutes that you swim, you must make a D.C 15 Constitution save or gain a level of exhaustion.
Fato
Buoyancy can consider the density of the swimmer. If they are fat or have swim bladders full of air then you may rule that they float instead of sink. The Water walking spell simulates this.
Swimming in Armor
If you attempt to swim while wearing armor (any that provides a penalty to speed), you suffer disadvantage on your Strength (Athletics) to remain afloat. If you fail the check, then you sink 10' each second (100' per round). That 100' must be ascended in order to breathe on the following round. Buoyancy is incontrovertible. Even if an aquatic creature (with a swim speed) wears he in order to breathe on the following round. Buoyancy is incontrovertible. Even if an aquatic creature (with a swim speed) wears heavy armors, its swim spe
Table summary: Swim Difficulty Classes increase as water conditions worsen, ranging from DC 10 for calm water, to DC 15 for rough water, and DC 20 for stormy water.
Drowning Rules
It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.
Any character can hold her breath for several 10 second rounds equal to 3 plus your Constitution modifier. If a creature is at high exertion rates (such as combat), the remaining duration that the character can hold her breath is reduced by 10 seconds (1 round). If the water is cold, then shock reduces the time by another 10 seconds. If the swimmer is 50' deep or more, reduce the time by another 10 seconds. After this period, the character must make a D.C 20 Constitution saving throw or they exhale/inhale and drown. In the first round, they become incapacitated, and their hit points are reduced to 0. They go unconscious and continue to sink. Drowning characters suffer brain death after 2 minutes without air.
Water breathing
Like most epipelagic fish, water breathing spells work at depths down to 1000'. Below that the pressure is at 30 atmospheres and simply crushes the swimmer.
Swing on Vines: The deep forests and jungles of the world are choked with hanging vines and flexible branches. Some characters can use these objects as impromptu ropes and swing lines, giving them the ability to move with incredible speed, far removed from the dangers of the forest floor.
To use Athletics in this manner, there must be sufficient flexible branches and vines for you to grasp, and they must be long enough to allow you to swing between trees. For this reason, this skill use can only be used in forest, jungle, and some swamp terrain (specifically, swampy forests). The D.C of moving along using this skill use is a base of 20. Failure by 4 or less means you do not move but can try again (having missed your next hand hold); failure by 5 or more results in you falling.

Deception

Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Deception rolls while communicating in a non-native tongue suffers disadvantage.
If an opponent wants to believe you, is drunk, drugged or otherwise impaired, or you have convincing proof of your deception, then you have advantage on the roll. If your deception is preposterous, or the target mistrusts you, then you have disadvantage on the roll.
Blend In: You can move into a large crowd of people and slightly change your appearance to resemble those around you. This allows you to make a Deception check by creating a quick disguise. You may also use this Deception check as a Stealth check to "hide in plain sight."
However, you may only use Deception in this manner if there is a group of people nearby into which you can escape. For example, you could blend into a small group of beggars by grabbing a nearby filthy, soiled cloak, draping it over your shoulders, and sitting down amongst them. Obviously, this skill does not prevent anyone who witnessed your attempt from pointing you out to any pursuers or enemies.
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Convey Secret Message: You can use Deception to pass hidden messages to another character without others understanding your true meaning. The D.C of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are speaking in a language that it understands. If your check fails by 5 or more, the message is misinterpreted. Other creatures that hear the message can decipher the message by succeeding at an opposed Insight check against your Deception result.
Deceive or Lie: If you use Deception to fool someone, with a successful check you convince your opponent that what you are saying is true. Deception checks are modified depending upon the believability of the lie. The following modifiers are applied to the roll of the creature attempting to tell the lie. Note that some lies are so improbable that it is impossible to convince anyone that they are true, though the opponent might believe that you think you are telling the truth (subject to D.M discretion).
Disguise: Your Deception check result determines how good the disguise is, and it is opposed by others' Perception or Insight check results. If you don't draw any attention to yourself, others do not get to make Perception or Insight checks. The typical D.C of a disguise attempt is 10. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), use the character's passive perception as your D.C. You get only one disguise attempt per use of the skill, even if several people are making Perception checks against it. The effectiveness of your disguise depends in part on how much you're attempting to change your appearance. If you are impersonating a particular individual, those who know what that person looks like gain advantage on their Perception checks. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.
Disguise a Weapon: You can hide a weapon on your person, often in plain sight by making it appear as some ornament or other harmless keepsake. When you strike with it, you may surprise your enemy and gain advantage on your attack. When you do so, make an Intelligence (Deception) check opposed by your foe's Perception check. If your check succeeds, your opponent is considered surprised regarding your next attack. Anyone who searches you must make a Perception check opposed by your Deception check to find the weapon. They gain no special bonus on this check — unlike with weapons hidden using the Sleight of Hand skill because you have physically modified the weapon to disguise it.
Table summary: Modifiers for disguised situations. Being part of a crowd of 10 or more provides an Advantage, while being disguised as a different gender, species, age category, or size category results in a Disadvantage.
Fast-Talk: With meaningless fast-talk and quick-thinking you can sometimes converse your way out of a problem you talked yourself into. The use of fast-talk happens after you have just failed a Persuasion or Deception check. If you have failed that check by 5 or more, you would normally have disadvantage on future attempts. However, with a successful fast-talk attempt, you can recover from your failure and regain the target's (relative) trust.
If, after your failed Persuasion check, you also fail on your fast-talk use of Deception, and you fail by 5 or more, you also deeply insult your target. If it was an attempt to influence a given creature's attitude, you make the character's attitude worsen by yet another step (so, two steps total since you failed by 5 or more on the initial Persuasion check), and if it was a request, you cannot make any other requests of the target for 24 hours. Once you attempt this skill use (successfully or not), you cannot use it against the same target again for 24 hours.
Definition
Coup de grace: A lethal blow delivered to an already helpless or unconscious target.
Feign Death: You can use a reaction to make a Charisma (Deception) check the next time you take damage. Make the Deception check with a D.C equal to any observer's passive Perception check. As a rule of thumb, only opponents directly engaged against you should gain an active check, unless you are actively being observed by a group. You fall prone and drop any items you hold during the attempt. You are prone, but are not considered helpless, as you can try to defend yourself against a coup de grace or similar attack at the last moment.
If you attack an opponent who thinks you are dead, you gain advantage on your first attack against that opponent. Once your action ends, your foes know that you are alive. They will not fall for the same tactic twice.
Feign Weakness: You attempt to convince your target you are weaker than you are through your actions and posture. If your opponent has seen you take an offensive action, you suffer disadvantage on this roll. If you are one size smaller than your target and have taken no offensive actions against it, you gain advantage on this skill use.
Impressive Distraction: With a successful Intelligence (Deception) check, you create a large obvious distraction that draws everyone's attention for 1 round. The D.C of this check is equal to your opponent's passive Insight score. Allies can use the Stealth skill or to flee until they are out of sight during this time. There may be opponents who were aware of you or your allies before you make this attempt, if any of your allies attempt to attack those opponents during this round, that attempt negates the beneficial effect of this skill use.
Obfuscate Spellcasting: When casting a spell, you can attempt to hide its verbal, somatic or material components and thus make it harder for others to recognize that you are casting a spell. Make a Dexterity (Deception) check opposed by any observing creature's Perception check (spellcasters gain advantage on their Perception check). Each observer who fails to beat your Deception check fails to determine that you are casting a spell. If creatures can see the spell's effect project outward from you, they know you cast a spell. You must perform this Deception check at the time you cast the spell. It uses up your bonus action.
Seduction: Some enjoy sensual pleasures for the acts in and of themselves, while some use them to a greater end. You can use the Deception skill to seduce others. You suffer disadvantage when attempting to seduce a creature that is not attracted to your species, culture, gender, or proclivities (such as a faithful spouse, one who only likes blonde-haired women, or someone who has taken a vow of celibacy). Before you can get to the point where a sated partner can be used for gathering information, or if you are just seeking sensual pleasures, you must first get through the target's defenses and lure him or her into your bed.
You must succeed at a Deception check with a D.C equal to their Wisdom score (or opposed by Insight). This skill use requires an evening of socializing and usually somewhere private to retire to. If you successfully seduce a target, further attempts to seduce that person into your bed gain advantage. If you fail the check, however, you are rebuffed and may not make another seduction attempt against the same target for at least 1 week (otherwise checks are made with disadvantage). After you have successfully seduced a target, you may make one Deception check, instead of Investigation to gather information.
Alternately you can now use Persuasion to suggest the target do something. Your seduced target makes regular reports to you, in attempts to keep your favor, about any specific topic you designate. You may have more than one active seduced partner that provides these benefits equal to your Charisma modifier (minimum 1).
Spread Rumors: Rather than seek out information, you can spread rumors of your own invention across town. Make a Deception check to create false rumors. For 1d3 weeks after this check, anyone looking for information regarding the topic of your rumor might uncover your falsehoods in place of useful information.
If Investigation checks made by others are less than your Deception check, they uncover your rumor instead of the information they want. If they exceed your check by 5 or more, they recognize your rumors as false.
Suggestion: You can use Deception and Persuasion together to make a request of a creature, without it even realizing you have made the request. You can gradually coax a target into thinking a suggestion is entirely its own idea, making the creature more likely to act on the idea than if you had suggested it outright. You discuss topics subtly relevant to the request, asking leading questions and narrowing the scope of the conversation so that the target eventually decides to take a specific action you have led it to. You first attempt a Deception check to convince the target that your request was its idea. This is always treated as far-fetched circumstances, resulting in disadvantage on the check. If successful, you then attempt a Persuasion check to make the request of the creature, treating its attitude toward you as indifferent for this single request (regardless of its actual attitude).
Ventriloquism: this is part of a compound skill with Performance to 'put words in other people's maws'.

History

Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
Appraise Art Object: A successful D.C 10 Intelligence (History) check will allow you to identify the value of an art object. You may apply any proficiency bonus from appropriate tools or origin. If you fail the check by more than 5, you widely exaggerate or misidentify the value of the item.
Determine Age of Construction: With a D.C 10 Intelligence (History) check, you can identify and determine the age of ruins or structures. If the structures are more than 500 years old, the D.C increases to 15. If they are more than 1000 years old, the D.C increases to 20. If you are not proficient in the History skill, this attempt is made with disadvantage.
Heraldry: A successful D.C 15 Intelligence (History) check will allow you to identify a knight's prowess, lineage and fame from their coat of arms. Those from foreign countries to that which your were raised causes disadvantage.
Identify Humanoid Creatures: You can identify humanoid creatures with a D.C of 10 + their challenge rating. If you are not proficient with the History skill, you have disadvantage on checks for this skill use. A successful check allows you to remember a bit of useful information about that creature.
For every 5 points by which your check result exceeds the D.C, you recall another piece of useful information. Useful information includes immunities, resistances, vulnerabilities, spells, abilities and C.R.
Know Historical Facts: You can delve into general historical knowledge with a D.C 10 Intelligence (History) check. Lesser-known facts are a D.C 15 and relatively rare facts D.C 20. Obscure or “lost” information may impose disadvantage on this check.
Local Knowledge: You know the local laws, customs, nobility and, popular locations with a D.C 10 Intelligence (History) check. With a D.C 15 check you can pick up local rumors or other less well-known information. A D.C 20 check is needed for obscure information.

Insight

Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
Comprehend Language: When trying to communicate with someone with whom you do not share a common language, you can watch his body language, listen for changes in his tone of voice, and use other subtle clues to determine the gist of what he is trying to say. A successful Wisdom (Insight) check (at disadvantage) allows you to pick up the basics of a conversation carried on in a foreign language. You must be able to see and hear the creature you wish to use this skill on.
The level of comprehension is determined by the result of the skill check: The D.M may feel free to rule that some cultures, languages, etcetera, are so alien that they impose disadvantage on the skill check.
Table summary: Difficulty Class requirements for levels of comprehension. At DC 15, you sense the general emotional tone, such as a goblin being nervous. At DC 20, you get a general sense of the topic, like the goblin being nervous about well water. DC 25 reveals half the specific details, such as the goblin thinking the water is poisoned, and DC 30 provides full comprehension, such as knowing the goblin is reporting that orcs poisoned the well.
Discern Secret Message: You may use Insight skill to detect that a hidden message is being transmitted via the Deception skill. In this case, your Insight check is opposed by the Deception check of the character transmitting the message. If you succeed by 4 or less, you know that something hidden is being communicated, but you can't learn anything specific about its content. If you beat the D.C by 5 or more, you intercept and understand the message.
If you fail by 4 or less, you don't detect any hidden communication. If you fail by 5 or more, you might infer false information. You suffer disadvantage on this skill check if you do not have all the pieces of information related to the secret message (words, pages, codes, etcetera).
Hunch: This use of the skill involves making a gut assessment of the social situation with a D.C 20 Wisdom (Insight) skill check. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.
Identify Martial Prowess: A paladin, ranger, fighter, or monk can use this skill to determine the experience, level and subclass of another fighter or monk. The D.C for this check is 5 plus the (paladin, ranger, fighter, or monk) class level of the target. Success grants insight to the subclass, potential weakness, Battlemaster abilities, Ki points and the like.
Read Target: You can sometimes read an opponent's body language and eyes to determine the nature of their next action. As a search action, you can attempt an Insight check opposed by your opponent's Deception check to read your foe's intentions. If your check succeeds, you learn what your foe plans to do on her next action.
You learn only general information, such as whether your foe intends to cast a spell, use a ranged attack against a specific target, or flee. You do not learn exactly which spell she plans to use, but you do know their target. You may then take your action as normal. Note that the result of your action, and others' actions, could cause the target to change her mind. You only learn what she is planning to do at the moment you act.
You may also use this skill in combat to attempt to determine your foe's next attack. By knowing where the attack is coming from, you can gain a measure of defense against it. You may make an Insight check as a reaction when your foe attacks or casts a spell. This is an opposed roll against the foe's attack roll. If you are successful, you gain a +1 bonus to your A.C and saving throws against that attack or spell.
You can also use an Insight check to read a target's profession. You can examine the subtle physical and social traits exhibited by someone to determine their trade and relative level of skill. After studying someone for three rounds, you may make an Insight check at D.C 20 to search for subtle clues, such as calluses on a person's hand, his peculiar stance that indicates he studied at a fencing school, or the faint traces of spell components staining his fingers. If your check succeeds, you determine what classes someone has levels in and what professions or crafts he practices. If you attempt to use this skill against a disguised person, your Insight check made at disadvantage, as you might falsely predict their disguised attempt. On a successful check, you notice that your subject seeks to conceal his identity otherwise you get the information the disguised person wishes to provide. If you exceed the check by 10 or more, you make an educated guess at the total character level (but not species Hit Dice).
Sense Enchantment: You can tell that someone's behavior is being influenced by an enchantment effect even if that person isn't aware of it. The usual D.C is 25.

Intimidation

When you attempt to influence someone through overt threats, hostile actions, and physical violence, the D.M might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
Awe: You can use a Strength or Dexterity, etcetera, (Intimidation) check to show off your skill at arms, magic or any other pursuit that might impress an onlooker. You make an Intimidate roll as a bonus action while performing another action in an awe-inspiring manner. The D.C of this check is equal to the target's Wisdom score. If your check succeeds, you influence your audience. This is a mind-affecting effect.
Deadly Boast: As you hew through your enemies, you use threats, taunts, and a bloody display of your martial prowess to strike terror into your remaining opponents. If you kill an opponent outright by dropping her from positive hit points to death (negative hit points (body)), you may make an Intimidation check against another foe within 30' as a free action.
The staff must have been able to tight when you cut her down. A paralyzed or otherwise helpless opponent does not qualify for this use of the Intimidate skill. The D.C of this check is equal to the second foe's Wisdom score. If your check succeeds, the foe gains the frightened condition for one round. For each additional five points over the target's Wisdom score you achieve, they are frightened for one additional round. This is a mind-affecting effect.
Threaten/Intimidate: You make a threat of a physical (Strength) or psychological nature (Charisma) against a target. As an Influence action, make an Intimidate skill check against a target within 30'. The D.C of this check is equal to the second foe's Wisdom score. If your check succeeds, the foe gains the frightened condition for one round. For each additional five points over the target's Wisdom score you achieve, they are frightened for one additional round. This is a mind affecting effect.
You can also use this skill to lean on a target and force them to act friendly towards you for 1d6x10 minutes. On a successful check, the target will possibly give you information you desire, take actions that do not endanger it, or offer other limited assistance. All these actions are at the D.M's discretion and after the Intimidate expires, the target treats you as unfriendly and may likely report you to local authorities.
You gain advantage on threatening targets if you are one or more sizes larger and suffer disadvantage if you are one or more sizes smaller.
Torture: Torture is a finely honed skill in some creatures' repertoires, whether used to elicit information or simply for pleasure. However, torture is an unreliable means of gaining accurate information. A professional torturer may have many gruesome tools and devices or assistants to inflict various atrocities. Tool proficiencies apply as does advantage if the victim is 'broken'. Torture through coercion and threat is not an evil act, however the use of pain, despair and mutilation is an evil act that will affect both victim and torturer's personalities.
The victim will say anything to end the pain of Hustale his captors. You can use hۈmmüate to force an opponent to act neprietary toward you or speak uttuity what a successful check. The target always resists and they make an opposed Constitution or Wisdom save (whichever is lower) to resist. Starving a prisoner or depriving them of sleep will inflict exhaustion levels and make the target more pliable.
The N.P.C then provides Information based on your success or failure. A failure by 5 or more results in the target providing false information. You can make this check only once per day against a particular target, and its effects last until the next day.
You cannot take 20 on this check. Creatures immune to critical hits, pain, or fear effects cannot be intimidated in this way.

Investigation

When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
Appraise Item: You can use the Investigation skill to appraise the value of most items. A D.C 10 appraise check determines the value of a common item. A D.C 15 determines the value of uncommon items.
If you succeed by 5 or more, you also determine if the item has magic properties, although this success does not grant knowledge of the magic item's abilities. If you fail the check by less than 5, you determine the price of that item to within 20% of its actual value. If you fail this check by 5 or more, the price is wildly inaccurate, subject to D.M discretion. Particularly rare or exotic items might increase the D.C of this check by 5 or more.
You can also use this check to determine the most valuable item visible in a treasure hoard or on a person. The D.C of this check is generally 20 but can increase to as high as 30 for a particularly large hoard.
You can also use this check to determine the rough value of an entire hoard with a D.C 20 check.
Assess Damage: You can look over an item as an action and accurately measure how much damage the object has taken and how much more punishment it can take. With a successful check (the D.C is equal to the object's A.C), the D.M tells you the object's hardness, how many hit points of damage it has taken, and how many more it can withstand before being ruined. This skill does not work on constructs or undead.
Detect Forgery: You can use the Investigation skill to detect if a crafted good is real or a forgery. This generally requires time to examine the object in proximity and an Intelligence (Investigation) check equal to or greater than the D.C achieved when crafting the forgery.
Determine a Magic Item's Properties: You can use Investigation to determine a magic item's properties in lieu of the Arcana skill. When you do so, you suffer disadvantage on the check.
G�el information. You can use inteugence (investigation) to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The D.C of this check depends on the obscurity of the information sought, but for most known facts or rumors it is D.C 10. For obscure or secret knowledge, the D.C might increase to 20 or higher. The D.M might rule that some topics are simply unknown to common folk. While seeking out news and information, you can choose to keep a low profile.
You focus on overhearing conversations, drawing inferences from peoples' behavior, and spying on others. You suffer disadvantage on your attempts, but you avoid leaving any clues about the information you seek. If you fail your Investigation, check by 5 or more, you are automatically noticed as someone seeking information about the subject. You may also choose a high profile, requiring gifts and bribes totalling the D.C in gold pieces.
In this scenario you gain advantage on the check, but you also come to the attention of everyone in the area.
Research: You can delve into a library or build to uncover knowledge about a subject, person, place or thing. Most medieval libraries were rare and expensive. 100 books on common topics would still be valued at 5000 gp. A rare topic academy library of 1000 books could run 250,000 gp. Sages could be hired, at 200 gp/day, to find the answers you seek at such a library.

Medicine

A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
Autopsy: By combining medical knowledge with alchemical techniques, it is possible to gain a significant amount of information from a corpse without the use of magic. The Medicine skill forms the basis of forensic pathology and allows you to test the characteristics of blood and is required for certain advanced actions.
The table below indicates the type of information that can be gained with a Medicine check (the check is made in secret by the D.M, see retry), along with the D.C of the check.
Performing an autopsy requires approximately three hours. At the end of this time, you can make two checks (typically cause of death and examining the injury that caused death). Each additional check takes an additional thirty minutes to perform.
Cause of Death can be useful when you want to know if the crushing damage came after the victim was poisoned. This only provides general information: "She died because of decapitation" or "She appears to have died of natural causes." To obtain more specific details, you must make an additional check to examine the injury or determine the nature of foreign substances.
Examine Injury allows you to obtain information about a specific wound. If you make the check, you determine the basic cause of the injury (a narrow blade, a small blunt object, teeth). If your check beats the D.C by 5 or more, you gain specific details about the weapon that caused the injury (a double-edged dagger with a six-inch blade). If your check beats the D.C by 10 or more, you gain information about the way the wound was inflicted (the attacker was left-handed, about six feet tall, and probably grabbed her from behind).
Table summary: DC values for different types of information, with the highest value of 25 assigned to Nature of Foreign Substances. Other categories include Presence of Foreign Substances at 15, Time of Death at 20, and both Cause of Death and Examine Injury at 10.
nce of Foreign Substances reveals whether the victim had drugs, poison, or high levels of alcohol in his system when he died. As with a cause of death check, this rmation is not specific; it simply determines that something unnatural was present at the time of death.
Nature of Foreign Substances allows you to determine the specific nature of any substance you have identified. You must discover the presence of foreign substances before you can attempt to determine their nature.
Time of Death reveals when the victim was killed. This is an imprecise science at best. If the user does not possess proficiency in the Arcana skill, time of death can only be determined to within 4d6 hours. With access to Arcana, the time can be pinpointed to within 1d6 hours. You cannot try again after a failed roll. If you miss the check by 10 or more points you may come to a false conclusion, otherwise you will just be unable to obtain any useful information.
Special: Time is the enemy of the pathologist. Every twelve hours that passes from the point of death adds 2 to the D.C of any autopsy check. In a swampy or tropical environment, this penalty is doubled; in an especially dry environment it is halved. The spell gentle repose will preserve a body in its current condition for the duration of the spell.
Certain poisons and drugs may be harder to detect than others. The D.M should consider the poisons that exist within the game world; those that are difficult to trace could increase the D.C of checks made to determine cause of death, presence of foreign substances, and nature of foreign substances by up to 5 points.
During an autopsy, you may also make a Perception check to notice any unusual details about the corpse. There may not be any; but perhaps you will notice a few threads of cloth caught under the victim's fingernails, or a small tattoo that will prove to be relevant later. It is up to the D.M to determine whether there are any facts to be discovered, and if so, what the D.C of the check should be.
Diagnose / Determine current H.P: used in conjunction with the Study action or the Aftermath (Triage) action, this allows the medic to accurately report the H.P of the creature under scrutiny. This is relevant only when H.P are not being openly reported to the players. The Study Action D.C=10+C.R reports a general diagnosis (25% crippled, 50% injured, 75% battered, or 100% unharmed). The Triage D.C=8.
When preparing to treat someone, you can examine their wounds or condition and determine several facts about the poison, disease, or condition affecting her and a rough estimate of their hit points. You cannot use this skill to know the hit point totals of creatures, merely their relative health in relation to those hit points.
On a successful check, you determine the nature of the problem, the future effects, the amount of potential harm or hindrance it will cause (for example how much damage it will do), and its potential duration.
Note that rare or exotic conditions or effects may have a higher D.C, at the D.M's discretion.
If your skill check is 10 or higher than the D.C, the D.M will suggest a potential cure for the condition. If your skill check is 10 or lower than the D.C, you misdiagnose the patient's problems. The D.M provides you with incorrect information regarding the nature of the problem, the amount of potential harm/hindrance caused by the effect, and its potential duration. A successful diagnosis grants you advantage on subsequent attempts to aid the victim. A misdiagnosis causes disadvantage to such skill checks.
First Aid: You usually use first aid to save a dying character. See the rules in section J Table 20 for the new effects of first aid and second aid.
Table 20 summary: Melee attack modifiers categorized by their effect on the roll to hit and the combat situation. Positive modifiers include a range of bonuses such as Proficiency Modifiers and Bardic Inspiration, which can scale from plus 1 to plus 6 or add dice like d6 through d12. Other bonuses include plus 1 for height advantage, masterwork weapons, and longer reach, plus 2 for flanking, and d4 from the Bless spell. Penalties to hit range from minus 1 for damaged weapons to minus 10 for Huge or Gargantuan attackers facing Tiny targets, with minus 2 applied for Power Attacks, being wounded, or being heavily encumbered. The table also lists conditions that grant Advantage, such as the Help action or a prone melee target, and those that cause Disadvantage, including being restrained, poisoned, or attacking underwater. Additionally, some situations result in no proficiency bonus, such as using an improvised weapon, or allow for a reroll via Heroic Inspiration or the Lucky origin feat.
Identify Drugs/Pharmaceuticals: The Medicine skill can be used to identify and understand pharmaceuticals. The D.C varies by rarity.
Malpractice: You must also be proficient in Deception to use Medicine in this fashion. Rather than making a Medicine check to perform first aid or some other form of treatment on a helpless or willing creature you intentionally bungle the job to ensure that the creature perishes or is severely injured.
You make the check as an action and deal in the point damage to the creature at the beginning of your next turn equal to your Medicine skill check. If the creature is helpless this is considered a coup-de-grace attack. If under the watchful eye of others (including your patient), your Medicine check is opposed by another's Insight or Medicine, a failure on your part results in them detecting your malpractice and they may attempt to intervene. If someone successfully performs a first aid check before the beginning of your next turn, the damage is negated.
Provide Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Medicine check is successful, the patient may expend Hit Dice and automatically gain the maximum result. You can tend as many as five patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.
just expend a use from a healer's kit to perform this task. You suffer disadvantage on your check if you lack a healer's kit.
Treat Disease: To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects; you make a Medicine check. The target may use your Medicine check or their own save roll as their saving throw against the effect.
Great poison: 10 treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison; you make a Medicine check. The target may use your Medicine check or their own save roll as their saving throw against the effect.

Nature

Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Dungeoneering: A Wisdom (Nature) check will allow you to identify underground hazards with a D.C of 10 plus the hazard's C.R (or listed Perception D.C). In addition, you can determine slope (D.C 10) and depth underground (D.C 15) using this skill. Dwarves and halflings (stout) receive advantage on these checks.
Identify Natural Creature: With the study action, you can identify beasts, dragons, elementals, giants, and plants with a D.C of 10 + their challenge rating. If you are not proficient with the Nature skill, you have disadvantage on checks for this skill use. A successful check allows you to remember a bit of useful information about that creature.
For every 5 points by which your check result exceeds the D.C, you recall another piece of useful information. Elves and halflings (tallfellow) have advantage on these checks. Useful information includes immunities, resistances, vulnerabilities, spells, abilities and C.R.
Identify Value of Gems and Precious Metals: A successful D.C 10 Intelligence (Nature) check will allow you to identify a gem or precious metal. If you fail the check by more than 5, you widely exaggerate or misidentify the item. If you are not proficient in Nature, you suffer disadvantage on this skill use.
Gnomes, jewelers and the party treasurer receive advantage on these checks. If successful any subsequent Appraisal checks are made with advantage.
Know Geography: A D.C 10 Wisdom (Nature) check will allow you to know your relative location geographically or on a map. You can find other locations with a D.C 10 check if they are well-known. A successful check grants advantage on Survival checks in this terrain. Less known locations are a D.C 15 and relatively unknown locations are a D.C 20. Secret locations impose disadvantage on this check. Rangers, druids and halflings (hairfoot) have advantage on these checks.

Perception

Your Wisdom (Perception) check lets you spot, listen, sniff, lick, feel or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
: Table summary: Modifiers for perception challenges based on environmental factors. Favorable conditions grant Advantage, while unfavorable conditions, being distracted or asleep, and looking through a wall all result in Disadvantage. Specific numerical penalties include a plus 5 modifier for perceiving through a closed door and a plus 1 per 10 feet based on the distance to the source, object, or creature.
Notice Someone/Something: Perception has several uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.
Perception is also used to notice fine details in the environment. The D.C to notice such details varies depending upon distance, the environment, and how noticeable the detail is. The following table gives several guidelines.
Definition
Sunder: An attack action intended to break or damage an opponent's equipment.
Identify Weak Spot: As an action, make a D.C 25 Intelligence (Perception) check to pinpoint a weak spot in an object or weapon. This object must be in your threatened area for you to examine an object closely enough. If you succeed, you gain advantage on sunder attempts against that weapon or a +2 bonus to damage against an object. If you can examine the object in your proximity for at least one round, you gain advantage on this check.
You can also use this skill against armor. As an action, make a D.C 25 Intelligence (Perception) check against a foe who stands in your threatened area. If you succeed, you gain a +1 bonus on attack rolls against this foe for the rest of the encounter. For this check to be effective, your target must have an armor or natural armor bonus to Armor Class from some type of observable physical armor. Your D.M may judge those certain protective measures, such as bracers of armor, provide an armor bonus but are not subject to this use of Perception. As a rule of thumb, this Perception check works only against suits of armor and natural armor, not magic devices that offer similar protection in a different form.
Table summary: Difficulty classes for perception details, ranging from simple tasks to highly specialized detections. Basic observations like hearing a battle, detecting smoke, or noticing a visible creature have a DC of 5. Moderate tasks, such as hearing a creature walking, have a DC of 10, while finding a half cover within 60 feet is DC 12. More difficult tasks like finding an average concealed door or hearing a whispered conversation require a DC of 15. High-difficulty checks, such as hearing a bow being drawn, sensing a burrowing creature, or identifying a fine wine, have a DC of 25. Some tasks do not have a fixed number, such as finding a hidden trap, which varies, or noticing a pickpocket or a creature using Stealth, which are opposed checks.
Read Lips: To understand what someone is saying by reading lips, you must be within 30 feet of the speaker, be able to see him speak, and understand the speaker's language. (This use of the skill is language dependent.)
When you make the attempt, the D.M makes the roll in secret (D.C 25, but it increases for complex speech or an inarticulate speaker). You must maintain a line of sight to the lips being read. If your Perception check succeeds, you can understand the general content of a minute's worth of speech, but you usually still miss certain details. If the check fails by 5 points or more, you draw some incorrect conclusion about the speech.
Scan for Traps: If you take a full round scanning for traps in a 10' cubic volume you can make an Intelligence (Perception) to discover a hidden trap. If no active time is taken, then the D.M uses the perception at disadvantage for the lead scout. Active scanning is 10' per 10 seconds and the going is slow. A 120' corridor takes 2 minutes to scan. The Dungeon Deliver feat allows scanning at 20' per 10 seconds. Vision, and bright light, is the dominant ability to detect such traps.
The D.C varies according to the cleverness of the hidden mechanisms of the trap and the camouflage of the triggers. An open pit trap might be a D.C 5 which would be obvious for any person with normal vision under normal lighting. Simply describe the size of the pit.
If the same person were running away from a monster in a dark hallway with only a flickering candle, then open pit trap might now have a D.C 15. Unstable platforms over a lava pit might be D.C 10. Trip wires are difficult to spot D.C 15 and only by the first rank in a marching order. Trip wires might hide falling blocks, scything blades, pit trap doors and more. A Glyph of Warding spell uses the D.C of the spellcaster.
Camouflaged covered spike pits might be D.C 20. Arrow traps D.C 20. Pressure plates D.C 20. Needles fired in an amazing lock D.C 25. A programmed illusion could be D.C 25. A Grimtooth's Deadly Wonder could be rated as high as D.C 30.
Once a trap is discovered the player could use Intelligence (Investigation) at the same D.C to determine exactly how the trap works and its potential damage. This process takes 1d6 x (10 second) rounds. The trap is only accidentally tripped if a natural 1 is rolled. Success also gives advantage on the subsequent rolls to circumvent or disarm the trap. Obvious traps, those with D.C 10 or less, can be avoided with a Dexterity check, an Acrobatics check, or an Athletics check at the same D.C.
Removing or Disarming the trap is a Dexterity ability roll with bonuses for proficiency in thieves' tools and the Dungeon Delver feat. If the rogue is proficient in Sleight of Hand, then advantage is granted to the disarm attempt. The same D.C for spotting the trap is used to disarm the trap. If you do not have adequate tools for the task, then disadvantage is applied instead, and you cannot add any tool proficiency bonus.
The process takes 1d6 rounds. Failing by 5 or more activates the trap. Typically, the trap is rendered inert in the process. A more complex maneuver, say salvaging the poison in a trapped chest, delaying the trap activation, or resetting the trap, would also cause disadvantage on the roll.

Performance

Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. Performance checks with a different Primary Statistic may be substituted (at the whim of the Gamemaster).
Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small sample of which is provided for each category below. Choose one category of performance per proficiency bonus. Other proficiencies may be added through training. Other performances may be available at the D.M's permission.
Influence Crowd: Some performers can use their skills to not only earn money and impress an audience, but also to influence that audience's attitudes (in a similar manner to using the Persuasion skill to change N.P.C attitudes). This use of the Perform skill can only influence N.P.C's whose attitude toward you is indifferent or willing, and any attempts to influence unfriendly N.P.C's in this manner automatically fail. To influence the attitudes of a crowd, make a normal Performance check and treat the result exactly as you would the result of a Persuasion check D.C of the skill check is 15 or the target's Charisma score, whichever is higher
Entertainment Wages: reducing a complex social occasion to math is the route I will take on this. Most entertainment will depend on three things: the entertainer, the language and dialect communicated, the location of the entertainment and the audience in the venue.
Advertising: hire a town crier for 10 cp or do the voicework yourself. Performance (Oratory) D.C 15 / (advantage if you have ways to amplify your voice)
Table summary: Performance requirements and outcomes based on community size. As community size increases from a Roadside Inn/Thorp up to a Metropolis / Royal Court, the Performance DC rises from 8 to 20, the minimum lifestyle for entertainers increases from Wretched at 1 cp to Aristocratic at 10 gp, and potential wealth gained scales from 1d12 cp to 1d12 pp. Requirements for gaining an advantage or disadvantage evolve from simply sharing a species and local language at the lowest level to requiring Masterwork Instruments, Expertise and Renown at the highest levels. Failure results also escalate in severity, moving from being spit on by women or beaten by thugs at a Roadside Inn/Thorp to being imprisoned for treason and potentially executed at a Metropolis / Royal Court. Advertising effects on DC are none at the smallest and largest scales, but are lowered by 2 in villages and small to large towns, and lowered by 5 in small and large cities.
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Persuasion

When you attempt to influence someone or a group of people with tact, social graces, or good nature, the D.M might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
Persuasion is dependent on your language skills so any such rolls in a non-native tongue suffer disadvantage. You cannot use Persuasion against a creature that does not understand your language or has an Intelligence of 3 or less.
Persuasion is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Persuasion generally lasts for 1d4 hours.
Bargaining, Haggling and Negotiating: An item is worth only what someone will pay for it. To an art collector, a canvas covered in daubs of random paint may be a masterpiece; a priestess might believe a weathered jawbone is a holy relic of a saint. The D.M should apply advantage or disadvantage to any situation that warrants it. Bargaining is a complex skill check. The D.C of the skill check is 15 or the target's Intelligence score, whichever is higher.
Table summary: Persuasion increases as the required number of successes before failures grows. The effect scales linearly from a 5 percent increase for Three Successes Before Two Failures up to a 25 percent increase for Thirteen Successes Before Six Failures.
If you are purchasing an item, the base price begins at 100%. You can drop the price by using the table to the right. The best you can get is 75%. Generally, when selling an item, the starting value a P.C can get for it is 50%. Haggling will raise the price in a white market up to 75%. If a character fails one of the complex checks, they simply use the previous bargain value for their item.
Generally, there are only a few buyers for each type of good in a typical community. P.C's should not be able to try again with dozens of other vendors until they succeed at higher results. If they do try this, there should be consequences, such as time wasted and possibly offending the local merchants, and becoming banned from doing any business in that community.
When negotiating, a character may attempt to gain a better deal or value for a contract or service. They make a complex skill check similarly to bargaining, D.C 15 or the target's Intelligence score, whichever is higher
Bribery: A character can attempt to bribe an N.P.C for a much better Persuasion result. The formula to bribe a creature is their challenge rating (or social status rating) x 10 gp. A bribe of this value or greater grants advantage on a Persuasion check or allows for a reroll on a failed attempt. Some N.P.C's might be greatly offended by attempted bribes, and this could cause disadvantage, however.
Calm Emotions: You can use Persuasion to diplomatically talk your way out of a potential fight. When dealing with an N.P.C who is ready to make an attack, make a Charisma (Persuasion) check with a D.C 20, to bring him to his senses. If you succeed, your opponent stops to consider your words, though he remains hostile.
Your D.M has the final say in determining if your Persuasion skill has any use in a situation—as a rule of thumb, this skill works in any situation that arises in a neutral or safe setting with a hostile N.P.C who otherwise has no reason to seek your death. You cannot use Persuasion against creatures that do not share a language with you or have a specific reason to attack (you are attacking them or tress-passing). If your opponent has not been given a good reason not to fight, you suffer disadvantage on this skill use.
Complicate: Sometimes you find it to your advantage to delay the resolution of a specific discussion for a while (or even indefinitely). Every time you attempt to complicate a situation to delay resolution you make a single Charisma (Persuasion) check. The other participants in the discussion make opposed Insight checks; if you succeed, then you can prevent any of the discussion's participants from coming to agreement for a single day, without seeming to be interfering. Each participant that beats your Persuasion check realizes what you are doing. The danger associated with this activity is directly related to the importance of the situation. Complicating the negotiations between two countries on the brink of war exposes you to a high degree of risk. Similar actions taken to delay the discussions of a sea captain and a merchant so that your party can get onto a ship carry a low degree of danger.
Influence Attitude: You can change the attitude of a hesitant monster with a successful Persuasion check. A willing or unwilling creature cannot be changed with Persu-
Success – If you succeed, the character's attitude toward you is improved to willing.
Failure – If you fail the check by 5 or less, the character's attitude toward you is unchanged. If you fail by more than 5, the character's attitude toward you drops to unwilling or hostile.
Make a Request: If a creature's attitude toward you is willing, you can attempt to make special requests of the creature. This is an additional Persuasion check, D.C of the skill check is 15 or the target's Intelligence score, whichever is higher.
Table summary: Modifiers for persuasion requests, where the value of the modifier increases based on the complexity, risk, or secrecy of the aid provided. Simple advice or directions provide an advantage, while revealing an unimportant secret adds 5. Lengthy, complicated, or dangerous aid adds 10. Higher modifiers are applied for revealing secret knowledge, starting at 10 or more, and for aid that could result in punishment, starting at 15 or more. Each additional request adds another 5.
Some requests automatically fail if the request goes against the creature's values or its nature, subject to D.M discretion.
Parley: Using your skills of persuasion, you call for a temporary halt to fighting. Your enemies may halt to listen, but they remain alert and ready for a trick. As an action, you call for an end to the fighting. Your audience must be able to hear you over the possible din of battle. [A thaumaturgy cantrip works great here]. Make a Charisma (Persuasion) check with a D.C 20. If your foes appear to have the upper hand in combat, you suffer disadvantage on this check.
If your opponents appear to be losing, you gain advantage on this check. If you succeed, your opponents' ready their actions to attack when you or your allies attack or take a threatening action. You may then parlay as normal with your foes. Your D.M may consider your foes to remain active on their initiative counts.
Your D.M may rule that certain foes are immune to this skill use, such as fanatics who are inspired by religious or political fervor, raging barbarians, and other hateful enemies. In addition, you must share a language with your opponents or otherwise have some means of communicating with them.
Gather Information: As per the Investigation skill, but you can use Charisma (Persuasion) instead. Using the skill in this manner uses your charm or social standing to coerce individuals to come forth with information. Bribing the common folk or plying them with free drinks might grant advantage on the check. Thieves Cant also grants advantage if you are a rogue in urban settings.

Religion

Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Identify Supernatural Creature: You can identify celestials, fey, fiends, and undead with a D.C of 15 + their challenge rating. If you are not proficient with the Religion skill, you have disadvantage on checks for this skill use. A successful check allows you to remember a bit of useful information about that creature.
For every 5 points by which your check result exceeds the D.C, you recall another piece of useful information. Useful information includes immunities, resistances, vulnerabilities, spells, abilities and C.R.
Recognize Holy Symbol: You are familiar with many of the gods and their symbols. You can make a Wisdom (Religion) check at D.C 10 to recognize them.
Identify Religious powers: With a Wisdom (Religion) check at D.C 5 / 10 / 15 / 20 /25 you can bolster your knowledge of the symbology, icons, and Channel Divinity features of any of your: own deity / allied gods / enemy gods / foreign deities / atheistic domain powers.
Mythology: You know a wide amount of information about creation, the gods, and their various proxies. You can make a Wisdom (Religion) check to recall facts, stories, names, vulnerabilities, and powers.
Gather Information: As per the Investigation skill, but you can use Intelligence (Religion) instead. This works best in ecclesiastical circles. Be mindful of the local religion, offerings and paying the proper respect and etiquette.

Sleight of Hand

Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The D.M might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.
Draw Hidden Weapon: You can draw a hidden weapon as a free interaction as part of your movement with a Dexterity (Sleight of Hand) check. This skill use is opposed by the Perception skill of those observing.
Entertain: You can also use Sleight of Hand to entertain an audience as though you were using the Performance skill. In such a case, your “act” encompasses elements of legerremain, juggling, card tricks and the like.
Hide Object: A D.C 10 Dexterity (Sleight of Hand) check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as making a coin disappear, also has a D.C of 10 unless an observer is determined to note where the item went. When you use this skill under close observation, your skill check is opposed by the observer's Perception check. The observer's success doesn't prevent you from performing the action, just from doing it unnoticed. You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body.
Your Slight of Hand check is opposed by the Perception check of anyone observing you or of anyone frisking you. In the latter case, the searcher gains advantage on the Perception checks since it's generally easier to find such an object than to hide it. A dagger (or other smaller weapon) is easier to hide than most light weapons and grants you advantage on your Slight of Hand check to conceal it. Heavy or baggy clothing (such as a cloak) grants you advantage on the check as well.
Disguise Weapon: You hide a weapon on your person, or make it appear as some ornament or other harmless keepsake. When you strike with it, you may surprise your enemy and leave her vulnerable to your attack. You may only hide a light or one-handed weapon on your body.
Hiding weapons larger than this suffers disadvantage on your Sleight of Hand check. Each weapon you hide in this manner gains a separate skill check. Later, when you make an attack with the hidden weapon, if it was not detected you gain advantage on your first attack. Anyone who searches you must make a Perception check opposed by your Sleight of Hand check to find the weapon.
Plant Item: If you try to place an object on a creature (such as a pin on his clothes or something in his pocket), you must make a Sleight of Hand check. The opponent makes a Perception check to detect the attempt, opposed by the Sleight of Hand check result you achieved when you tried to deposit the item. An opponent who succeeds on this check notices the attempt, regardless of whether you planted the item.
Palm Item: If you try to take something from a creature, you must make a D.C 20 Sleight of Hand check. The opponent makes a Perception check to detect the attempt, opposed by the Sleight of Hand check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item. You cannot use this skill to take an object from another creature during combat if the creature is aware of your presence.
Tying Knots: The creature who ties the knot makes an Intelligence (Sleight of Hand) check when doing so. The total of the check becomes the D.C for an attempt to untie the knot with an Intelligence (Sleight of Hand) check or to slip out of it with a Dexterity (Acrobatics) check.

Stealth

Make a Dexterity (Stealth) check when you attempt to Hide (conceal yourself from enemies), slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Tail: You discreetly follow another person, using the city crowds, jungle foliage, or other cover to conceal your presence. You keep your quarry in sight, carefully monitoring him while remaining far enough in the background to evade his sight. Every ten minutes of your pursuit, make a Dexterity (Stealth) check opposed by your target's Wisdom (Perception) check. If you exceed the first check by 10 or more, you do not need to make an additional check for that person for 1 hour.
Note that if you follow several people traveling as a group, every person you pursue makes a Wisdom (Perception) check. Victims consciously looking for someone tailing them gain advantage on their check.

Survival

The D.M might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, forage for food, discover sources of water, guide your group through frozen wastelands, identify signs that owl bears live nearby, predict the weather, or avoid quicksand and other natural hazards.
Avoid Getting Lost / Avoid Natural Hazards: You can use the Survival skill to avoid getting lost or avoid natural hazards and you make a Wisdom (Survival) check whenever the situation calls for one.
Cover Tracks: You know not only how to find signs that mark the passage of men and animals but also how to make your own tracks more difficult to follow. If you move at three-quarters your normal movement rate, you can make a Survival check with a -5 penalty to destroy signs of your passage. Anyone attempting to track you must not only beat the D.C of the environmental conditions, but their own check must equal or beat yours. If they fail to do this, they cannot track you.
Determine Distance: By concentrating for 1 minute and making a Wisdom (Survival) D.C 15 check you can determine the distance between two distant points within your line of sight. If the check fails, you cannot determine the distance. If you succeed, the D.M tells you about the distance in a reasonable unit of measure. You may also use this skill to determine the size and dimensions of a subterranean chamber that you cannot fully see, using echoes, and telltale rock formations (D.C 20).
Table summary: Survival situations and their required Difficulty Class, or DC. Tasks range from basic needs to advanced survival skills. Lower DC requirements include starting a fire at 8, getting along in the wild at 10 or higher, and building a strong shelter at 12. Tasks requiring a DC of 15 include avoiding natural hazards, predicting the weather up to 24 hours in advance, and gaining a plus 2 bonus on Constitution saves against severe weather. The most difficult task is surviving in an extreme climate, such as a desert or arctic environment, which requires a DC of 20 or higher.
Find Path: One excellent use of the Survival skill is to allow quick movement through wilderness terrain. Whenever you are moving in trackless terrain, you may, as an action, attempt a D.C 20 Survival check to locate a path through the terrain as though it were a road or trail for the purpose of determining your overland speed. This benefit also extends to your allies or traveling companions.
Intuit Depth: By concentrating for five minutes, you can gauge your current depth beneath the earth's surface. The D.M makes this check in secret. If the check is successful (D.C 20), you correctly deduce your depth. If you fail the check by 5 or more the D.M adds or subtracts (at his option) d100% feet to or from the current depth.
Know Direction: You can determine true north in relation to yourself with a D.C 10 Wisdom (Survival) check.
Track Creature: To find tracks or to follow them for 1 mile requires a successful Wisdom (Survival) check. You must make another Survival check every time the tracks become difficult to follow. If you are not trained in this skill, you can make untrained checks to find tracks, but you suffer dis advantage. You move at half your normal speed while following tracks (or at your normal speed by suffering disadvantage). The D.C depends on the surface and the prevailing conditions, as given on table.
: Survival tracking difficulty is determined by surface type, creature size, and specific circumstances. Tracking on hard ground or in the air is more difficult, requiring a higher DC, with values ranging from 5 for very soft ground up to 30 for flying. These base DCs are modified by creature size, where tiny creatures add 5 to the DC and gargantuan creatures subtract 5. Additional modifiers are applied based on circumstances: for example, a starlit or moonlit night adds 5 to the DC, while bleeding creatures subtract 4. Other factors include the number of creatures being tracked, the time elapsed since the trail was made, and weather conditions like rain or snow.
Survive in the Wilderness: You can keep yourself and others safe and fed in the wild.
Use Ropes: You can tie ropes to assist in climbing, craft gill nets and cargo nets, lasso an object or creature, haul heavy loads, bind a prisoner, build a raft or a simple bridge. The D.M should set an appropriate D.C for the task at hand.

Section O: Complex Skill Checks

With most skill checks, a single die roll immediately determines whether a character succeeds. If a character wants to jump across a chasm or recall a specific piece of information, his success or failure is apparent after a single check.
Table 14 – Complex Skill Checks
Table 14 summary: Guidelines for complex skill checks, where the required number of successes increases as the task difficulty rises. Trivial tasks have a Difficulty Class of 5 and require 1 success, while the most difficult category, Nearly Impossible, has a Difficulty Class of 30 and requires 13 successes. For most tasks, the number of failures allowed before consequences occur remains constant at 3, only increasing to 4, 5, or 6 for Hard, Very Hard, and Nearly Impossible tasks respectively. Stacking difficulty begins as a penalty of minus 1 for Easy tasks and scales down to minus 3 for Nearly Impossible tasks. Examples of these ranges include training a friendly animal for Trivial tasks and finding shelter in an arctic wasteland at night for Nearly Impossible tasks.

Successes Needed

For complicated and time-consuming tasks (such as opening a clever lock, disabling a very complex trap, or researching an obscure bit of knowledge), or at times when the D.M wants to build tension and suspense, the complex skill check variant described here might be called for. In such a case, a specific number of successful skill checks must be achieved to complete the task. The complexity of the task is reflected in both the D.C of the required check, the number of successful rolls required to complete the task, and the maximum number of failed rolls that can occur before the attempt fails.
In most cases, one or two failed rolls does not mean that a complex skill check has failed, but if three failed rolls occur before the character makes the required number of successful rolls, the attempt fails. Although three failures are a common baseline, D.M's are encouraged to change the number if the situation warrants it.
The D.M can also apply a penalty to future rolls in the
During play, the D.M will encounter additional situations in which complex skill checks may be appropriate. Two questions then arise: How high should the D.C be, and how many successes should the task require? The answers to both of those questions depend on how great a chance of success the D.M wants the players to have.
Although making these determinations might seem daunting, the system for complex skill checks provides the D.M a great deal of flexibility. Under the standard rules, D.M's have only one tool to represent increasingly difficult tasks: increasing the D.C. With complex checks, the D.M can also use the number of successful attempts required to achieve overall success to control a skill check's difficulty.

Trying Again

Complex skill checks can usually be retried; however, this depends on the consequences and if the D.M allows it. However, like normal skill checks, some complex skill checks have consequences, and those consequences must be considered (for example, a trap that requires a complex tool skill check to disarm is triggered if the attempt fails).
Some skills are virtually useless for a particular task once an attempt to accomplish that task has failed, and this includes complex checks as well as regular skill checks. The Complex Skill Use section, below, describes which skills can be used in complex skill checks and which allow retries after failed attempts.

Interrupting a Complex Skill Check

Most complex skill checks can be interrupted without adversely affecting the result of the check. However, the D.M is free to rule that interrupting a specific check affects the result, especially if there is a time limitation. At the D.M's discretion, an interruption can count as one failed roll in the check's progression or can mean that the complex check fails.

The Help Action

You can use the Help action normally with complex skill checks. Characters helping another character must take their Help action prior to the other P.C's roll and must be able to help in some meaningful way. The D.M has the final say on whether a character can assist with the Help action.

Group Checks

Sometimes the entire group is performing an action at once. In these scenarios, consider using less skill checks, but make them group checks (most of the group must succeed to gain a success).

Why Complex Checks?

Complex skill checks allow the D.M to build suspense in critical situations, add tension to multiple-round tasks during combat, enhance special adventure specific tasks, and resolve complex activities more quickly.
To build suspense with complex skill checks, the D.M can simply substitute a complex skill check for a normal skill check during a critical task. In most such situations, using a complex check lessens the likelihood that one failed roll will cause the party a significant setback.
Complex skill checks provide a more balanced way of creating combat-affecting situations that depend on skill checks. For example, a complex Investigation check made to find the weak spot in a narrow stone bridge might allow the characters to collapse the bridge more easily and elude a group of powerful pursuers.
Complex skill checks can also enhance adventure-specific or location-specific tasks such as disabling a particularly complex trap, appraising an extremely rare work of art, and so on.
Complex skill checks let players resolve complicated situations with fewer die rolls. This is especially true of complex social interactions requiring multiple Deception, Intimidate, or Persuasion checks.
In most situations when the D.M feels a complex skill check is warranted, it is appropriate for the D.C of a complex skill check to match the D.C of a simple check involving the same activity. This decreases the character's chance of achieving overall success, but because complex skill checks are used to best effect in tense situations and climactic encounters, increasing the difficulty adds spice to the scenario.
Increasing the number of successes required always increases the difficulty of the task, but the degree of increase depends greatly on how likely the character attempting the check is to get a success each time he rolls the die.
Complex Skill Use (designated with a star)
The following section provides general guidelines for using the complex skill check variant with each skill in 5th edition.
A complex Arcana check could represent extended research for spells or magic item formulas. To attempt a complex Arcana check, a character must have access to a library that the game master decides is sufficient for the task. The game master is also free to rule that several successful rolls in a complex Arcana check exhaust a particular library or tome's resources and lead the character to another work or library. In this way, a complex check can become an adventure as the character searches out rare or lost volumes of information. Identifying a potion without the benefit of an alchemy lab is possible with a complex check with perception.
Acrobatics and Athletics
Acrobatics and Athletics are generally a poor choice for complex checks since these skill checks are designed for short movement and a single skill check. A few specific environmental situations might call for a complex Acrobatics check. The most obvious of these and by far the most common is a long, extremely narrow passage that is only wide enough to let a character wiggle through. In this case, each successful roll made in the complex check represents navigating a portion of the passage, and a failed complex check means the character is stuck somewhere within the passage.
Complex checks could be used for extreme feats of coordination or endurance, like Olympic gymnastics or long-distance running or physical games and competitive matches.
Animal Handling ^{*}
Complex skill checks work well with the extended training times that some uses of the Animal Handling skill requires. When an animal is trained for a general purpose, such as combat riding or hunting, it requires several weeks of work and one simple Animal Handling check under the normal rules. With the complex skill checks variant, this use of the skill always involves a complex skill check, with each die roll representing one week of training time. Rolling three failed results during the complex check means that the entire attempt fails, and that training must begin again.
A character performing a lengthy demonstration of difficult or trick riding, or competing in a species, might have to make a complex Animal Handling check to pull off the entire show or finish the species; one roll per round is probably appropriate.
Deception
Table summary: Complex animal handling checks for general purpose tasks show varying success and failure rates across different activities. Combat riding and hunting have the longest training time at 6 weeks and the highest number of successes at 6 each, though both also had 3 failures. Other tasks like guarding, performance, fighting, and riding show lower success counts ranging from 3 to 4, with failures typically between 2 and 3. Heavy labor had the shortest training time at 2 weeks and the fewest successes at 2.
Almost all uses of the Deception skill require only a single roll to indicate whether you successfully fool an individual or a small group. However, in certain complicated social situations, a D.M might want to speed the game along by requiring one complex Deception check rather than many simple checks.
For example, one of the characters wants to spend several days in a noble's court trying to convince the people there that he and his adventuring companions are more capable than they really are. Rather than roleplay the many individual interactions, the D.M decides to simulate this activity with a complex Deception check. Because the nobles have heard little of the group's exploits, the D.M sets the D.C at 25 and requires that the player achieve five successful rolls before rolling three failures. Although this is a good simulation of the character interacting with a series of minor N.P.C's over several days, the D.M still decides that interactions with a few individuals (the duke, his chancellor, and one renowned knight in the duke's service) are too important to incorporate into the complex check and decides that the player should roleplay short encounters with each of the three and make separate, simple Deception checks for each of them.
History ^{*}
A complex History check should be treated like a complex Arcana check when researching long lost information or putting together clues.
Insight
Although typical use of the Insight skill does not allow retries or lend itself to complex skill checks, a game master might choose to simulate an unusually complicated series of social encounters in a deceit filled environment with a complex skill check like those described under the Deception and Persuasion descriptions.
Although typical use of the intimidate skill does not allow retries or lend itself to complex skill checks, a game master might choose to simulate an unusually complicated series of social encounters with one complex skill check in the same way that Deception and Persuasion can be used in such situations.
The Investigation skill seldom lends itself to complex skill checks. In rare cases, the game master might rule that a relic from a lost civilization or an extremely powerful magic item might require a complex skill check to appraise properly. In these cases, the D.C and number of successes required should be determined by the game master specifically for the item in question.
At the game master's discretion, certain very well-hidden items might require a complex Investigation check to find. Usually, this activity represents several individual Investigation attempts made in sequence and is typically better handled by treating each separate attempt as a normal Search check.
When using Investigation to gather information, the skill allows characters to get a general impression of major news items in a city or to find the answer to a specific question or information about a specific rumor. If the character has only a few questions or rumors to follow up on, a simple skill check should be used. In situations where the characters have half a dozen or more leads and questions to follow, the game master might want to use one complex skill check to resolve the information gathering attempts. In this case, the number of successes required equals the number of questions or leads pursued, and the game master determines the number of failures that ruin the complex check.
In a complex Gather information check, each die roll represents 2 hours spent pursuing each individual question or lead.
Complicated books, convoluted essays, or coded documents might require a complex investigation check. When a character attempts to decipher an extremely long document, the D.M can require one complex skill check rather than a simple skill check for each page. The D.C's for complex checks follow the same guidelines that normal Investigation checks follow (D.C 20 for simple messages, D.C 25 for standard texts, and D.C 30 for higher for intricate, exotic, or very old writing). Succeeding on the complex check requires that the character achieve one successful attempt for every ten pages of the manuscript before failing the check three times.
Medicine
While most uses of the Medicine skill are defined as simple checks, game masters are free to require complex skill checks to treat particularly virulent strains of a disease or especially effective mixes of certain poisons. Research or especially complex medical procedures could easily be complex skill checks.
Nature
Generally, Nature checks are single use skill checks, however, there are some great complex skill check uses as well. When using Nature to navigate the wilderness to a desired location or even to follow tracks across a desert, for instance. A poison could be identified by testing a drop and a complex roll with perception.
Since one perception check represents one attempt to notice something, using the skill does not usually lend itself to complex skill checks. A D.M could request a complex Perception check for guard duty to stay aware. An adventurer could identify a potion by tasting it D.C 10 and correlating it to their Arcana skill D.C 15. Identifying a poison with a mere drop requires perception D.C 10, nature D.C 15 and a C.O.N saving throw D.C 10 or suffer the minimum effects of the poison.
At the game master's discretion, a few rare and powerful magic instruments might require a complex Performance check to activate. Writing exceptional music, speeches or other artistic measures might also require complex skill checks.
Persuasion ^{*}
Although typical use of the Persuasion skill does not allow retries or lend itself to complex skill checks, a D.M might choose to simulate an unusually long diplomatic session or interactions with multiple small groups for an extended period with one complex Persuasion check.
For example, a character wants to convince a large and fractious group of merchants to suspend travel through a dangerous area for a short amount of time so that he and his companions can adventure in the area and confront the monsters there without exposing innocent travelers to danger. Instead of rolling thirty or more Persuasion checks and roleplaying the reaction of each merchant in the group, the D.M uses one complex skill check with a D.C of 25 (representing the extreme difficulty of getting all the quarrelsome merchants to agree) that requires five successes before rolling three failures. The D.M also might rule that because the tide of opinion can turn against the character very quickly in this case, each failed to roll applies a cumulative 2 penalty to further rolls in the complex skill check.
Religion
Religion is generally a single skill use skill. Religious research, a spirit quest or a philosophical debate could all be uses for a complex skill check.
Sleight of Hand
Normal use of the Sleight of Hand skill does not lend itself to complex skill checks. A character performing a lengthy demonstration of legerdemain (such as a magic show relying on Sleight of Hand) might have to make a complex Sleight of Hand check to pull off the entire show, one roll per 15 minutes is probably appropriate. Stealth
Normal use of the Stealth skill does not lend itself to complex skill checks. In certain unusual situations, a game master might use a complex skill check to simulate navigating an intricate environment such as an urban area while remaining unnoticed (this might mean blending in rather than remaining entirely out of sight in particularly crowded areas). For example, if a character wants to move from one place to another within a large city without being seen by members of the city watch, the game master might use a complex skill check to simulate the character's progress without having to determine the location of every guard or roleplaying each encounter.
The game master might rule that a complex Survival check allows long-term survival in one type of climate or terrain, raising the required number of successes for extreme environments such as arctic regions or deserts.

Section P: Complex Skill Checks with Tools

Tools and Tool Kits allow ability checks (sometimes skill checks) to be used in specific circumstances. It should be noted that, unlike skill checks, tool use checks cannot be attempted without the specific tool kit. An improvised tool suffers disadvantage on these ability checks.
Additional accessories may add bonuses at the discretion of the D.M: listening cones, magnifying glasses, vials of acid, etcetera The following is a list of common tool kits. Proficient characters may add their proficiency bonus to the ability check roll. Here is a list of common 'tool kits':
Table 15 summary: A comprehensive list of tool kit checks and their associated ability scores. The tools cover a wide range of professional and utility skills, such as Alchemist's supplies linked to INT, Cook's utensils linked to CON, and Thieves Tools linked to DEX. The list includes specialized kits like the Healer's Kit and Herbalism Kit, both associated with WIS, as well as various craft tools like Smith's tools and Leatherworker's tools, which are associated with STR.

Appraisal

Items can be appraised accurately if the character has proficiency in a tool and the item is related to its use. If a proficient skill also applies to the appraisal, then the roll gains advantage. Mundane items worth less than 100 gp have a D.C 8. Mundane items over 100 gp have a D.C 10. Exotic items made of rare materials have a D.C 15. Magic items have a D.C 20 if Uncommon or Rare, D.C 25 if very rare or Legendary.

Disabling a Trap

Nearly any trap can be made to require a complex Sleight of Hand check rather than a simple one. If the trap requires many successes (six or more) or if the attempt is ruined by less than three failures, adjust the challenge rating of the trap up by 1 or 2 to reflect the greater difficulty of disarming the trap.
A trap that requires a complex skill check may have a higher cost and challenge rating than a trap of the same sort that only requires a simple check. See the standard rules for trap costs.

Opening a Lock

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Although poor locks (D.C 12) require only one Dexterity (Sleight of Hand) check, the game master is free to include locks or a series of locks that requires a complex check to open. (He can also rule that each casting of a knock spell counts as six successes toward opening a complex lock.) Consider the table for Complex Opening Locks Checks.
Table summary: Pricing and difficulty requirements for complex open-locks checks. As lock quality increases from Simple to Impossible, the DC rises from 15 to 30, the required number of successes increases from 1 to 10, and the price climbs from 10 gp to 300 gp. For example, a Simple lock requires a DC 15 check and 1 to 3 successes costing between 10 and 30 gp, while an Impossible lock requires a DC 30 check and 10 successes for 300 gp.

Section Q: Compound Skill Checks

D.M's may design compound skill checks that require more than one type of tool or can be achieved by use of more than one type of skill, even with different D.C's. Examples of compound skill checks might be crafting a potion of superior healing using medicine, nature, arcana, and herbalism kits.
Example: Researching location of an Artifact
The thirteen scrolls of Inu-Herit are rumored to contain the largest collection of necromancy rituals known to man, and the reader will gain the knowledge of immortality (or lichdom!).
Requirement: 10 successes before 5 failures. At least 2 successes must be achieved in each of Arcana, History, and Investigation. One week per roll to simulate the research time.
Arcana: D.C 25, to hunt down rumors of the scrolls and their powers.
History: D.C 25, to research the ancient Khemetian culture and history, including the secretive cult of Inu-Herit.
Investigation: D.C 20, to piece together all the clues unearthed from all the investigation work.

Section R: The First Pillar - Combat

1. Combat Sequence — the order of events in a combat scenario will be as follows:

1.1. Dungeon Master Setup: (much of this should be setup by the D.M in game preparation). Perception Rolls; determine encounter distance (light, terrain, obstacles); determine encounter direction (d6: 1 to 3 ahead, 4 left, 5 right, 6 behind); description of encounter area; environmental effects.
Weather: temperature, wind, precipitation (lightly obscured).
Terrain: topography, obstacles (1/2, 3/4, full cover), surface, flora (lightly obscured), fauna.
Cover: open, prone, one-half cover, three-quarters cover, full cover.
Illumination: bright, dim (lightly obscured), darkness (heavily obscured).
• Ambient Noise: normal (outdoors), loud (lightly obscured).
Vision: (d20 spot-perception, D.C 10) [range 60'] - sun, moon, deep, ultra; dulled (-5), superior (+5), keen (+10), colors, textures.
Hearing: (d12 listen-perception, D.C 10) [range 30'] - normal, dulled (-5), superior (+5), keen (+10).
Olfactory: (d8 sniff-perception, D.C 10) [range 15'] - normal, stench (lightly obscured), dulled (-5), superior (+5), keen (+10).
Tremorsense: (d4 vibe-perception, D.C 10) [range 15'] - Blind sense: superior (+5) and Tremor sense: keen (+10).
1.2. Roll for a random encounter [1 in 8 is typical every dungeon turn (10 minutes), or wilderness turn (4 hours)] Increase the chance if the party is making noise or moving unusually fast. A random encounter in the wilderness can put the P.C's in variable circumstances. Consult section T (exploration) to simulate simple wilderness encounter events.
1.3. Determine range of the encounter. [2d6 x10' indoors; 2d12 x10' outdoors; limited by cover and obscurement; distance from the scout or the main party] Be aware that moving stealthily is slow. Moving through difficult terrain is also slow and noisy. Stealth skills apply to vision, hearing and vibe rolls. To mask your scent versus a sniff check requires Wisdom (Survival) skills.
1.4. Determine direction of the encounter. [roll a d12 on any grid: beginning from the D.M's perspective, imagine a clock face] consider the environment. An enemy will choose an advantageous ambush spot, with cover, elevation and potential hazards. A fast or flying enemy will come from any direction. A road will constrain the directions of approach.
1.5. Determine the state of the party. If the player characters are traipsing through a dungeon or a preset encounter, then the D.M decides the situation and the P.C's are assumed to be alert and ready for action. Characters resting or travelling in urban, rural and wilderness areas are not alert and not vigilant.
Scouts & Hunters, while moving, are alert. Guards while stationary are alert. Those P.C's, who are not alert, have disadvantage applied to perception rolls.
1.6. Describe the scene carefully to the players. Layout map, place figurines, do not roll for initiative. Doing so usually triggers combat so you may wish to wait until opponents are committed to a course of action.
1.7. Determine if there are enemy scouts or player character scouts. These creatures need a minimum of 60' range ahead of the group to be considered a scout (also in the direction of the encounter). If so then these individuals roll Dexterity (Stealth) vs Wisdom (Perception) tests (or a default of D.C 15).
1.8. If a group (3+ creatures) is encountered, and they have no scouts, then the group makes one roll on Dexterity (Stealth). Pick the weakest stealth skill in the group to make a single roll. The opposing group (usually players) gets up to 4 perception rolls (1 for each alert player character or monster, remember any pets, animals and families): make one perception (vision) roll with advantage, one perception (hearing) roll with advantage, one perception (sniff) roll with advantage, one perception (vibe) roll with advantage.
1.9. Check any marching orders for the P.C's: A) indoors: minimum 5' separation. B) outdoors: minimum 10' separation. C) mounted: minimum 15' separation.
- Visually check of the area ahead for potential traps and hazards. D.M consults perception skills of the player characters in the forward rank. Characters in other ranks get disadvantage to their rolls. Be careful of giving too many opportunities to roll perception.
- Visually check the area behind for potential ambushes. The D.M consults perception skills of the player characters in the rearmost rank. Characters in other ranks get disadvantage to their rolls. Be careful of giving too many opportunities to roll perception.
- Visually check the area above & below & left & right for potential ambushes. The D.M consults perception skills of the player characters in the center ranks. Characters in other ranks get disadvantage to their rolls. Be careful of giving too many opportunities to roll perception.
1.10. Determine if a surprise is awarded beginning at the encounter distance. The D.M decides this alone. He may assess the attacker's Stealth skills versus the defender's Perception skills. Be aware of situational modifiers. Defenders who failed their perception rolls have disadvantage on their initiative rolls. Until combatants take their turn, their weapons begin sheathed. Shields do not contribute to A.C. D.E.X modifiers do not contribute to A.C. Attacks vs sleeping targets are automatic criticals! Note any P.C's with Alert feats.
1.11. Skirmish Initiative: We will use a static initiative system to speed up gameplay. Each creature involved in the encounter gets an initiative score of 10 + their Dexterity modifier, with adjustments according to their size. The score can shift during the combat. If a victim is afflicted by (or cured of) a detrimental condition then they adjust to their new initiative score at the end of each round. Any surprised characters roll initiative dice at a disadvantage.
Table 16 – Skirmish Initiative (Static)
1.12. Determine (or roll) Initiative (Skirmish) for all P.C's and any groups of enemies.
1.13. Fear? Roll Wisdom Saves for any fearful events during the exposition of the encounter. Wait until the full description of the scene and actors are complete.
1.13.1. Apply Shadow Points as appropriate
1.14. Combat Rounds 1 to 6 (each approximately 10 seconds long): Declare intentions (includes movement, actions, & bonus actions, if any). Reactions cannot be declared as part of your turn unless you are delaying your initiative.
Table 17 – List of Actions, Bonus Actions, Reactions & Moves
1.15. Interactions: You can have one free interaction that takes virtually no time at all as long as you are not slowed or incapacitated. There are four sub-categories
- Weapon Interactions: You can swap weapons (sheath one medium weapon and draw another medium or smaller weapon [from a scabbard, frog, bandolier, quiver or bow case], for free) once, and only once, on your turn. You can drop a weapon but not pick one up. The archery fighting style removes the ammunition limitation of one free weapon (arrow) drawn during the round.
- Object Interactions: you may interact with one tiny object (~10 lbs: door handle, music box, pouch, rope) for free during your turn. Tiny objects inside a container, small size or bigger objects require the Utilize action.
- Spell Interactions: a spellcaster can grab a magical focus or open a spell component pouch and gather the key components to the spell they are casting. If the container is complicated in any way, then a sleight of hand check at D.C 15 might be warranted.
- Dialogue: anything more than a simple gesture, command or 5 words of explanation will use up any Interactions in the 10 second combat round.
1.16. Actions — physical and magic actions are three-four seconds long. It is enough time to cast a spell or execute a series of feints and strikes or disengage from combat. It includes Attack, Dash, Disengage, Dodge, Help, Hide, Influence, Magic, Ready, Search, Study, Utilize. In poorly managed games: Hide is the most confusing skill to referee; while Influence is rarely, if ever, used; Search is assumed to be free but doing so in my game consumes your bonus action (at disadvantage); and Utilize is poorly understood or ignored. P.C's simply do too many actions for free in a 6 second round, as if they were hyperactive anime warriors. If that is your style, then you do you. My game is gritty realism...
: Table summary: A reference guide for Skirmish Initiative, categorizing game actions by their cost or timing. Action options include basic combat and utility tasks like Attack, Magic Action, Dash, and Help. Bonus actions include offhand attacks, Cunning Action, and specific maneuvers like Tumble or Power Attack. Reactions cover opportunistic attacks, reaction spells, and sensory checks like Spot or Listen. Movement options range from Walk and Fly to Charge and Jump. Finally, the Time column defines durations from a single Round and 10 seconds up to an Extended Rest of 7 days and a Month of 28 days.
1.17. Bonus Actions — Bonus actions are short, only one-two seconds long. A 1 handed weapon in a scabbard, a short bow (previously strung) in
Interaction [0 to 1 second] with one object is free when it is part of a move action, attack action or magic action. They include --drawing, stowing, or dropping (2) small/light or (1) medium weapon or ammunition from an appropriate container (with a free hand), open a normal door (with a free hand), locate a potion in a container (with a free hand). A second object requires the Utilize action. Casting a spell with somatic and material components (or an arcane / divine focus) requires both hands to be free.
Mark a Target, Tactical Assessment superscript B M
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Code summary: This procedure defines the available combat and utility actions for characters, categorized by the time required to execute them. The Action phase, taking 3 to 4 seconds, covers primary combat attacks, movement options like dashing and dodging, social influence, magic casting, and detailed search or study tasks. The Bonus Action phase, taking 1 to 2 seconds, allows for quicker maneuvers such as offhand attacks, preparing heavy weapons, using specific class features, or performing rapid utility tasks like quaffing a potion. The system distinguishes between general actions and specialized PC-specific abilities, including Battle Master maneuvers and class-specific skills, to determine what a character can accomplish within a single turn.
Reaction [0 to 1 second] Attack of Opportunity, Delay Action (to later in the round), Change a ranged target, Readied Action, Delayed Action, Desperate Weapon Parry, Shield Sacrifice, Villain action, Read Target, Identify Martial Prowess (History skill check D.C 15 plus tier level), Identify Spell being cast (Arcana skill check D.C 10 plus spell level), Arrest a Fall A th, Soft Landing Ac, Magic action (cast a reaction spell), riposte B.M, parry B.M, brace B.M; maneuvering attack B.M
Benefits: A.C bonuses & penalties, out-of-turn actions, defenses.
a case, a hand crossbow, or a buckler/targe shield may be drawn by a proficient character with a bonus action.
1.18. Villain Action [0 to 1 second] Every action-oriented creature has three villain actions they can use after an enemy's turn. Villain actions are similar to legendary actions with the following exceptions:
• A creature can use only one villain-action per round (as such, villain-actions tend to be more powerful than legendary actions).
Each villain-action can only be used once during a combat encounter.
Like legendary actions, a creature cannot use villain actions if incapacitated or otherwise unable to take actions.
1.19. Roleplay on Initiative 30. There is No time limit if N.P.C's are involved in dialogue or soliloquy. P.C's may treat this as a planning moment. P.C's get about a minute to decide what to do when combat turns begin.
1.20. Lair actions on Initiative 20. Insert environmental effects as needed.
1.21. Declarations in Static Initiative Order:
Declare a Move Action: [if a dash is called for beware that it may consume the main or bonus actions]. Allow players who narrate well get to use Heroic Advantage or Evasive Maneuvers (if their movement allows it),
Declare a Bonus Action: creatures can do additional things with their off-hand if is empty – equip a second weapon, attack with the offhand weapon (no damage bonus however), attack with an unarmed strike (no proficiency however), shield bash if you have the feat.
Quick Look — you get a Perception roll with disadvantage to spot something you missed.
Cunning Action — for Rogues
Evasive Maneuvers — paired with a movement speed. It costs 5' of speed to grant +1 defensive bonuses; +2 if you are dashing. There are limitations and acrobatics rolls.
Tumbling—similar to evasive maneuvers but you can do it through difficult terrain, slopes and enemy spaces. A tumble requires proficiency in acrobatics.
Kip Up — get to your feet with an acrobatics roll and 5' of movement. It does not provoke attacks of opportunity or the “on your heels” condition.
Delay — At the beginning of a fight a character may voluntarily lower their initiative to let another combatant go first. Their bonus action is forfeit this round. They take a new place in the initiative order. Their reaction is not used up.
Overrun — When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.
New Bonus Actions — Power Attack, Unarmed (crush), Sunder Strike, Sniper Shot, Throw Creature
Get Disarmed Weapon — a creature can retrieve a disarmed weapon if he moves into the same square or hex that it lands in. Weapons can slide downhill on slopes greater than 20 degrees. Such actions provoke an attack of opportunity.
Envenom Blade — those with the Poisoner feat can apply poison to their weapon with a bonus action
Quaff — A combatant may use a bonus action to quickly gulp down a potion. When used in this manner the amount healed is rolled for normally. Quaffing in melee range also provokes an attack of opportunity.
Declare use of any Action Surges (Fighter Class)
Declare a Combat Action or Magic Action. Or else consider them to default to dodge after 10 seconds of indecision.
Attack — When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike. You can either equip or unequip one medium or small sheathed weapon when you make an attack as part of this action. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all that movement to move between those attacks.
Mark — When a creature makes a melee attack, it can also mark its target for free. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The creature cannot make an opportunity attack versus any other target.
Unarmed Strike — Instead of using a weapon to make a melee attack, you can use a punch, kick, head-butt, or similar forceful blow. In game terms, this is an Unarmed Strike—a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you. Whenever you use your Unarmed Strike, choose one of the following options for its effect.
Damage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier.
Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The D.C for the saving throw and any escape attempts equals 8 plus your Size modifier, Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.
Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The D.C for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.
Dodge — involves fast footwork, parries and feints. If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage. You lose these benefits if you have the Incapacitated condition or if your Speed is 0. This is the default if a P.C takes more than 10 seconds to decide their actions.
Dash — When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. Refer to Table 12 for additional information. Moving at high speed ( greater than 60') grants you +2 A.C versus ranged attackers.
Table 12 summary: A guide to medieval mounts, ranging from basic draft animals to specialized warhorses and elephants. The most expensive and capable mounts are the warhorses, specifically the Destrier, which is size H, provides a plus 4 DC modifier, and costs 550 gold pieces. Other high-end options include the Charger at 350 gold pieces and the Courser at 250 gold pieces. In contrast, basic utility animals like the Donkey and Mule are the most affordable, costing 8 and 10 gold pieces respectively. The table also includes specialized traits for horses: Mares are protective with a minus 2 DC modifier, Geldings are loyal with a plus 10 gold piece value increase, and Stallions are aggressive with a plus 2 DC modifier and a plus 50 gold piece value increase. Other listed mounts include the Elephant, which is size H and costs 200 gold pieces, and various riding animals like the Palfrey, Camel, and Pony.
Help — Assist an Ability Check. Choose one of your {skill or tool proficiencies} and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn't use it before the start of your next turn. The D.M has final say on whether your assistance is possible. You must be proficient or have expertise in the chosen skill to assist your ally.
Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn.
Disengage — If you take the Disengage action, your movement does not provoke Opportunity Attacks for the rest of the current turn. Homebrew modification – this action partially fails against an opponent who has marked you (it does remove advantage however). An opponent who has marked you still gets an opportunity attack if you disengage. You cannot take this action against a swarm or creatures sharing the same space as you.
Escape a Grapple — A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape D.C (8 plus grappler's Size modifier, Strength modifier and Proficiency Bonus), ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple's range.
Hide — With the Hide action, you try to conceal yourself. To do so, you must succeed on a D.C 15 Dexterity (Stealth) check [rolled by the Player] while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, or you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you have the Invisible condition. Make note of your check's total, which is the D.C for a creature to find you with a Wisdom (Perception) check. The condition ends on you immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a verbal component.
Moving into a line of sight of any target will incur a passive perception check vs your Stealth roll when you hid. This allows you to complete your action before you become 'unhidden'.
Influence — With the Influence action, you urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The D.M then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.
Willing. If your urging aligns with the monster's desires, no ability check is necessary; the monster fulfills your request in a way it prefers.
Unwilling. If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn't comply.
Hesitant. If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster's attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you're interacting with the monster. The G.M chooses the check, which has a default D.C equal to 15 or the monster's Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the D.M) before urging it in the same way again.
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Influence
Table summary: Examples of ability checks for interacting with monsters. These include various Charisma checks, such as Deception for deceiving a monster that understands you, Intimidation for intimidating a monster, Performance for amusing a monster, and Persuasion for persuading a monster that understands you. Additionally, a Wisdom Animal Handling check is used for gently coaxing a Beast or Monstrosity.
Magic — When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.
Ready — You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn. First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response to it. When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger.
If the readied action is not triggered by the end of the turn your standard action is forfeit. When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell's magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect.
Search — When you take the Search action, you make a Wisdom check to discern something that is not obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detect.
: Table summary: Search skills and the specific things they are used to detect. Insight is used for a creature's state of mind, while Perception identifies concealed creatures or objects using visual, audio, and olfactory senses. Medicine and Survival both involve checks based on a DC of 10 plus the creature's CR, with Medicine used for ailments, cause of death, or current HP totals, and Survival used for tracks, food, or harvesting a creature's essence.
Study —When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it. The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge.
Utilize — When an object requires an action for its use, you take the Utilize action. Two handed weapons, heavy weapons, polearms, long-bows, larger shields (round/heater/kite/coffin) and light or heavy crossbows must take a Utilize action to draw, ready or string. More common activities require the utilize action:
Don or Doff a Shield ◇ Retrieve an item from your Backpack ◇ Get out of a Bedroll ◇ Get out of a secure shelter.
Declare a Reaction: Certain spells, Attack of Opportunity, Change a Ranged target, Readied Action, Delayed Action, Desperate Weapon Parry, Brace (Battlemaster); Shield Sacrifice, Identify Martial Prowess, Identify Spell being cast, Arrest a Fall. N.P.C's may use Villain Actions and Legendary Actions at their whim.

Movement | Speed | Dash

1.22. Speed — Movement speed should consider many factors — terrain, slope, obstacles, encumbrance, friction. Difficult terrain is +1/1' and can be stacked or layered if there are multiple effects to slow P.C's down. The simple act of standing up from prone is a struggle against gravity: Furthermore, the armor you are wearing might apply a speed penalty too. If you throw a javelin, discus or draw a longbow, you may lose 5' of movement too.
The game normally requires that characters spend 1 over 2 their speed (15') to regain their feet after being knocked prone. This has been changed to cost 5' for a tiny creature; 10' for a small creature; 15' of movement for a medium creature; 20' for a large creature, 25' for a huge creature, 30' for a gargantuan creature. Standing up also provokes attacks of opportunity from enemies within reach.
They are also considered “On their heels.” Acrobatics skill and some feats offer faster ways of standing up and avoiding the “On their heels” condition.
1.23. Movement Friction — The Dash action movement rate modifier is dependent upon the surrounding fluid friction and viscosity effects. Normally taking the Dash standard action allows another movement equal to the creature's base speed (30'). However, one cannot dash while up to your neck in quicksand. To those creatures without a swim-speed, swimming requires an athletics check (disadvantage if you are not proficient or in medium or heavy armor). Carrying anything in either hand (weapons, shields, holy symbols, arcane foci) while swimming will increase the D.C to 20 or higher. A current can add or subtract to this movement cost. Failure on these checks indicate the victim sinking 10' in 10 seconds.
1.24. Resolve a combat round in the initiative order. Start at 30 (dialogue & description), 20 (lair and environmental effects) and count down to 1. Better to use a static initiative order display.
1.25. Concealment (obscurement, noise, stink, heat, camouflage, foliage, veils) typically affects perception checks.
1.26. Cover is typically a hard intervening object with enough mass to stop attacks like a tree or wall. Cover comes in three types, 1 over 2 and 3 over 4 and full. It is trivial for tiny creatures to find 3 over 4 cover in normal terrain while impossible for gargantuan creatures to find even half cover in a boreal forest. Creatures can locate cover options with a successful Wisdom (Perception (spot)) or a Wisdom (Survival) check. The D.C is set by the terrain and creature size. Note that allies and enemies can inadvertently provide 1 over 2 cover. Firing ranged weapons into melee runs the risk of hitting 'cover'.
1.27. Determine modifiers To Hit the target. A d20 is rolled as the attack die. If the modified roll matches the A.C exactly, it becomes a glancing blow or graze. Die rolls below this target is a miss, above this is a hit. A critical hit, a supercritical and a fumble are also possible outcomes.
: Table Study summary: Skill areas and their associated knowledge. Arcana covers magic, planes, and creatures like Aberrations and Fey; History covers civilizations, wars, and creatures like Giants and Humanoids; Nature covers terrain, flora, and creatures like Dragons and Plants; and Religion covers deities, cults, and creatures like Celestials and Undead. Investigation focuses on traps, ciphers, and mysteries. For Arcana, History, Nature, and Religion, identifying creature essence generally requires a DC of 10 plus the creature's CR, while Arcana additionally allows identifying ongoing spells or effects at DC 15.
Table 18 summary: Movement speed and dash multipliers based on creature type, equipment, and environmental conditions. Normal two and four legged creatures move at x1 speed with a x2 dash multiplier and a Strength DC 5. Encumbrance and armor reduce speed, with Light Encumbrance or Medium Armor causing a minus 5 foot penalty and Strength DC 10, and Heavy Encumbrance or Heavy Armor causing a minus 10 foot penalty and Strength DC 15. Difficult terrain, climbing without a climb speed, and swimming for non aquatic creatures generally add 1 foot of movement for every 1 foot moved, with associated Acrobatics or Athletics DC checks. Blinded or heavily obscured creatures also face a plus 1 per 1 foot penalty and cannot dash. Flying creatures vary by size: tiny or small flyers have a x1 level speed and x3 dash multiplier; medium, large, huge, and gargantuan flyers have a x1 level speed and x2 dash multiplier, with climb angles decreasing from 60 degrees for small flyers to 15 degrees for huge or gargantuan flyers. Finally, spells provide specific bonuses: Haste doubles speed, Longstrider adds 10 feet, and Jump adds 20 feet.
New Combat Options:
Desperate Parry – [reaction]: a defensive maneuver is declared after a hit in melee with mild consequences. A ranged attack and a magic action cannot be desperately parried (that is a monk ability). A combatant interposes their weapon to deflect the latest attack that succeeded.
If the damage is rolled the desperate parry option expires. The defender gains +1 A.C for this attack (+2 A.C if you have the Defense Fighting Style or certain weapons - longsword, rapier, main gauche). The weapon used in the parry is either dropped, damaged, or slipped.
- Dropped: if it is smaller than the attacking object it is flung 1d4-1 squares away. If the weapon is dropped in the same square (0) then the combatant can expend a bonus action to pick it up next round. Else, the weaponless combatant must move into the square with their weapon Before their opponent does.
Damaged: if it is made of a lesser material than the attacking object (including a mundane weapon parrying a magic weapon). Roll 1d6. A roll of 1 indicates the weapon is destroyed. Each subsequent instance of damage (another desperate parry, acid damage, rust, etc) causes you to subtract 1 more from the d6 roll.
Grip Slip: if the parrying weapon is neither smaller nor weaker than the attacking object then roll a S.T.R saving throw to maintain your grip on the weapon. Failure means disadvantage on your next attack in this combat.
Power Attack [bonus action]: This maneuver is only available to characters with martial weapon proficiency or weapon mastery. This choice also uses up the bonus action of the attacker. When you use the attack action with a strength-based melee weapon, a monk's unarmed strike, or a martial ranged (hurled) weapon at its short range, you can choose to take a -2 penalty to that attack roll.
If the attack hits, you add +1d6 to the damage roll of Heavy weapons, +1d4 for normal melee weapons, +1d3 with Light weapons, unarmed strikes, improvised weaponry and ranged (hurled) weapons. This feature helps to offset the damage reduction of armors, gives a slight boost to small weapon fighters, gives a boost to monks, and moderates the overly permissive bounded accuracy of the game.
Read Target [reaction]: The victim of a melee attack that they can see may expend their reaction to anticipate the attacker's moves with an Insight Check. The D.C is the attack roll or the spell D.C. If successful you gain +1 A.C and saving throws. It may be enough to deflect the attack.
Shield Sacrifice – [reaction]: a defensive maneuver declared after a damaging hit (melee, ranged or magic) with moderate consequences. The defender declares a shield sacrifice. The damage is ignored, and the shield is destroyed. A magic shield has a 25% per “+” of surviving intact.
Sniper Shot [bonus action]: This maneuver is only available to combatants using a ranged (missile or thrown) weapon. You give yourself +2 to hit on your next attack roll on the current turn. Your chance of making a critical strike also improves by 1 in 20 for the first attack only.
You can use this bonus action only if you have not moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. A superior version of this is the cunning action option for rogues: Steady Aim, but rogues get advantage on their attack rolls (and a sneak attack) instead of +2.
Sunder Strike [bonus action]: Using a non-light weapon, the attacker seeks to physically damage the weapons, shield or armor of an opponent. This maneuver uses up the attack action and bonus action. There are some caveats to each type of weapon used. Piercing weapons are not effective in sunder strikes.
Any such attempts must include a weapon made of an equal or harder material than the target. Attacks are made at -2 to hit. The A.C of a weapon, shield, armor or object is set by its Hardness A.C + its size modifier + holder's Dex modifier + holder's proficiency modifier. Any fumble roll will damage the weapon used to sunder strike.
All successful hits must overcome the D.T of the object. A successful hit while sundering rolls inflicts damage according to whether it is piercing, slashing or elemental. Sneak attack damage, poison and exotic damage (force, radiant, necrotic, psychic) has no effect on objects. Any physical or elemental damage that goes through is reduced by one half and applied to the A.H.P of shields or armor or it damages the weapon or object forcing a roll of 1d6. Masterwork armors with the durable property and all magical arms reduce penetrating damage to one quarter normal. Magic armors are immune to sunder attempts by mundane weapons.
- Light weapons (daggers, clubs) do minimum damage on sunder attempts.
Piercing weapons (daggers, rapiers, spears) do minimum damage on sunder attempts. one half penetrates.
Slashing weapons (swords, axes) are useful against shields, light armor, medium armor and weapons. Roll damage normally. ^{1}/_{2} penetrates. Bludgeoning weapons (maces, mauls, hammers, clubs) are useful against shields and heavy armor. Roll damage normally. ^{1}/_{2} penetrates.
Heavy weapons are effective in sundering strikes. three fourths penetrates.
- Adamantium weapons are effective in sundering strikes. Three fourths penetrates.
Throw Creature [bonus action]: An unarmed strike option that is only available to larger creatures is the ability to toss a smaller creature. Any creature can throw a smaller creature which has the grappled condition and if its (weight + carried equipment) falls below one half their carry capacity. The distance a creature (1 size category smaller) can be thrown away is 5' + (Strength Modifier x5'). The distance a creature 2 size categories smaller can be thrown away is 10' + (Strength Modifier x10'). The distance a creature 3 size categories smaller can be thrown away is 15' + (Strength Modifier x15')
Damage: the thrown creature and its target creature may use their reaction to make D.E.X saving throws to take 1 over 2 damage (D.C=10+P.B+S.T.R mod). If targets fail their D.E.X saves they are prone. Damage is the same as falling if the target is a hard surface, or 1 over 2 if the landing is soft or another creature + S.T.R Mod of the hurler.
E.X 1. An ogre [large, 19 S.T.R] can toss a dwarf [medium] 20' at a human [medium]. The ogre rolls to hit as an improvised weapon, so +4. A successful hit inflicts 1d6 + 4 damage to both targets, who can each save for 1 over 2 damage. A fumbled save inflicts maximum damage.
E.X 2. A stone giant [huge, 23 S.T.R] throws a halfling across a chasm. How far will the halfling fly? 15 plus 6 times 15 equals 105 feet. How much damage will the flying halfling take if he hits hard rock? 10 d 4 plus 6, Dex save for one half.
Unarmed Strike – Crush [bonus action]: This maneuver is only available to massive creatures at least two sizes larger than the target. A medium creature could crush a tiny creature. A gargantuan creature could crush tiny through large creatures.
Body weight is applied through a stomp, belly flop, tentacle smash or similar attack. Crushes can be combined with another unarmed strike in the same round. An additional attack roll is made with the Strength modifier and Dexterity modifier combined versus the target's A.C. If successful the crusher inflicts damage equal to the base H.D of the crushing creature times the difference in size categories. (tiny d4, small d6, medium d8, large d10, huge d12, gargantuan d20). A huge storm giant body slamming a small halfling rogue would inflict 3d12 bludgeoning damage.
An angry human bard stomping on a tiny pixie prankster would inflict 2d8 bludgeoning damage, if she hit.
Table 19 – Armor Class
Armor Class is unchanged from raw for the most part. You still roll a d20 plus modifiers to achieve the A.C as the result. However, in D&D, armor double dips in protection factors.
What differs in this game is that armor has two quantities: relative surface area protecting vulnerable areas and its resistance to damage. Objects in D&D have A.C (armor class), H.P (hit points) & D.T (damage threshold). I include that last quality to worn armors. Soft objects and padded armor have a low D.T even though they may cover the same area as a suit of steel platemail.
Hard objects have higher D.T. A suit of armor comprises the base armor, maybe a helm, maybe gauntlets and boots. Missing any of the requisite pieces will lower the overall A.C but not the D.R. Only Called Shots and supercriticals can bypass the D.R of a suit of armor. For D.R of various armors consult the Armor supplement.
1.28. Determine damage dealt and its effects on the target. It is subtracted from the Hit Points of the creature or item. Physical, Elemental and Exotic damage is often mitigated by the Damage Reduction of armor, shields, magical protections and feats. Damage Reduction, D.R, is a special case for some feats where the damage is reduced before it affects the Hit Points.
1.29. Damage Reporting: All dice can be rolled in the open as usual. The intent of this is to put mystery and urgency back into the game. Descriptions will be used instead of pure numbers as to the state of health of monsters. All H.P will be tracked behind the screen on game trackers. Players may at any time use a study action (medicine) to determine the health and H.P of a target. It is a proficient Medicine roll at D.C 10 + C.R. Success will give you the monster's relative health as a %.
Definition
Bloodied: A condition indicating a creature has lost half or more of their total hit points.
1.30. Damage: this seems straight forward in D&D terms. Damage dice are rolled and subtracted from the target's H.P _{total} . Temporary H.P gained from various sources seem akin to magical shielding! At 50%, when the H.P _{bloodied} is reached, other combatants can spot or smell scratches & burns & blood. Victims begin to grunt and groan, whuff, wince and gas in response to damage. A creature resistant to a damage type does not react to hits at all until the H.P _{body} threshold is reached. At the H.P _{body} threshold, the creature becomes wounded and all damage in this range evokes cries of pain, gouts of blood and fractured bones. At 0 H.P the victim drops unconscious unless other special abilities prevent that.
They begin expiring (typically bleeding or suffocation) at 1d4 H.P per round. At negative H.P _{body} the victim dies.
• In this game, damage–dice rolls can also be rolled with advantage or disadvantage.
- A hit inflicts a minimum damage of 0. Armor, shields, spells and damage resistance can mitigate damage or cut it in half. All fractions are rounded down. 0 damage is certainly possible. Imagine yourself punching a stone wall...
Anguished: this comes from The Lord of the Rings Roleplaying. Player-heroes whose Shadow score reaches the full value of their Wisdom score become anguished. An anguished character is miserable, and has disadvantage on all ability checks, attack rolls, and saving throws. There is only one way to recover from such depths of desperation—the Player-hero must experience a bout of madness. A bout of madness is a violent outburst, a dangerous crisis that frees a Player-hero from the burden of the Shadow, but that may have serious, long-term consequences (see Madness).
- Madness: Gaining Shadow points equal to a P.C's wisdom score creates the Anguished condition. The P.C can voluntarily choose Madness to remove the condition. To play out a bout of madness, players must describe how their characters lose control for a short period of time, doing something they will later regret. To describe their loss of control, players should take into consideration the source of the last Shadow gain that pushed their heroes beyond their limit. Here are some examples of the consequences of a bout of madness:
- Betrayal: The Player-hero fails to keep their word or to perform an assigned duty, and the Company suffers the consequences. For example, the hero fails to watch over a prisoner properly and the prisoner escapes.
- Fear: The heroes fall prey to their fears, and flee from any source of danger, thinking only about preserving themselves from any threat.
- Covetous: Lusting characters feel an irresistible desire for an object not belonging to them, and try to take it, secretly or overtly.
- Rage: Raging characters brood over real or imaginary wrongs until they react aggressively to a perceived threat or source of opposition.
If nothing fits the circumstances, a standard bout of madness can take the form of an aggression of any type, verbal or physical, upon the available target. A bout of madness can last for a 1d6 hour or 1d6 decades depending on how the D.M and P.C want to work it into the story. Player-heroes quickly regain control of themselves once their bout of madness passes. They see their mind finally cleared of the tangle of fear and doubt they fell into before facing the crisis.
Miserable: If a Player-hero's Shadow score matches or exceeds half their Wisdom score (rounded up), they become miserable. If a miserable character's d20 roll is a 1 or 2, the roll is a fumble regardless of the D.C for any ability check, attack roll, or saving throw.
Bleeding: occasionally a victim will suffer the bleeding condition. This applies only to living targets that can bleed. The target takes 1d4 necrotic damage per 10 seconds until either the target dies or gets medical attention. First Aid comes in many forms, and, given no other recourse, a bleeding target, who is somehow still conscious, can attempt to staunch their own wounds to lower the periodic damage (d4-1). Anyone with a medical kit can use the Utilize action and then the Help action to lower bleeding damage (1d4-2). A proficient (medicine) practitioner can use the medical kit to stop all recurring damage with the Help action. Anytime the damage rate has a result of 0 the bleeding abates.
Blinded: A player character who is heavily obscured has the blinded condition. He cannot take the Dash action. Furthermore, if the afflicted person wants to travel towards a particular target then a sense other than vision (hearing, smell, tremorsense) must be assessed as a Wisdom (Perception) vs D.C 10 in order to move in the desired direction. Characters with blind sense do not suffer these limitations.
Can't See. You can't see and automatically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
Burning: occasionally a victim will suffer the burning condition. This applies only to targets not resistant to fire damage. The target takes 1d4 necrotic damage [or fire damage] per 10 seconds until either the target dies or douses the flames. Anyone with a blanket/ waterskin can use the Utilize (item) action and then the Help action to lower burning / acid damage (e.g. 1d4-2). Anytime the damage rate has a result of 0 the burning abates.
Bloodied: A creature who is at or below 1 over 2 their H.P _{total} is bloodied. It has mostly cosmetic effects in the game but may be a signal to sharks, giant weasels and piranhas that prey is near. Creatures (not P.C's) make morale checks according to their creature type when bloodied. P.C's can be told when any creature is bloodied.
Charmed: While you have the Charmed condition, you experience the following effects. Can't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abilities or magical effects. Social Advantage. The charmer has Advantage on any ability check to interact with you socially.
Definition
Dazed: A condition where a creature is restricted to either moving, acting, or using a bonus action, but not all three.
Dazed: a dazed creature can do only one of these three things on their turn: move, use an action or use a bonus action. They cannot use a reaction. If a creature becomes dazed during their turn, their turn ends. Restoration spells remove the dazed condition. A critical hit inflicts the Dazed condition.
Deafened: While you have the Deafened condition, you experience the following effect. Can't Hear. You can't hear and automatically fail any ability check that requires hearing. Imbalanced: You have disadvantage on Dexterity (Acrobatics) checks.
Drunk: See the Poisoned condition.
Encumbered: this condition applies to humanoids impeded by too much carried weight or volume. Any character carrying greater than one half their carrying capacity is considered Lightly Encumbered [creatures suffer a -5' speed penalty]. Beyond their full carry capacity is considered Heavily Encumbered [characters suffer -2 on to hit rolls, a movement speed penalty of -10', Initiative modifier of -2, and you cannot take the Dash action]. P.C's at their drag/lift/push limit can only move 5' per turn.
Item Carriage: a Medium creature can carry a maximum of 50 spaces of inventory. A Small creature can carry 25 spaces of inventory (but their equipment is typically half the size as well). A Large creature can carry 200 spaces of inventory (and their equipment is typically four times the volume size as well). A backpack takes up (M 10 S 6) spaces. A belt pouch takes up (M 3 S 2) spaces. A purse takes up (1/1) space. A bedroll takes up (M 4 S 2) spaces. A full waterskin takes up (2) spaces per gallon. Robes, clothing and armor with functional pockets can add (M 4 S 2) spaces for tiny objects.
Weapons are usually sold with basic containers (scabbards, baldrics, sheath and belt, bow case). Tiny weapons (1); tiny containers (0); small weapons (2); small containers (1); medium weapons (4); medium containers (2); large weapons (8); large containers (4). Ammunition containers also take up (4) spaces per set (quiver, case or bandoleer). If there are no containers then they must be carried in a hand. A medium shield counts as a medium weapon (4). Any weapons of X or X.X size must be carried in one or both hands at all times. [reference for item carriage is Shadiversity].
Enraged: like the barbarian ability but less refined, an enraged creature gains advantage on strength ability checks but loses combat accuracy; -2 to hit, +2 damage from strength-based melee/thrown weapons; -2 to hit, -2 damage from dexterity-based melee/ranged weapons; +5' movement rate. This effect lasts only 1 round (10 seconds). This condition may only be invoked once per combat encounter. Those with the origin feat: Savage Attacker suffer no penalties.
Exhausted: There are six levels of Exhaustion. Normally it takes a Full Rest with adequate food, water, warmth and shelter to recover one level of Exhaustion. If you reach 6 levels of exhaustion you die. Whenever you make a d20 test, you subtract the exhaustion level from the roll. Subtract the exhaustion level from the D.C of any spell you cast.
Some undead with life draining abilities may inflict levels of exhaustion as well as damage. The effects of a level of exhaustion are: -5' speed, -2 armor class, -2 penalty on to hit rolls, -2 penalty on damage rolls, -2 penalty to spell D.C's, -2 penalty on ability checks, -2 penalty to initiative and -2 penalty to all saving throws due to pain, loss of blood, fear, panic, and vertigo. This condition persists until the victim completes a full rest, receives second Aid, or until a Lesser Restoration spell is received.
Flanked: a target who is flanked is threatened by at least 2 allied attackers who can see the target in melee range. This includes attackers with reach weapons, and on opposite sides of an attacker (on a square grid the connection line between allies crosses 2 lines of the opponent's square; on a hex grid 3 allies can flank a target). The allied attackers cannot have marked different targets. The flanking attackers gain +2 to hit on their attacks vs the flanked target.
Frightened: the victim gains 1 shadow point in addition to its normal effects. Failing to make the fear save D.C by 10 or more, results in Terror. The victim screams and flees from the source of the psychological attack. It is irrational and lacks all coordination.
This character gains an extra action used only for dash. If the terrain prevents a dash (swamp, climbing, chains) then the character gains the prone condition or falls unable to control their descent with any spell, skill or ability. The terrified individual will faint, drop whatever they are holding, trip over any obstacle, fall off a cliff, dash straight into a wall knocking themselves out. The D.M dictates exactly what happens.
Ability Checks and Attacks Affected. You have disadvantage on ability checks and attack rolls while the source of fear is within line of sight. Can't Approach. You can't willingly move closer to the source of fear.
Grappled: While you have the Grappled condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler. Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it. Those with the grappler feat do not have drag or carry penalties.
Hasted: a condition resulting from the spell, this grants +5 initiative, an extra move action, gain an extra main action (not magic action).
Horrified: a result of a failed Sanity (Charisma) saving throw. Victim is Incapacitated for 1 minute.
Incapacitated: While you have the Incapacitated condition, you experience the following effects. Inactive. You can't take any Action, Bonus Action, or Reaction. No Concentration. Your Concentration is broken. Speechless. You can't speak. Surprised. If you're Incapacitated when you roll Initiative, you have Disadvantage on the roll.
Invisible: While you have the Invisible condition, you experience the following effects. Surprise. If you're Invisible when you roll Initiative, you have Advantage on the roll. Concealed. You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you.
Any equipment you wear or carry is also concealed. Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature.
Mounted: Some heavy headed weapons have 'mounted disadvantage'; the horseman's version is one category smaller but eliminates the attack disadvantage. Heavy and two-handed weapons cannot be used while mounted (with the exception of the lance). Versatile versions used while mounted do so at disadvantage to hit. (e.g. longsword, warpick, warhammer); Mounted combat also requires Handle Animal Handling rolls D.C 10 every turn (a well-trained warhorse with a familiar rider can drop that to D.C 5). Being mounted usually grants height advantage vs unmounted targets (+1) and provides the superior mobility of the mount.
The move action of the rider is replaced by the speed of the mount if the mount is trained to accept a rider. The mount will use dodge as their default action. If the rider wishes the mount to take any other action (attack, dash, disengage, etcetera), then the rider must use their own bonus action to command the mount. A horse's unencumbered Gallop is typically x3 speed but has no maneuverability (must move full speed in a straight line before turning 45 degrees or 1 hex facing).
A canter has a double Dash and more maneuverability (move full speed in a straight line before turning 90 deg or 2 hexes). A trot is the normal Dash, and the creature can maneuver normally. Lances used from horseback when in a charge or dash, also gains the S.T.R damage modifier of the horse (in addition to the rider's own strength bonus).
“On their Heels” (condition): When an N.P.C or P.C is “on their heels” they have disadvantage on their next attack, and they lose their reaction until their next turn. This occurs when they divert their attention from an active melee combatant (they get up from being knocked prone; or they pick up their weapon after being disarmed; or they quaff a potion while in combat). Doing so provokes an attack of opportunity from any enemy in melee reach..
- You must also use a bonus action to quaff a potion or recover a disarmed weapon that is within your space. "Never take your eyes off your opponent!". If the disarmed item is 5', 10', or 15' away or further you must have movement remaining to move into the square or hex of the object.
Paralyzed: While you have the Paralyzed condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can't increase. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.
Petrified: While you have the Petrified condition, you experience the following effects. Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging.
Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Resist Damage. You have Resistance to all damage. Poison Immunity. You have Immunity to the Poisoned condition.
Poisoned/Drunk: While you have the Poisoned condition, you experience the following effect. Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks.
You have reached the end of the main document. Additional summarized content follows
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Table 22 summary: A comprehensive list of combat conditions, including states such as Blinded, Bleeding, Burning, DEAD, Exhausted, Frightened, Paralyzed, Prone, and Unconscious. Several conditions, such as Blooded, Encumbered, and Stumbled, are marked with double asterisks.
: Table 23 summary: Encumbrance rules based on creature size and Strength. Base weight increases exponentially with size, starting at Str to the power of 1.0 for Tiny creatures and increasing by 0.5 in the exponent for each size category, reaching Str to the power of 3.5 for Gargantuan creatures. For most sizes, the multipliers are consistent: Encumbered at 0.5 times base weight, Carry Cap at 1 time base weight, and Drag or Lift at 2 times base weight. For Medium creatures, these values are illustrated using a Strength of 10, resulting in 50 pounds for Encumbered, 100 pounds for Carry Cap, and 200 pounds for Drag or Lift.
: Table 24 summary: Exhaustion levels and their associated penalties. As exhaustion levels increase from 1 to 5, penalties scale linearly: AC, attack rolls, damage, initiative, spell DCs, ability checks, and saves all receive a cumulative minus 2 penalty per level, reaching minus 10 at level 5. Speed is reduced by 5 feet per level, totaling a 25 foot reduction at level 5. Additional special restrictions are introduced at higher levels, including no reactions at level 3, no dashing at level 4, and no bonus actions at level 5. Level 6 results in death.