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Published by sergeantshawnzombieexecutioner, 2023-08-26 15:26:31

Mortality

Mortality

Mortality Throwing Master Prerequisite: 4th level. ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● Your attacks with thrown weapons ignore half cover ● You can draw a weapon that has the thrown property as part of the attack you make with the weapon. ● When you take the attack action on your turn, you can use a bonus action to make a ranged attack with a thrown weapon. ● The normal and long ranges of your thrown weapons are doubled. Paragon Feats [Description of paragon feats if you want one] Arcanist Prerequisite: 8th level, mage feat. Archery Paragon Prerequisite: 8th level, master archer feat. You have perfected your skill with a bow making you an exceptional foe on the battlefield. You gain the following benefits: ● Your Dexterity score increases by 1 to a maximum of 20. ● Your attacks with bows ignore three-quarters cover. Axe Paragon Prerequisite: 8th level, axe master feat. ● Your Strength score increases by 1 to a maximum of 20. ● [Sunder ability?] Brawling Paragon Prerequisite: 8th level, brawling master feat. [Insert Lore] ● Your Strength score increases by 1 to a maximum of 20. ● When a creature misses you with a melee attack and you are wielding a brawling weapon, you can use a reaction to force that creature to make another attack against a creature of your choice within 5ft of you. ● When you hit a creature with a brawling weapon, you can use a bonus action to attempt to stun the creature, the creature must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) on a failure, the creature is stunned until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. Crossbow Paragon Prerequisite: 8th level, crossbow expert feat. Eagle Eyed Prerequisites: 4th level, observant feat. You can see more than the average person and your peripheral vision is Pg 201 Part 8: Feats


Mortality excellent. You gain the following benefits. ● Your Wisdom score increases by 1 to a maximum of 20. ● You may add twice your proficiency bonus to Wisdom (Perception checks) ● You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. Empath Prerequisite: 8th level, insightful feat. Firearm Paragon Prerequisite: 8th level, firearm master feat. ● Your Dexterity score increases by 1 to a maximum of 20. ● Your attacks with firearms ignore three-quarters cover. Flail Paragon Prerequisite: 8th level, flail master feat. Gourmand Prerequisite: 8th level, chef feat. You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits: ● Your Constitution or Wisdom score increases by 1 to a maximum of 20. ● As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it. ● During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigours of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours. Greater Masochist Prerequisite: 8th level, masochist feat. Your love of pain supersedes all, you gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● You may add your proficiency bonus to the temporary hitpoints gained from your masochist feat. ● You heal a minor amount of stress each time you are hit by an attack. Heavy Armour Paragon Prerequisite: 8th level, heavy armour master feat. Your skill with heavy armour is unmatched allowing you to shrug off even the worst of blows. You gain the following benefits: Pg 202 Part 8: Feats


Mortality ● Your Strength score increases by 1 to a maximum of 20. ● If you are wearing heavy armour that has a strength requirement, it doesn’t have a strength requirement for you. ● Wearing heavy armour doesn't impose disadvantage on your Dexterity (Stealth) checks. ● If you are wearing heavy armour, bludgeoning, piercing and slashing damage that you take is reduced by 3. Knife Paragon Prerequisite: 8th level, knife master feat. ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● You treat all knives as if they had the Fatal property. The size of the die is two die sizes above the weapon’s normal damage die (For example, a kukri’s normal damage die is a d6 meaning that the fatal die is a d10). Light Armour Paragon Prerequisite: 8th level, light armour master feat. Your skill with light armour is unmatched allowing you to move nimbly and evade attacks with supernatural skill. You gain the following benefits: ● Your Dexterity score increases by 1 to a maximum of 20. ● Whilst you are wearing light armour, you have advantage on stealth checks. ● Whilst you are wearing light armour and you would take half damage from succeeding on a saving throw against a damaging effect, you can choose to take no damage instead. You can do this a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. Lorekeeper Prerequisite: 8th level, historian feat. Your brain is a near encyclopaedic catalogue of obscure lore and information. You gain the following benefits: ● Your Intelligence score increases by 1 to a maximum of 20. ● You have advantage on Intelligence (History) checks. ● As an action, you can look at a creature and make a DC20 Intelligence (History) check to learn if the creature has any immunities or resistances as well as vulnerabilities. You do not apply the advantage to Intelligence (History) checks that you gained from this feat to this check. Medic Prerequisite: 8th level, healer feat. You have learnt about a wide variety of injuries and how to patch even the Pg 203 Part 8: Feats


Mortality worst of them to ensure your allies still stand. You gain the following benefits: ● When you use a healer’s kit, it has twice as many uses for you. ● Whenever a creature is suffering from an effect that reduces their hit point maximum until they take a rest, you can use an action to spend one use of a healer’s kit to end the effect early. Once a creature has gained this benefit, they cannot do so again until they finish a short or long rest. Medium Armour Paragon Prerequisite: 8th level, medium master armour You have trained extensively with medium armour and have become unmatched in your skill with it. You gain the following benefits: ● Your Dexterity score increases by 1 to a maximum of 20. ● When you wear medium armour, you can add your full Dexterity modifier to your armour class. Olympian Prerequisite: 8th level, athlete feat. Whether through a steady diet, disciplined exercise, or intense battle, your body has been trained to the peak of physical fitness. You gain the following benefits: ● Your Strength or Dexterity score increases by 1. ● Your speed increases by 5ft. ● When you are prone, standing up no longer costs any of your movement. ● You have a swimming speed equal to your walking speed. ● You can make a running long jump or a running high jump without moving. Polearm Paragon Prerequisite: 8th level, polearm master feat You have mastered the use of polearms allowing you to threaten hordes of enemies with your sweeping strikes. You gain the following benefits: ● Your Strength score increases by 1 to a maximum of 20. ● Whilst you are wielding a polearm, you can use an action to sweep the polearm around you. Each creature of your choice within your reach must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take damage equal to the weapon’s damage die. You can use this feature a number of times equal to your proficiency bonus and regain expended uses when you finish long rest. ● As a bonus action on your turn, you can increase your reach with a polearm by 5ft. This benefit lasts until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. Pg 204 Part 8: Feats


Mortality Preacher Prerequisite: 8th level, theologian feat. Shadow Prerequisite: 8th level, stealthy feat. Shield Paragon Prerequisite: 8th level, shield master feat You have perfected the use of a shield to defend not only yourself but others as well. ● You can apply the benefits of a shield in every direction except directly behind you. ● Whilst you are wielding a shield, you can use a bonus action to enter a defensive stance. Until the start of your next turn, each creature within 5ft of you can apply the benefits of your shield. You can do this a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. ● Whilst you are wielding a shield and an attacker you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Sleuth Prerequisite: 8th level, investigator feat. You’ve mastered the art of investigation, finding links between the seemingly unlinked. You gain the following benefits: ● Your Intelligence score increases by 1 to a maximum of 20. ● You have advantage on Intelligence (Investigation) checks ● You have blindsight out to a range of 10ft. You cannot use this sense if you are deafened. Sling Paragon Prerequisite: 8th level, sling master feat. Soloist Prerequisite: 8th level, musician feat. Your musical skill is enchanting and masterful. You gain the following benefits: ● Your Charisma score increases by 1 to a maximum of 20. ● You have advantage on Charisma (Performance) and Dexterity or Charisma (Instrument) checks. Spear Paragon Prerequisite: 8th level, spear master feat. [Insert lore] You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● As an action, you can move up to your movement speed (minimum of 20ft) in a straight line with your spear pointed in front of you. Each creature in your path must make a Dexterity saving throw (DC = 8 + Pg 205 Part 8: Feats


Mortality your proficiency bonus + your Strength or Dexterity modifier) or suffer the weapon’s normal damage as well as an additional 1d8 damage of the weapon’s type on a failed save or half as much damage on a successful one. This movement provokes opportunity attacks as normal and any creature in your path is pushed 5ft to the side of you provided there is space for them to do so. ● You consider spears to have the deadly property. The size of the die is two die sizes above the weapon’s normal damage die (For example, a duelling spear’s normal damage die is a d8 meaning that the deadly die is a d12). Steeled Body Prerequisite: 8th level, tough feat. Your body is hard as steel allowing you to take more hits than most. You gain the following benefits: ● When you aren't wearing armour, your AC is 13 + your Constitution modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armour. ● Your hit point maximum increases by an amount equal to your level when you gain this feat.Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point Rancher Prerequisite: 8th level, animal handler feat. Throwing Paragon Prerequisite: 8th level, throwing master feat. ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● Your attacks with thrown weapons ignore three-quarters cover. Unerring Grip Prerequisite: 8th level, brutal grip feat. Your grip is a clasp of steel. You gain the following benefits: ● Your Strength score increases by 1 to a maximum of 20. ● You cannot be disarmed of a weapon or object that you are holding against your will. ● You may wield two-handed weapons with the exception of bows without disadvantage. Vigilant Prerequisite: 8th level, alert You are adept at noticing danger and acting first. You gain the following benefits: ● You have advantage on Initiative rolls ● On the first round of combat, you gain a +2 bonus to attack rolls against any creature who has not acted yet. Pg 206 Part 8: Feats


Mortality ● [Possibly another feature?] Watcher Prerequisite: 8th level, spotter feat. Weapon Specialist Prerequisite: 8th level, weapon training feat. ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● You gain a +2 bonus to attack and damage rolls with a weapon of your choice that you are proficient with. Wrestler Prerequisite: 8th level, grappler feat. You have mastered the art of grappling and restraining an opponent. You gain the following benefits: ● Your Strength score increases by 1 to a maximum of 20. ● You have advantage on Strength (Athletics) checks made to grapple a creature. ● When you hit a creature with an attack, you can attempt to grapple the creature as part of the same attack. You can do this a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. Avatar Feats [Description of avatar feats if you want one] Bow Avatar Prerequisite: 16th level, bow paragon feat. Heavy Armour Avatar Prerequisite: 16th level, heavy armour paragon feat. Your skill with heavy armour is legendary. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. Light Armour Avatar Prerequisite: 16th level, light armour paragon feat. Your skill with light armour is legendary. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● You may add your proficiency bonus to your AC whilst you are wearing light armour. ● You have advantage on Dexterity (Stealth) checks whilst you are wearing light armour. Pg 207 Part 8: Feats


Mortality Medium Armour Avatar Prerequisite: 16th level, medium armour paragon Your skill with medium armour is legendary. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. Shield Avatar Prerequisite: 16th level, shield paragon feat. Your defensive skill with a shield is legendary. You gain the following benefits: ● You can apply the benefits of a shield in every direction. ● Whilst you aren’t incapacitated and are wielding a shield, you have advantage on Dexterity saving throws against a spell or other harmful effect that targets only you. ● Whilst you are wielding a shield, you can use your reaction to apply your shield’s AC bonus to any creature’s Dexterity saving throw against a spell or other harmful effect provided the creature is within 5ft of you. You can use this feature twice and regain expended uses when you finish a long rest. ● Whilst you are wielding a shield and a creature hits you with an attack, you can use your reaction to take no damage. You can use this feature twice and regain expended uses when you finish a long rest. Planetouched Feats Anyone can be affected by planar influences. Whether it’s through making a pact with a devil, an ancestor or you spending extended time on another plane of existence, or some other cosmic happening, you’ve gained a modicum of power that you’ve learnt to control. Abyss Touched ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the scorching ray spell and one 1st-level spell of your choice. The 1st-level spell must be from the conjuration or evocation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Acheron Touched ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the flame blade spell and one 1st-level spell of your choice. The 1st-level spell must be from the abjuration or evocation school of magic. You can cast each of these spells Pg 208 Part 8: Feats


Mortality without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Air Touched ● Your Constitution score increases by 1 to a maximum of 20. ● You gain a flying speed equal to your walking speed. If you end your turn in the air and there is nothing else holding you aloft, you fall. Arborea Touched ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. Astral Touched ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the levitate spell and one 1st-level spell of your choice. The 1st-level spell must be from the conjuration or transmutation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Beastlands Touched ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the animal messenger spell and one 1st-level spell of your choice. The 1st-level spell must be from the enchantment or transmutation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Bytopia Touched ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. Carceri Touched ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the blur spell and one 1st-level spell of your choice. The 1st-level spell must be from the conjuration or illusion Pg 209 Part 8: Feats


Mortality school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Celestia Touched ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the lesser restoration spell and one 1st-level spell of your choice. The 1st-level spell must be from the abjuration or evocation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Chaos Touched You have been touched by the chaotic energies of the elemental chaos or Limbo granting you the following benefits: ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the alter self spell and one 1st-level spell of your choice. The 1st-level spell must be from the evocation or transmutation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Death Touched You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● You have resistance to necrotic damage. Earth Touched ● Your Constitution score increases by 1 to a maximum of 20. ● You learn the mould earth cantrip. Constitution is your spellcasting ability for this spell. ● You ignore difficult terrain made of earth or stone. ● You count as one size larger when determining your carrying capacity and how much you can push, lift or drag. Pg 210 Part 8: Feats


Mortality Ether Touched ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the blur spell and one 1st-level spell of your choice. The 1st-level spell must be from the conjuration or illusion school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Fey Touched ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Fire Touched ● Your Constitution score increases by 1 to a maximum of 20. ● You have resistance to fire damage and advantage on saving throws against being set ablaze. ● [Spellcasting feature] Frost Touched ● Your Constitution score increases by 1 to a maximum of 20. ● You have resistance to cold damage. ● [Spellcasting?] Law Touched The concordant energies of the mechanus have changed you. You gain the following benefits: ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the lesser restoration spell and one 1st-level spell of your choice. The 1st-level spell must be from the abjuration or divination school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Pg 211 Part 8: Feats


Mortality Life Touched You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. Lightning Touched ● Your Constitution score increases by 1 to a maximum of 20. ● You have resistance to lightning damage and advantage on saving throws against being shocked. Pandemonium Touched ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the crown of madness spell and one 1st-level spell of your choice. The 1st-level spell must be from the enchantment or illusion school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Ooze Touched ● Your Constitution score increases by 1 to a maximum of 20. ● You have resistance to acid damage. ● You have advantage on checks and saving throws made to escape a grapple or end the restrained condition. ● You count as one size smaller for the purposes of squeezing through small spaces. Radiance Touched ● Your Constitution score increases by 1 to a maximum of 20. ● You have resistance to radiant damage. ● You gain low-light vision out to a range of 60 feet. You are not partially blinded when you are in brightest light. Shadow Touched The dark energies of the shadowfell have changed you. You gain the following benefits: ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the Pg 212 Part 8: Feats


Mortality appropriate level. The spells' spellcasting ability is the ability increased by this feat. Water Touched ● Your Constitution score increases by 1 to a maximum of 20. ● You have a swimming speed equal to your walking speed and you can breathe water and air. ● You are naturally adapted to deep waters and suffer no ill effects past depths of 100 feet. Ysgard Touched ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the healing spirit spell and one 1st-level spell of your choice. The 1st-level spell must be from the abjuration or evocation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Planar Body Feats Planar body feats represent a character’s growing connection to a plane and its energies. Shadowed Body Prerequisite: 8th level, shadow touched feat Your attunement to the shadowfell grows, granting you more boons. You gain the following benefits: ● Your Intelligence, Wisdom, or Charisma score increases by 1 to a maximum of 20. ● You gain resistance to necrotic damage. ● You learn the spirit shroud spell. You can cast this spell without expending a spell slot. Once you cast the spell in this way, you can't cast it in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. ● You gain darkvision out to a range of 60ft. If you already had darkvision, its range extends by 60ft. Ethereal Body Prerequisite: 8th level, ether touched feat. Your attunement to the ethereal plane deepens. You gain the following benefits: ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the phantom steed spell. You can cast this spell without expending a spell slot. Once you cast the spell in this way, you can't cast it in this way Pg 213 Part 8: Feats


Mortality again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. ● You can see into the ethereal plane within 10ft of you. Fey Body Prerequisite: 8th level, fey touched feat. Your attunement to the feywild deepens. You gain the following benefits: ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● You learn the tongues spell. You can cast this spell without expending a spell slot. Once you cast the spell in this way, you can't cast it in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. ● You have advantage on saving throws against being charmed, and magic can't put you to sleep. Ooze Body Prerequisite: 8th level, ooze touched feat. Your attunement to the plane of ooze grows. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● You can move through a space as narrow as 1 inch wide without squeezing, leaving any belongings that don’t fit in the nearest unoccupied space. Planar Soul Feats Planar soul feats represent a character’s soul being connected to the very energies that allow a plane to exist. These powers are rare and mystical in their nature drawing many scholars to those who possess them. Pg 214 Part 8: Feats


Mortality Abyssal Soul Astral Soul Soul of Acheron Soul of Air Bestial Soul Soul of Carceri Soul of Chaos Soul of Earth Ethereal Soul Fey Soul Soul of Fire Soul of Law Soul of Pandemonium Soul of Ooze Soul of Radiance Soul of Shadow Soul of Water Soul of Ysgard Racial Feats Racial feats are unique abilities only possessed by certain races. They’re typically rarer in nature compared to that of a standard race and may present themselves later on in a character’s life. Arcane Knowledge Prerequisite: High elf Your knowledge of the arcane grows with your high elven teaching. You gain the following benefits: ● Your Intelligence score increases by 1 to a maximum of 20. ● You learn one 1st-level spell of your choice from the Wizard spell list and may cast it once without expending a spell slot. Once you cast this spell in this way, you can't cast it in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. Intelligence is your spellcasting ability for this spell. Barbs of the Hamatula Prerequisite: Tiefling You are a descendant of a barbed devil. You gain the following benefits: ● Your Constitution or Charisma score increases by 1 to a maximum of 20. ● You grow dangerous barbs that you can extend or retract at will (no action required). While these barbs are expended, you can use a bonus action to deal piercing damage to a creature that is grappling you or that you are grappling equal to 1d6 + your Constitution modifier. Pg 215 Part 8: Feats


Mortality Beard of the Barbazu Prerequisite: Tiefling You are a descendant of a bearded devil. You gain the following benefits: ● Your Constitution or Charisma score increases by 1 to a maximum of 20. Bestial Healing Prerequisite: Shifter Your beast blood allows you to recover from injury quicker than others. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● When you activate your shifting feature, you may regain hit points equal to 1d6 + your Constitution modifier. Once you use this feature, you cannot do so again until you finish a short or long rest. Boiled Blood Prerequisite: Ash, fire, or magma genasi You burn with an inner fire so strong it threatens to scorch those who harm you. You gain the following benefits: ● Your Constitution or Intelligence score increases by 1 to a maximum of 20. ● When a creature you can see hits you with a melee attack, you may use your reaction to deal fire damage to that creature equal to your level. Once you use this feature, you may not do so again until you finish a long rest. Bones of the Osyluth Prerequisite: Tiefling Bountiful Life Prerequisite: Life genasi You have an excess of positive energy that seeps from your body, bolstering nearby creatures. You gain the following benefits: ● Your Constitution or Charisma score increases by 1 to a maximum of 20. ● As a bonus action, you can cause life energy to radiate from you. For the next minute, or until you are knocked unconscious, each creature that starts its turn within 5 feet of you regains 1 missing hit point. This healing effect can reduce the damage value of wounds. Once you use this feature, you cannot do so again until you finish a long rest. Burrower Prerequisite: Rodentkin You spend more time in subterranean environments. You gain the following benefits: ● Your Strength score increases by 1 to a maximum of 20. ● Your burrowing speed increases to your walking speed. The normal limitations to this speed still apply. Celestial Resilience Prerequisite: Aasimar Pg 216 Part 8: Feats


Mortality Chains of the Kyton Prerequisite: Tiefling You are a descendant of a chain devil. You gain the following benefits: ● Your Constitution or Charisma score increases by 1 to a maximum of 20. ● As an action you can launch spectral chains at a creature within 20ft of you. That creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution or Charisma modifier) or be restrained until the start of your next turn. Chill of the Gelugon Prerequisite: Tiefling ● Your Constitution or Charisma score increases by 1 to a maximum of 20. ● You gain resistance 5 to cold damage. ● You may use a bonus action to unleash a chilling aura around you until the start of your next turn. Any creature that starts their turn with 5ft of you or enters that radius for the first time on a turn takes cold damage equal to your Constitution or Charisma modifier (minimum of 1). Once you use this feature, you cannot do so again until you finish a long rest. Deft Claws Prerequisite: A race with claws You are naturally more agile with your claws. You gain the following benefits: ● Your Dexterity score increases by 1 to a maximum of 20. ● You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes when using your claws. Devil’s Sight Prerequisite: Tiefling You are naturally more in-tune with your devilish heritage. You gain the following benefits: ● Your Constitution or Charisma score increases by 1 to a maximum of 20. ● You replace your Low-Light vision with Devil’s Sight. You can see normally in darkest light or brighter out to a range of 60 feet. Additionally, magical darkness does not impede your vision in that range. Draconic Resilience Prerequisite: Dragonborn, kobold Your draconic heritage allows you to heal from your wounds faster than others. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● When you spend one or more hit dice as part of a short rest, you may choose to regain additional hit points equal to your level + your Constitution modifier. Once you do so, you cannot do so again until you finish a long rest. Pg 217 Part 8: Feats


Mortality Dragon Fear Prerequisite: Dragonborn When angered, you radiate menace. You gain the following benefits: ● Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. ● Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Dragon Fury Prerequisite: Dragonborn, kobold You are fueled with the ferocity of a dragon when wounded. You gain the following benefits: ● Your Strength or Constitution score increases by 1 to a maximum of 20. ● While you are under the effects of the Bloodied condition, you gain a +2 bonus to damage rolls. Dragon’s Hide Prerequisite: Dragonborn, kobold You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: ● Your Strength, Constitution, or Charisma score increases by 1 to a maximum of 20. ● Whilst you are not wearing armour, your AC is 13 + your Dexterity modifier. You can use your natural armour if the armour you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your unarmoured AC. ● You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. Dwarven Fortitude Prerequisite: Dwarf or half-dwarf You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum 1). Pg 218 Part 8: Feats


Mortality Echolocation Prerequisite: Terron You have developed a heightened sense of hearing allowing you to use echolocation. You gain the following benefits: ● Your Intelligence or Wisdom score increases by 1 to a maximum of 20. ● While you are not deafened, you have blindsight out to a radius of 30 feet. Elemental Resistance Prerequisite: Warforged Your composite plating is built to resist common elemental assaults. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● You have resistance 5 to cold and fire damage. Elven Accuracy Prerequisite: Elf or half-elf The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: ● Your Dexterity, Intelligence, Wisdom, or Charisma score increases by 1 to a maximum of 20. ● When you miss with an attack that uses Dexterity, Intelligence, Wisdom, or Charisma, you may reroll the attack. Once you use this feature, you cannot do so again until you complete a breather. Elven Focus Prerequisite: Elf or half-elf Your focus and concentration is deeper than others. You gain the following benefits: ● Your Intelligence, Wisdom, or Charisma score increases by 1 to a maximum of 20. ● When you roll a Constitution saving throw to maintain concentration on a spell or effect, you may roll a d12 and add the result to the roll. You can do this before or after the roll is made but before the outcome is determined. Once you use this feature, you cannot do so again until you finish a short rest. Elven Grace Prerequisite: Elf or half-elf You are filled with the grace of Correlon Larethian. You gain the following benefits: ● Your Dexterity score increases by 1 to a maximum of 20, ● As a bonus action on your turn, you may enter a graceful stance. Until the end of your turn you may ignore difficult terrain and have advantage on Dexterity (Acrobatics) checks. Elven Senses Prerequisite: Half-elf Pg 219 Part 8: Feats


Mortality Your elven heritage grants you keener senses. You gain the following benefits: ● Your Wisdom score increases by 1 to a maximum of 20. ● You gain one rank in the spot skill up to your rank maximum. ● The range of your Low-Light vision increases to 60 feet. Elven Vigilance Prerequisite: Elf or half-elf Your elven senses keep you vigilant and alert. You gain the following benefits: ● Your Intelligence or Wisdom score increases by 1 to a maximum of 20. ● You may add your proficiency bonus to your Initiative rolls. Fade Away Prerequisite: Gnome Fey Teleportation Prerequisite: High elf Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: ● Increase your Intelligence or Charisma by 1, to a maximum of 20. ● You learn to speak, read, and write Sylvan regardless of whether your Intelligence would allow you to. ● You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. Focused Scream Prerequisite: Banshee aetheril You have learnt to focus your scream in a direction of your choice. You gain the following benefits: ● Your Constitution, Intelligence, or CHarisma score increases by 1 to a maximum of 20. ● You gain 1 rank in your banshee scream ability up to your rank maximum. ● When you use your banshee scream ability, you may choose to scream into a 15-foot cone instead of the usual 15-foot radius. Creatures caught in this cone have disadvantage on their saving throws against your banshee scream ability. Forceful Scream Prerequisite: Banshee aetheril Your scream is especially forceful. You gain the following benefits: ● Your Constitution, Intelligence, or Charisma score increases by 1 to a maximum of 20. ● You gain 1 rank in your banshee scream ability up to your rank maximum. ● When you use your banshee scream ability, each creature in Pg 220 Part 8: Feats


Mortality range must also make a Strength saving throw against your banshee scream DC or be pushed 10 feet directly away from you in addition to the scream’s other effects. Gnomish Intuition Prerequisite: Gnome Your gnome cunning evolves into a cutting intuition. You gain the following benefits: ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● When you roll an ability check that uses Intelligence, Wisdom or Charisma, you may roll a d4 and add the result to the check. You may do this before or after seeing the roll but before the DM says whether the roll succeeds or fails. You may use this feature a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. Halfling Loyalty Prerequisite: Halfling Your loyalty to your friends knows no bounds. You gain the following benefits: ● Your Charisma score increases by 1 to a maximum of 20. ● Whilst you are within 5ft of an allied creature, both of you gain a +1 to your AC. ● When you are within 10ft of an allied creature, both of you gain a bonus to your attack rolls equal to your Charisma modifier (minimum 1). Hide of the Hamatula Prerequisite: Tiefling You are a descendant of a barbed devil. You gain the following benefits: ● Your Constitution or Charisma score increases by 1 to a maximum of 20. ● As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. ● You gain one rank in the Intimidation skill up to your rank maximum. Horns of the Malebranche Prerequisite: Tiefling Human Determination Prerequisite: Human, half-dwarf, half-elf, or half-orc You are filled with a determination to overcome any challenge you face. You gain the following benefits: ● One ability score of your choice increases by 1 to a maximum of 20. ● When you fail an ability check or saving throw, you may choose to reroll the check or saving throw and you must use the result. You can do this a number Pg 221 Part 8: Feats


Mortality of times equal to your proficiency bonus and regain expended uses when you finish a long rest. Human Ingenuity Prerequisite: Human, half-dwarf, half-elf, or half-orc You are able to improvise a strategy to accomplish tasks that you weren’t trained in. You gain the following benefits: ● One ability score of your choice increases by 1 to a maximum of 20. ● When you attempt an ability check or attack roll and you do not add any proficiency rank bonus, you may choose to gain one rank in an applicable skill or weapon proficiency. This rank lasts until you finish a long rest and once you use this feature, you cannot do so again until you finish a long rest. Human Resolve Prerequisite: Human, half-elf, or half-orc You can push yourself past your normal limits for a short time. You gain the following benefits: ● One ability score of your choice increases by 1 to a maximum of 20. ● You may use a bonus action to gain a +1 bonus to your proficiency rank bonus for the next minute. Once you use this feature, you cannot do so again until you finish a long rest. Infernal Constitution Prerequisite: Tiefling You have the resilience of devils. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● You have resistance to cold and poison damage. ● You have advantage on saving throws against poison. Instinctive Shifter Prerequisite: Shifter You are quick to shift when you sense danger. You gain the following benefits: ● Your Constitution or Wisdom modifier increases by 1 to a maximum of 20. ● When you roll Initiative, you may use your reaction to activate your shifting feature. Mountain’s Endurance Prerequisite: Goliath You have the endurance of a mountain and can withstand more punishment than others. You gain the following benefits: ● Your Strength or Constitution score increases by 1 to a maximum of 20. ● When you use your Stone’s Endurance feature, you gain resistance to non-magical bludgeoning, slashing, and piercing damage until the end of your next turn. The value of this resistance is equal to 3 + your Constitution modifier. Once you Pg 222 Part 8: Feats


Mortality have used this feature, you cannot do so again until you finish a long rest. Nine Lives Prerequisite: Tabaxi You are filled with the luck of a cat allowing you to cheat death, albeit barely. You gain the following benefits: ● Your Dexterity or Charisma score increases by 1 to a maximum of 20. ● When you are reduced to 0 hit points but are not killed outright, you may make a Dexterity saving throw, with a DC of 10 or half the damage taken (whichever is higher), unless the damage is from a critical hit. On a success, you enter a state of borrowed time. For the next minute or until you take damage that is not bleed damage, you can remain conscious and stable. If you are still at 0 vitality when this state ends, you begin dying as normal. If you take damage from a source that is not bleed damage, you fall unconscious and begin dying as normal. Once you use this feature, you cannot do so again until you finish a long rest. Prehensile Tail Prerequisite: Leonin, Lizardfolk, Rodentkin, Tabaxi, Tiefling, Viashino Orcish Aggression Prerequisite: Orc or half-orc You are fueled by the aggression of Gruumsh. You gain the following benefits: ● Your Strength or Constitution score increases by 1 to a maximum of 20. ● When you reduce a creature to 0 hit points, you may use your reaction to move up to half your speed and make an attack against another target within your reach. Orcish Resilience Prerequisite: Half-orc or orc Your orcish blood makes you more resilient than others. You gain the following benefits: ● Your Constitution modifier increases by 1 to a maximum of 20. ● You can use a bonus action to gain temporary hit points equal to your Constitution modifier + your proficiency bonus. Once you use this feature, you cannot do so again until you finish a short or long rest. Radiant Burst Prerequisite: Scourge aasimar The radiant energy that flows through you is naturally stronger, you have learnt to release it in controlled bursts. You gain the following benefits: ● Your Constitution or Charisma modifier increases by 1 to a maximum of 20. ● As an action whilst your Radiant Consumption feature is active, you may release a burst of Pg 223 Part 8: Feats


Mortality energy from you in a 20 foot radius. Each creature including you in the radius must succeed on a Constitution save (DC = 8 + your proficiency bonus + your Charisma modifier) or take radiant damage equal to your level on a failed save or half as much on a successful save and your Radiant Consumption feature ends. Once you use this feature, you cannot do so again until you finish a long rest. Relentless Blood Prerequisite: Half-orc or orc You are filled with the endurance of Gruumsh. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● When you use your relentless endurance trait, you may roll a d6 and gain that number of hit points. Resonant Flight Prerequisite: Sharmind You are able to resonate at a frequency that lifts you from the ground. You gain the following benefits: ● Your Intelligence or Wisdom score increases by 1 to a maximum of 20. ● As a bonus action, you can begin to resonate with the air around you, granting you flight. For the next minute, you have a flying speed equal to your walking speed and you can hover, if you are still in the air when the minute ends, you descend safely at a speed of 60 feet per round, taking no fall damage. Spines of the Spinagon Prerequisite: Tiefling Spirit Bound Prerequisite: Aetheril Your ties to undeath grow. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● You have advantage on death saving throws. Squat Nimbleness Prerequisite: Dwarf or a small race You are uncommonly nimble for your race. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● Your walking speed increases by 5ft. ● You gain proficiency in the Acrobatics or Athletics skill (your choice) ● You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) checks made to escape a grapple. Squat Strength Prerequisite: Small race You are uncommonly strong for your race. You gain the following benefits: Pg 224 Part 8: Feats


Mortality ● Your Strength score increases by 1 to a maximum of 20. ● You count as large when determining your carrying capacity and how much you can push, drag, or lift. ● You may wield weapons with the heavy property without disadvantage. Storm Blood Prerequisite: Air or lightning genasi You have a living storm in your blood. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● You have resistance to lightning or thunder damage. Unbreakable Fury Prerequisite: Dragonborn or kobold, dragon fury feat. Your fury knows no bounds. You gain the following benefits: ● Your Strength, Constitution, or Charisma score increases by 1 to a maximum of 20. ● When you are broken, you may use your reaction to immediately gain hit points equal to your Constitution modifier. If this would raise your vitality above a quarter of its maximum, you are no longer broken. Once you use this feature, you may not do so again until you finish a long rest. Vampiric Shroud Prerequisite: Fallen aasimar Your necrotic shroud leeches the life force from your foes. You gain the following benefits: ● Your Constitution or Charisma score increases by 1 to a maximum of 20. ● When you deal necrotic damage from your necrotic shroud feature, you regain a number of hit points equal to damage dealt. Wood Elf Magic Prerequisite: Wood elf You learn the magic of the primaeval woods, which are revered and protected by your people. You gain the following benefits: ● Your Dexterity or Wisdom score increases by 1 to a maximum of 20. ● You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells. Pg 225 Part 8: Feats


Mortality Part 9: Multiclassing Sometimes a player feels that a different class would fit better for their character or a sudden change in the story makes it feel appropriate for a character to have levels of a different class to the one they took at 1st level. Multiclassing is an optional rule that a DM can allow for players to create new and interesting characters with a combination of abilities they otherwise couldn’t achieve with just one class. Multiclassing Requirements Multiclassing Spellcasters Spell Slots Preparing Spells Pact Magic Pg 226 Part 9: Multiclassing


Mortality Part 10: Adventuring Survival Conditions Being an adventurer is hard and thirsty work. Players must now keep track of the physical state of their character suffering from ill effects should they fail to properly maintain their character’s health. Gaining a Condition Time of Day Falling to 0 Hit Points Nearing death is a massive shock to the body. If you fall to 0 hit points for any reason - including shape shifted forms like Wild Shape - you gain +1 fatigue. Consequences Monster Attacks Monsters and environmental effects can drain the stamina of adventurers. As a GM, add condition modifiers to existing creature attacks and traps or create some new condition-causing effects. ● A wizard shoots a firebolt at you searing your body: you gain +1 thirst. ● A green ooze sucks the nutrients from your flesh: you gain +1 hunger. ● A wraith saps away at your life force and energy: you gain +1 fatigue. Improving a Condition When it’s appropriate, a character can attempt to improve their physical condition by taking an appropriate course of action. Some of the most common actions are: Eat a ration of food. You heal by 1 hunger. Drink a ration of water. You heal by 1 thirst. Get a good night’s sleep. You heal 3 fatigue if your sleep was undisturbed or 1 fatigue if it was disturbed. Temperature In-depth As you may have noticed, temperature has not been discussed earlier in this section whilst still being a survival condition. The reason for this is that Temperature is a difficult survival condition to track and is affected by many different environmental factors. Precipitation A creature exposed to light precipitation must lower their temperature by 1. A creature that is exposed to heavy precipitation must lower their temperature by 2. Pg 227 Part 11: Adventuring


Mortality Wind Insulation Certain clothes have a hot and cold insulation score. When tracking your temperature, apply these modifiers only when it would make sense. For instance, having hot insulation would not counteract any cold insulation and vice versa. Cold Resistance. A creature with resistance to cold damage is considered to have 3 cold insulation. Fire Resistance. A creature with resistance to fire damage is considered to have 3 hot insulation. Exhaustion Time Movement The Environment Environmental Hazards Deep Snow Deep snow is considered difficult terrain for a creature that is not wearing snowshoes. Desecrated Ground Frigid Water A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC10 Constitution saving throw or gain a level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water. A creature that is acclimated to cold climates can be immersed in frigid water for a number of minutes equal to twice their Constitution modifier before suffering ill effects. Quicksand A quicksand pit covers the ground in roughly a 10-foot-square area and is usually 10 feet deep. When a creature enters the area, it sinks 1d4+1 feet into the quicksand and becomes Restrained (as explained in appendix A). At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check (DC = 10 + the number of feet the creature has sunk into the quicksand). A creature that is submerged in quicksand can’t breathe. A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check (DC = 5 + the number of feet the target creature has sunk into the quicksand). Slippery Ice A creature that moves onto slippery ice for the first time or that moves more than half its speed must make a DC12 Dexterity (Acrobatics) check or fall Pg 228 Part 11: Adventuring


Mortality prone unless they are wearing crampons. Thin Ice Thin ice has a weight tolerance of 3d10 x 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through. Vision & Light Light comes in a variety of levels imposing certain effects on different creatures. Brightest light can be caused by a clear sunny day and allows creatures that lack Low-Light vision or Darkvision to see perfectly fine. Creatures with Low-Light vision are partially blinded (as explained in appendix A) and creatures with Darkvision are blinded (as explained in appendix A) when they are in Brightest light. Bright light can be caused by cloudy or overcast days and are well lit. All creatures can see without penalty in Bright light. Dim light can be caused by fading light such as a dark stormcloud or heavy fog. Creatures that lack Low-Light vision or Darkvision are partially blinded (as explained in appendix A) when they are in Dim light. Dark light can be caused by very faint light such as moonlight or starlight. Creatures that lack Darkvision are blinded (as explained in appendix A) and creatures that possess Darkvision are partially blinded (as explained in appendix A) Darkest light is caused by an absence of light completely such as in an unlit underground dungeon. Creatures are blinded (as explained in appendix A) when they are in Darkest light. Blindsight A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense. Darkvision Low-Light Vision Truesight Weather Blizzard A blizzard is automatically under the effects of Strong Snow and Strong Wind and is an area of Extreme Cold. Rain Light. A creature that spends an hour or more in light rain is soaked (as explained in appendix A) until they spend an hour or more drying themselves by a fire. Heavy. A creature that spends 10 minutes or more in heavy rain is soaked (as explained in appendix A) until they spend an hour or more drying themselves by a fire. Pg 229 Part 11: Adventuring


Mortality Sandstorm An area affected by a sandstorm is also considered to be affected by strong wind. A creature travelling through a sandstorm without goggles is blinded. Otherwise, they can see no farther than 30 feet away. The strong winds from a sandstorm do not cool a creature down. Snow Light. Strong. Wind Light. Strong. Underwater The Sky Social Interaction Pg 230 Part 11: Adventuring


Mortality Part 11: Combat The Order of Combat Surprise Initiative The order of combat each round is determined by initiative rolls. At the start of each round, every creature involved in the combat rolls a d20 and adds their Dexterity modifier. The initiative order goes from the creature with the highest initiative roll to the lowest. Speed Factor Smaller creatures are more nimble and thus act faster than slow lumbering giants. Consult the table below to see what bonus you get to initiative rolls. Speed Factor Size Initiative Modifier Tiny +5 Small +2 Medium 0 Large -2 Huge -5 Gargantuan -8 Colossal -12 Titanic -15 Your Turn Reactions Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction. When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction. Dodge As a reaction when you are targeted by an attack, you may roll a d20 and add your Dexterity + your Rank Bonus in Robes or Light Armour provided that you are wearing either type of armour in the location that is targeted (If you are wearing robes on your torso and no other armour in other locations, the unarmoured locations also use the AC provided by the robes). If the result is higher than the attacker’s attack roll, the attack misses. Otherwise, if the result is lower than the attacker’s attack roll the attack hits regardless of whether it was lower or higher than the targeted location’s AC. Pg 231 Part 12: Combat


Mortality If the result on the d20 roll was a 20, the attack automatically misses unless it was a critical hit in which case, the critical hit becomes a normal hit instead. If the result on the d20 roll was a 1, the attack automatically hits and becomes a critical hit provided it wasn’t one already. Deflect Brace Block As a reaction when you are targeted by an attack, you may roll a d20 + your Strength modifier + your Rank Bonus in Heavy Armour or Heavy Shields provided that you are wearing or wielding either type of armour. If the result is higher than the attacker’s attack roll, the attack deals no damage to you and your armour or shield takes a notch. Movement and Position Breaking Up Your Move Difficult Terrain Being Prone When a creature is prone, they have disadvantage on attack rolls and melee attack rolls made against them have advantage. Ranged attack rolls made against the creature are made at disadvantage. Standing up from being prone costs 15 feet of movement. Sprinting When you choose to sprint, you give up your action, reaction and any bonus action if you are able to use one in order to move 5 times your speed in a straight line. This movement provokes opportunity attacks as normal but a creature doesn’t need to give up their reaction to make an opportunity attack against you. You cannot sprint if you have already used your movement, action, bonus action or reaction. Actions in Combat Attack Cast a Spell Dash Disengage If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn. Dodge When you take the Dodge action on your turn, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll against you has disadvantage if you can see the attacker, and you make Dexterity saving throws and Dexterity (Acrobatics) checks made to avoid being disarmed, grappled, shoved or tripped with advantage. You lose this benefit if you are incapacitated (as Pg 232 Part 12: Combat


Mortality explained in appendix A) or if your speed drops to 0. Additionally, when an attack misses you, or you succeed on a Dexterity saving throw whilst you are under the effects of the Dodge action, you may move 5ft. This movement provokes opportunity attacks as normal. Help Hide Ready Search Use an Object Making an Attack Whether you’re swinging a sword at an enemy, letting a volley of arrows rain down on your foes or shooting a firebolt spell, an attack has a simple structure. 1. Choose a target. Pick a target within your attack’s range: a creature, an object, or a location. 2. Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells or special abilities, and other effects can apply penalties or bonuses to your attack roll. 3. Determine where your attack lands. You roll on the hit location table and the sublocation table if it’s applicable to the hit location. 4. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage. If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack. Attack Rolls When making an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers exceeds the target’s Armour Class (AC), the attack hits. The AC of a hit location is determined by the armour that a character is wearing and is calculated at character creation whereas the AC of a monster is in its stat blocks. Scrapes If the attack roll against a target equals the target’s AC, the amount of damage that the target takes is halved and the target suffers no other wounds from the attack. Modifiers to the Roll Whenever a character makes an attack roll, the two most common modifiers that are applied to the roll are an ability modifier and the character’s proficiency rank bonus with a weapon. When a monster makes an attack, its Pg 233 Part 12: Combat


Mortality attack modifiers for its attacks are listed in its stat block. Ability Modifier. Proficiency Rank Bonus. You add your proficiency rank bonus to your attack roll when you attack using a weapon with which you have proficiency, this same concept applies to spells, adding the proficiency rank bonus in spellcasting to the attack roll. Hit Locations Rolling 1 or 20 Unseen Attackers and Targets Ranged Attacks Range Ranged Attacks in Close Combat Melee Attacks Opportunity Attacks In combat, everyone is looking for a chance to strike a creature that is fleeing or passing by. Such a strike is called an opportunity attack. You can make an opportunity attack when a hostile creature you can see moves out of your reach. To make the opportunity attack you use your reaction to make one melee weapon attack against the creature provoking an opportunity attack. The attack occurs right before the creature leaves your reach. You can avoid opportunity attacks by taking the Disengage action. You also don’t provoke opportunity attacks when you teleport or someone or something moves you without using your movement, action or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of the enemy’s reach or if gravity causes you to fall past an enemy. Disarm You can attempt to disarm a creature of an object that they’re holding, making a special melee attack to do so. If you’re able to make multiple attacks, this attack replaces one of them. The target must be no more than one size larger than you and must be within your reach. Instead of making a melee attack roll, you make a Strength (Force) or Strength (Grip) check (your choice) contested by the target’s Strength (Grip) or Dexterity (Escape Artistry) check (the target’s choice). If you win the contest, the target drops one item of your choice that it is holding and you may use your bonus action to kick the item a number of feet away equal to 10 + your Strength score (minimum of 10 feet). Grapple When you attempt to grab and hold a creature or wrestle with them, you can make a special melee attack to do so. If you’re able to make multiple attacks, this attack replaces one of them. The target must be no more than one size larger than you and must be Pg 234 Part 12: Combat


Mortality within your reach. Instead of making a melee attack roll, you make a Strength (Grip) check contested by the target’s Strength (Force) or Dexterity (Escape Artistry) check (the target’s choice). If you win the contest, the target is grappled by you. Escaping a grapple. A creature that is grappled may use their action to try and break free from a grapple by making either a Strength (Force) or Dexterity (Escape Artistry) check contested by the grappler’s Strength (Grip) check. If the creature wins, they are no longer grappled. Moving a grappled creature. The grappler may attempt to move a creature they are grappling. If they choose to drag a grappled creature, they must spend an additional foot of movement for every foot that they move unless the creature is of a smaller size to them. If the creature being dragged is larger than the grappler, the grappler must instead expend an additional 2 feet of movement for every foot they move. Throwing a grappled creature. The grappler may attempt to throw a creature they are grappling assuming that the grappled creature is at least one size smaller than the thrower. The grappler must make a Strength (Force) check contested by the grappled creature’s Strength (Grip) check. If the grappler succeeds, they throw the grappled creature a number of feet equal to 10 x the grappler’s Strength modifier (minimum 10 feet). A thrown creature takes 1d6 bludgeoning damage for every 10 feet they were thrown, add the grappler’s Strength modifier to the damage that the thrown creature takes. A thrown creature must succeed on a DC10 Dexterity saving throw or also be knocked prone where they land. If the thrown creature hits another creature, that creature must make a DC10 Dexterity saving throw or take bludgeoning damage equal to half the damage that the thrown creature takes. Shove When you take the attack action, you can elect to make a special melee attack to shove the creature. If you’re able to make multiple attacks, this attack replaces one of them. The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Force) check contested by the target’s Strength (Force), Dexterity (Balance) or Dexterity (Tumble) check (the target’s choice). If you win the contest, you either knock the target prone or push it 5 feet away from you. Trip When you attempt to knock a creature prone, you can make a special melee attack to do so. If you’re able to make multiple attacks, this attack replaces one of them. The target must be no more than one size larger than you and must be within your reach. Instead of making a melee attack roll, you make a Strength (Force) check contested by the target’s Strength (Force) or Dexterity (Balance) Pg 235 Part 12: Combat


Mortality check (the target’s choice). If you win the contest, the target is knocked prone. Targeted Attacks Unless otherwise specified, attacks a creature makes are against the target’s torso. However, sometimes it’s worth attacking a creature’s arm or a leg using a targeted attack. When a creature makes an attack, it may elect to make a targeted attack at a specific body location consulting the table below to see the penalty they incur to their attack roll: Body Locations Location Penalty Head -5 Torso -1 Arm -4 Leg -2 Tail -3 Wing -3 The creature may also choose to target a sub-location of their targeted body location but incur disadvantage on their attack roll for doing so. Cover Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates from the other side of the cover. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees of cover aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover. A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if an obstacle blocks at least three quarters of its body. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle. Hitting Cover When a ranged attack misses a target that has cover, you must determine whether the cover was struck by the attack. Pg 236 Part 12: Combat


Mortality First determine whether the attack roll would’ve hit the protected target without cover. If the roll falls in a range where it was low enough to miss the target but high enough to have hit them if they were not benefitting from cover then the attack instead strikes the cover. If another creature is providing cover to the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is hit. Exposure Bad positioning and poor tactics can be the death of warriors by exposing them. There are two degrees of exposure. If a target is suffering from multiple sources of exposure, only the highest degree of exposure applies; the degrees of exposure aren’t added together. For instance, a creature being grappled is partially exposed but if they are also being flanked then the target is fully exposed. A target that is partially exposed suffers a -2 to their AC and Dexterity saving throws. Some conditions cause a creature to be partially exposed (as explained in appendix A) A target that is fully exposed suffers a -5 to their AC and Dexterity saving throws. Some conditions such as the blinded or unconscious condition (as explained appendix A) cause a creature to be fully exposed. Damage & Healing Hit Points & Vitality Both vitality and hit points represent the physical durability of a creature. Hit points are a measure of how much damage a creature’s body parts can take while vitality is a measure of how much damage a creature can take across its body before it begins dying. Bloodied A creature becomes Bloodied (see appendix A) when it is missing half its vitality. A creature that is Bloodied is under the Bleeding (see appendix A) condition until it regains vitality. Broken A creature becomes Broken (see the condition) when it is reduced to a quarter of its vitality maximum or less. A creature that is Broken cannot regain vitality that exceeds half its vitality maximum until it finishes a long rest. When the creature has more than a quarter of its maximum vitality, it is no longer Broken but still cannot regain vitality that exceeds half of its vitality maximum. Damage Rolls Critical Hits Damage Types Different attacks, spells, and effects deal different damage types. Some damage types have special rules and some rules, such as damage resistance, rely on the types as well. Pg 237 Part 12: Combat


Mortality The damage types are listed below, with examples to help a DM assign damage types to new effects. Physical Damage Bludgeoning. Impact attacks from weapons such as clubs or hammers, or fists Slashing. Tearing attacks from weapons such as swords and axes or a monster’s claws deal slashing damage. Slashing damage can cause Cut wounds Piercing. Puncturing and impaling attacks including spear attacks, monsters’ bites or horn, and firearm attacks deal piercing damage. Elemental Damage Acid. Corrosive liquids, gases or the stomach of a creature deal acid damage. Each time a creature takes acid damage, they must succeed on a DC10 Dexterity saving throw or have their armour take a notch. Cold. A silver dragon’s icy breath or an abominable yeti’s chilling gaze deal cold damage. Each time a creature takes cold damage, it must succeed on a DC10 Constitution saving throw or have its speed reduced by 10 feet until the end of its turn. Fire. A red dragon’s fire breath and many spells deal fire damage. Each time a creature takes fire damage, they must succeed on a DC10 Dexterity saving throw or be set ablaze (as explained in Appendix A: Conditions). Force. Spells such as magic missile or wall of force deal force damage. Each time a creature takes force damage, they must succeed on a DC10 Strength saving throw or be pushed 5 feet directly away from the source of the force damage. Lightning. A lightning bolt or a blue dragon’s breath weapon deal lightning damage. Each time a creature takes lightning damage, it must succeed on a DC10 Constitution saving throw or be shocked (as explained in Appendix A: Conditions) until the start of its next turn. Necrotic. Life draining abilities such as a vampire’s bite, or a wraith’s life drain attacks deal necrotic damage. Each time a creature takes necrotic damage, it must succeed on a DC10 Constitution saving throw or be unable to regain missing hit points or vitality until the start of its next turn. Poison. Toxins and abilities that inflict sickness deal poison damage. Each time a creature takes poison damage, it must succeed on a DC10 Constitution saving throw or be poisoned until the start of its next turn. Radiant. Abilities that rely on searing light such as a Paladin’s Divine Smite deal radiant damage. Each time a creature takes radiant damage, they must succeed on a DC10 Constitution saving throw or be partially blinded until the start of their next turn. Thunder. The boom of a thundercloud or a wave of sonic energy deals thunder damage. Each time a creature takes thunder damage, it must succeed on a DC10 Constitution saving throw or be deafened until the start of its next turn. Pg 238 Part 12: Combat


Mortality Mental Damage Psychic. Abilities that assault the mind such as the mind whip spell or a mind flayer’s mind blast deal psychic damage. Each time a creature takes psychic damage, they must succeed on a DC10 Intelligence saving throw or take a -1 penalty to their attack rolls, ability checks, and saving throws, until the start of their next turn. Alignment Damage Chaotic. Evil. Good. Lawful. Damage Resistance & Vulnerability Some creatures are innately more protected from certain damage types whilst others are unusually easy to hurt with them. Resistance and Vulnerability are applied after any other modifiers to the damage. Resistance When a creature takes damage from a damage type they are resistant to, the damage they take is reduced by their resistance value to that damage type. Multiple Sources. If a creature has multiple sources of resistance to the same damage type, the creature uses the highest resistance that applies instead of adding the values together. Vulnerability If a creature or object has vulnerability to a damage type, it takes additional damage equal to the vulnerability value to that damage type whenever it takes damage of that type. Multiple Sources. If a creature has multiple sources of vulnerability to the same damage type, the creature uses the highest vulnerability that applies instead of adding the values together. Massive Damage Some attacks are so brutal or powerful that they shock the system. When a creature takes damage equal to or greater than half their hit point maximum, they must succeed on a DC15 Constitution saving throw or roll on the System Shock table below. System Shock d12 Effect 1 The creature drops to 0 hitpoints. 2-3 The creature drops to 0 hitpoints but is stable. 4-5 The creature is stunned until the end of its next turn. 6-7 The creature can’t take reactions and has disadvantage on any attack rolls and ability checks until the end of its next turn. 8-10 The creature can’t take reactions until the end of its next turn. 11-12 The creature is knocked prone and their speed is reduced to 0 until the end of their next turn. Healing Dropping to 0 Hit Points When you drop to 0 vitality, you either die outright or begin dying (see the Dying section in Part 13: Life & Death) Pg 239 Part 12: Combat


Mortality Knocking a Creature Out Sometimes killing a creature is not an option for the party. Maybe they possess information critical to advancing the adventure. To knock a creature out, a character can declare that they are dealing non-lethal damage when they attack. To make a non-lethal attack, a creature has disadvantage on the attack roll unless the weapon possesses the non-lethal property. Temporary Hit Points Mounted Combat Sometimes creatures will ride into battle on a mount, granting them greater mobility to charge their enemies with. A creature that lacks a rank in the appropriate riding skill for their mount suffers a -2 penalty to all attack rolls and ability checks that require their arms or legs whilst they are mounted. Underwater Combat Whether an adventuring party is battling sahuagin in their underwater lairs or chasing a dragon turtle to its hoard, adventurer’s may find themselves in challenging environments. When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, a javelin or a weapon from the spears category. A ranged weapon attack automatically misses a target beyond its normal range. Even against a target that is within normal range, the attack roll has disadvantage unless the weapon is a crossbow or a weapon that is thrown and deals piercing damage. Creatures and objects that are fully submerged in water have resistance to fire damage. A creature that has its speed reduced to 0 and is not otherwise held aloft descends up to 60 feet provided that the water is deep enough. Aerial Combat Adrenaline If you have proficiency with a martial or exotic weapon or have a natural weapon, you gain the ability to use adrenaline in combat. A creature may have a number of adrenaline points equal to its level or 4 times it’s CR (whichever is higher) A creature gains 1 adrenaline point when one of the following happens: ● The creature hits with a weapon attack ● The creature scores a critical hit with a weapon attack. ● The creature reduces another creature to 0 hitpoints using a weapon. ● The creature succeeds on a saving throw against a harmful effect ● The creature successfully blocks an attack using a feature such as the Defensive Duelist Pg 240 Part 12: Combat


Mortality feat, Parry Manoeuver from Battle Master, Parry Property from a weapon. A creature loses 1 adrenaline point when one of the following happens: ● The creature misses an attack ● The creature fails a saving throw against a harmful effect ● The creature is hit by an attack A creature loses all adrenaline points when they are no longer in combat. Adrenaline Effects A creature can spend a number of adrenaline points up to its proficiency bonus on its turn. You may use no more than one adrenaline effect on an attack. When you gain the ability to use adrenaline, you learn 2 effects of your choices from below. You learn 2 additional effects of your choice when you reach 6th level (4) and again at 12th level (6) and 18th level (8) Each time you gain a level, you may choose to swap an effect you know with a different one. Brutality. When you hit with a weapon attack, you may spend adrenaline points to deal 1 additional damage to the target per adrenaline point spent. Charge. When you spend movement on your turn, you may use a bonus action to spend a number of adrenaline points to increase your speed by 5ft per adrenaline point spent. Get Up! When you are prone, you may spend a number of adrenaline points to reduce the required movement to stand up by 5ft. per adrenaline point spent. Grit. When you make a Pain save, you may spend adrenaline points, gaining a +1 bonus to the save per point of adrenaline spent. Hold the Line. When you are subject to an effect that would move you against your will, you may use your reaction to spend adrenaline points to reduce the distance you are moved by 5ft. per adrenaline point spent. Precision. When you make an attack roll, you may spend adrenaline points to add a +1 per adrenaline point spent. Resistance. When you take damage, you may use your reaction to spend adrenaline points to reduce the damage you take by 2 per adrenaline point spent to a minimum of 0. Steel Yourself. On your turn you may use a bonus action to spend adrenaline points and gain 1d4+1 temporary hit points per adrenaline point spent. Once you do this, you cannot do so again until you finish a long rest. Quick Strike. When you take the attack action on your turn, you may spend 2 adrenaline points to make another attack as a bonus action. You cannot gain adrenaline from an attack made with Quick Strike. Focus If you have the Spellcasting or Pact Magic features, you gain the ability to use focus in combat. Pg 241 Part 12: Combat


Mortality A creature may have a number of focus points equal to its spellcaster level. A creature gains 1 focus point when one of the following happens: ● The creature is still concentrating on a spell at the start of their turn. ● The creature hits with a spell attack ● The creature scores a critical hit with a spell attack. ● The creature reduces another creature to 0 hitpoints using a spell. ● An enemy fails their saving throw against a spell the creature cast A creature loses 1 focus point when one of the following happens: ● The creature is hit by an attack ● The creature misses a spell attack ● The creature burns out whilst casting a spell ● An enemy succeeds on their saving throw against a spell that the creature cast A creature loses all focus points when they are no longer in combat. Focus Effects A creature can spend a number of focus points up to its proficiency bonus on its turn. You may use no more than one focus effect on an attack. When you gain the ability to use focus, you learn 2 effects of your choices from below. You learn 2 additional effects when you reach 6th level (4) and again at 12th level (6) and 18th level (8) Each time you gain a level, you may choose to swap an effect you know with a different one. Clarity. When you make a saving throw against being charmed or frightened, you may spend 2 focus points to make the saving throw with advantage. Control. When you cast a spell that affects others you can see, you may spend focus points to allow 1 creature you can see per 2 focus points spent to automatically succeed on their saving throw against the spell, if a success would result in the creature taking half damage, they instead take none. Hastened. When you cast a spell of 1st level or higher with a casting time of an action, you may spend focus points equal to twice the spell’s level to instead cast it as a bonus action. Maintenance. When you make a Concentration check, you may use your reaction to spend focus points to add a +1 to the check per focus point spent. Power. When you cast a spell that deals damage, you may use a bonus action to spend focus points increasing the spell’s damage by 2 per focus point spent. Precision. When you cast a spell that requires an attack roll, you may spend focus points to add a +1 bonus to the attack roll per focus point spent. Protection. When you take damage, you may use your reaction to spend Pg 242 Part 12: Combat


Mortality focus points and reduce the damage taken by 1 per focus point spent. Stability. When you make a burnout roll after casting a spell of 1st-level or higher, you may spend focus points equal to twice the spell level to roll the burnout die with advantage. Pg 243 Part 12: Combat


Mortality Part 12: Resting Breather [Needs Finishing] Short Rests Bandaging Wounds During a short rest, a character may attempt to bandage wounds by making a DC10 Intelligence or Wisdom (Medicine) check per wound. On a success, the wound is closed and the character with the wound no longer suffers any effects from it. Camping Sometimes characters will be caught in the wilderness when they need to rest. In these situations, characters must set up camp in order to properly rest. Setting Up Camp To make camp, each party member must make roll a Camping check - a Strength, Intelligence, or Wisdom (Survival) check - against a target DC The more successes the party has, the more thoroughly prepared the final campsite is making it easier to defend, rest in and perform other activities. Camping checks cannot benefit from effects such as the guidance cantrip or the Bardic Inspiration feature. Alternate Skills Not all Camping checks must be Survival. You may only use one of these alternate skills if you are proficient in that skill. Strength (Athletics). You move something heavy out of the way to clear space for the camp Intelligence or Wisdom (Animal Handling). You help by checking the site isn’t in the territory of any dangerous, wild animals. Intelligence (Nature). You help by finding good wood or other fuels for the campfire. Intelligence or Wisdom (Religion). You channel the power of a divine god to bless the campsite. At least one Camping check must use Survival and each alternate skill may only be used by one party member so decide who makes the roll. Camping Equipment If you are attempting to camp without appropriate equipment such as bedrolls or tents, make the Camping check with disadvantage. Certain items like two-person tents can count as camping equipment for multiple creatures. As long as each character in the party has access to a bedroll or a tent then you may roll your Camping check without disadvantage. Pg 244 Part 13: Resting


Mortality Camping Check DC DC Description 10 Safe, dry land is easy to find / the weather is clear. 15 A campsite requires effort to find / there’s bad weather. 20 It’s hard to find a safe campsite / the weather is terrible. Camping Results Failures Description 0 A perfect campsite. Activity checks are at DC5 1 A decent campsite with one glaring flaw. Activity checks are at DC10 2 or more A shoddy campsite just barely fit for purpose. Activity checks are at DC15 The Lookout The lookout watches for any would-be intruders and secures the camp from any potential threats. If you are on the lookout, you must make an Intelligence (Survival) check to secure the camp. If you have any tools, equipment or magic that might help (such as the alarm spell) then you may roll the check with advantage Success. You noted some weak spots in the camp and secured them. Each party member (including you) heals a minor amount of stress. Failure. You failed to secure the camp properly, you make any Wisdom (Perception) checks made to notice intruders at disadvantage. Each party member gains a minor amount of stress. Focus Being the lookout requires a great deal of focus. If you are the lookout you cannot join in any camp activities besides eating, drinking, and sleeping Camp Activities Some camping activities allow you to regain hit dice. These activities stack with each other - if you eat a hot meal, drink a restorative and get a good night’s sleep, you regain 3 expended hit dice in total. Brewing Drinks If you are proficient in Brewer’s Supplies, you can attempt to prepare restoring brews for the group. Assuming you have access to a campfire and the appropriate tools, you may attempt a Intelligence / Wisdom (Brewer’s Supplies) to take one of the following actions: Create Rations. You distil some impure water into 1d4+1 drinkable water rations. Brew a Balm. You turn some water rations into a delicious soothing drink using 1 ration per 2 drinks. Everyone who drinks a fresh balm regains 1d4+1 hit points (maximum of 1 per day) and also heals by a minor amount of stress. Brew a Restorative: You turn some basic water rations into a tasty, hot drink using 1 ration per drink. Pg 245 Part 13: Resting


Mortality Everyone who drinks a fresh restorative regains 1 spent hit die (maximum of 1 per day) and also heals by a minor amount of stress and they heal 2 thirst. Cooking Food If you are proficient in Cook’s Utensils, you can attempt to prepare a meal for the group. Assuming you have access to a campfire and the appropriate tools, you may attempt a Intelligence / Wisdom (Cook’s Utensils) to take one of the following actions: Create Rations. You slow-cook and preserve some fresh ingredients (usually meat or grain) to create 1d4+1 food rations. Stretch Rations. You thin out some basic rations into a simple meal, feeding two people for each ration you cook. If cooked successfully, everyone who eats gains 1d4 + 1 hit points (maximum of 1 per day) and also heals by a minor amount of stress. Cook a Hot Meal. You cook a hot meal for everyone, using one ration—or ration substitute—per person. If cooked successfully, everyone who eats the hot meal regains 1 spent hit die (maximum of 1 per day) and also heals by a minor amount of stress and they heal 2 hunger. Craft an Item Assuming you have the appropriate tool and are proficient in it as well as possessing sufficient resources, you may attempt to craft a simple item such as a salve, arrows, bandages etc. Make an appropriate check determined by the DM. Success. You succeed in crafting the desired item. Failure. You fail to craft the item. Playing a Game If you have a gaming set and know the rules, you can play a game to unwind. Anyone can join in assuming they’re not occupied by other activities but at least one person must be proficient in the rules. Everyone who is playing must make an Intelligence (Gaming Set) check. The highest roll wins. Winner. You feel inspired - gain a point of inspiration. Additionally, you heal a moderate amount of stress. Loser. You lost the game but you heal a minor amount of stress. Playing Music If you are proficient in an instrument or the performance skill, you attempt to play music or sing. Make either a Dexterity (Instrument) or Charisma (Performance) check to see how well you perform. Success. You perform well and inspire one of your allies. Choose a party member other than yourself or the lookout. That character gains a point of inspiration. Additionally, you heal a minor amount of stress from everyone listening to your performance Failure. You made an embarrassing mistake. Relaxing in Solitude If you prefer to spend some time alone, make a Wisdom ability check to see if you are able to unwind. Pg 246 Part 13: Resting


Mortality Success. You feel inspired by your seclusion - gain a point of inspiration and heal by a minor amount of stress. Failure. You were unable to unwind - something or someone was irritating you too much. Repair an Item Provided you have the appropriate tool and are proficient with it, you may attempt to remove a notch from a damaged item. Make an appropriate Tool Check determined by the DM. Success. You successfully remove one notch. Failure. You were unable to make repairs. Tell a Story If you are proficient in Arcana, History or Religion or are carrying an interesting book, you may attempt a Charisma (Performance) check to tell an inspiring story. Success. Your story is well told and inspires an ally. Choose a party member other than yourself or the lookout. That character gains a point of inspiration. Additionally, you heal a minor amount of stress from everyone listening to your performance Failure.You made an embarrassing mistake. Getting Some Sleep Rest is often the best medicine. Make a Sleeping check (Constitution saving throw) against the Camping Activity DC. If you are sleeping in a bedroll and tent you may make the check with advantage. If you lack either, you make the check with disadvantage. Success. Your sleep was undisturbed, you regain 1 spent hit die. Additionally, you heal by a major amount of stress and heal 3 fatigue. Failure. Your sleep was broken or restless. You heal 1 fatigue and gain a moderate amount of stress. Equipment Quality Equipment quality affects bedrolls and tents as well. For each quality level above standard, you receive a cumulative +1 to sleeping checks. For each quality level below standard, you receive a cumulative -1 to sleeping checks. Legendary quality bedrolls and tents do not gain an epic property. Notches If either your bedroll or your tent have notches, they incur a -1 penalty to your sleeping check. Sentinel’s Rest / Trance Whilst in a trance, you remain in a semi-conscious state. You are Partially Blinded (as explained in appendix A) but may make sleeping checks as normal. Additionally, if you are in a Sentinel’s Rest, Trance, or other similar feature, you do not require a bedroll and suffer no penalties for not having one while camping. Pg 247 Part 13: Resting


Mortality Wearing Armour Armour is great for protection but it isn’t very comfortable to sleep in. If a creature is wearing armour (except for Robes) whilst trying to sleep, they roll their sleeping check with disadvantage. The Lookout Assume that the lookout found somewhere to have a quick nap. However, the lookout rolls their sleeping check with disadvantage. Ambush! If an intruder approaches, the lookout makes a Wisdom (Perception) check against the intruder’s stealth check: Success. The lookout is able to detect intruders and, if they choose to, rouse the party with enough time for people to don light armour. Failure. The lookout - and the rest of the party - are caught off-guard and are surprised and you gain a moderate amount of stress. False Alarms Out in the wilderness it’s easy to mistake noises and shadowy movements for intruders. Occasionally, the DM may ask the lookout for a Wisdom (Perception) check to detect a false alarm: Success. You realise that it is a false alarm and don’t rouse the party. Failure. You mistake the false alarm for an intruder and rouse the party unnecessarily and their sleep is disturbed for the rest of the night. You gain a moderate amount of stress. Resting in an Inn Sleeping in an inn is a lot like camping but easier. For simplicity, an inn is defined as a building with which you have ready access to food, water, and a bed per person, as well as someone to provide you with a hot meal and restorative. Certain activities require more out of an Inn, but that will be specified within the activity. While staying at an inn, you skip the ‘Make Camp’ and ‘Nominate the Lookout’ steps of camping and go straight to step 3, ‘Perform Camp Activities’. There is a separate list for activities within an Inn. While at an inn, you are considered to be under the effects of ‘Cook A Hot Meal’ as well as ‘Brew A Restorative’, and therefore gain 2 hit dice at the start of your rest assuming that you pay for meals. At the end of your rest, regain 1 unspent hit die if your sleep was undisturbed. Inn Activities Gather Rumours You ask around about any problems in the area that you might be able to help fix. You learn 1 current problem in the area, whether that is a person, place, or thing, is up to the DM. Get Drunk Party time is all the time when you’re drunk. At least, for the night. You could gain knowledge but also lose knowledge from your intoxication. If you are getting drunk, make a DC10 Constitution saving throw (You Pg 248 Part 13: Resting


Mortality treat this as poison for features and traits that grant advantage or disadvantage on saving throws against it) Success. You gain a point of inspiration and learn a number of rumours or facts about the area up to your proficiency bonus plus 1. However, you also lose the same number of facts, names and other knowledge about the current adventure. Your DM decides what knowledge is lost. Failure. You lose a number of facts equal to your proficiency bonus plus 1 and can’t perform this activity again for the night. Special. You may attempt this activity as many times as you would like during a rest provided that you have not failed this activity yet. The DC of the Constitution saving throw increases by 5 for each time you attempt this activity after the first. Learn about the Area You have a conversation with one or more of the inn’s patrons. As you talk, you learn some key facts about the area. Perhaps locations, something about the local government, etc. You learn a number of facts equal to your proficiency bonus or you can roleplay you talking to people and learn a number of facts that you learn from roleplaying. Play a Game If you have a gaming set and know the rules, you can play a game to unwind. Anyone can join in assuming they’re not occupied by other activities but at least one person must be proficient in the rules. Everyone who is playing must make an Intelligence or Charisma (Gaming Set) check depending on the style of game being played. The highest roll wins. The inn may have gaming sets and its patrons may know the rules. Winner. You feel inspired - gain a point of inspiration. Additionally, you heal a moderate amount of stress. Loser. You lost the game but you heal a minor amount of stress Special. You may opt to bet on the game whilst playing. If you win, you typically win twice as much gold as you put into the pot, provided that the other players can match the amount of gold you bet. If you lose, you lose any gold that you bet. Play Music If you are proficient in an instrument or the performance skill, you attempt to play music or sing. Make either a Dexterity (Instrument) or Charisma (Performance) check to see how well you perform. Success. You perform well and inspire one of your allies. Choose a party member (other than yourself) or the innkeep If you choose to inspire an ally, that ally gains a point of inspiration. If you choose to inspire the innkeep, they are impressed by your performance and offer you money or free goods. Pg 249 Part 13: Resting


Mortality Failure. You made an embarrassing mistake. Relaxing in Solitude If you prefer to spend some time alone, make a Wisdom ability check to see if you are able to unwind. Success. You feel inspired by your seclusion - gain a point of inspiration and heal by a minor amount of stress. Failure. You were unable to unwind - something or someone was irritating you too much. Tell a Story If you are proficient in Arcana, History or Religion or are carrying an interesting book, you may attempt a Charisma (Performance) check to tell an inspiring story. Success. Your story is well told and inspires an ally. Choose a party member (other than yourself) or the innkeep If you choose to inspire an ally, that ally gains a point of inspiration. If you choose to inspire the innkeep, they are impressed by your performance and offer you money or free goods. Additionally, you heal a minor amount of stress from everyone listening to your performance. Failure. You made an embarrassing mistake. Getting Some Sleep Sleeping in an inn still requires a sleeping check however the DC is determined by the conditions in which you are sleeping. When making your sleeping check, consult the Inn Sleeping DC table below. Inn Sleeping DC Room Quality DC Advantage / Disadvantage Wretched 15 Disadvantage unless you have a bedroll Squalid 15 — Poor 10 — Modest 5 — Comfortable 5 — Wealthy 5 Advantage Aristocratic 5 Great Advantage Extended Rests An Extended Rest is a period of extended downtime, at least 1 week long, in which your character performs downtime activities and pursues their own interests. This is your life between adventures—a chance to slow down, explore the setting, and mingle with NPCs in relative safety. Follow the 6 steps below for each week of extended rest. 1) Sell Loot Along your adventures, you’re likely to come across many valuables along your journeys such as gemstones, goblets or fine paintings. At the start of your Extended Rest you may sell these items. 2) Choose Lifestyle Your lifestyle determines the level of comfort you live in during your week and the types of people you'll be Pg 250 Part 13: Resting


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