d 100 Trinket d100 Trinket
79 An invitation to a party where a murder happened
51 A dead scarab beetle the size o f your hand 80 A bronze pentacle with an etching o f a rat's head
52 Two toy soldiers, one with a missing head in its center
53 A small box filled with different-sized buttons 81 A purple handkerchief embroidered with the name o f
54 A candle that can’t be lit a powerful archmage
55 A tiny cage with no door 82 Half o f a floorplan for a temple, castle, or some other
56 An old key structure
57 An indecipherable treasure map 83 A bit o f folded cloth that, when unfolded, turns into
58 A hilt from a broken sword a stylish cap
59 A rabbit’s foot 84 A receipt o f deposit at a bank in a far-flung city
60 A glass eye 85 A diary with seven missing pages
61 A cameo carved in the likeness of a hideous person 86 An empty silver snuffbox bearing an inscription on
62 A silver skull the size o f a coin the surface that says “dreams’’
63 An alabaster mask 87 An iron holy symbol devoted to an unknown god
64 A pyramid o f sticky black incense that smells very bad 88 A book that tells the story of a legendary hero's rise
65 A nightcap that, when worn, gives you pleasant and fall, with the last chapter missing
89 A vial of dragon blood
dreams 90 An ancient arrow of elven design
66 A single caltrop made from bone 91 A needle that never bends
67 A gold monocle frame without the lens 92 An ornate brooch of dwarven design
68 A 1-inch cube, each side painted a different color 93 An empty wine bottle bearing a pretty label that says,
69 A crystal knob from a door “The Wizard o f Wines Winery, Red Dragon Crush,
70 A small packet filled with pink dust 331422-W"
71 A fragment o f a beautiful song, written as musical 94 A mosaic tile with a multicolored, glazed surface
95 A petrified mouse
notes on two pieces of parchment 96 A black pirate flag adorned with a dragon's skull
72 A silver teardrop earring made from a real teardrop and crossbones
73 The shell of an egg painted with scenes of human 97 A tiny mechanical crab or spider that moves about
when it’s not being observed
misery in disturbing detail 98 A glass jar containing lard with a label that reads,
74 A fan that, when unfolded, shows a sleeping cat “Griffon Grease”
75 A set of bone pipes 99 A wooden box with a ceramic bottom that holds a
76 A four-leaf clover pressed inside a book discussing living worm with a head on each end of its body
100 A metal urn containing the ashes o f a hero
manners and etiquette
77 A sheet of parchment upon which is drawn a complex
mechanical contraption
78 An ornate scabbard that fits no blade you have
found so far
C h a p t e r 6: C u s t o m iz a t io n O p t io n s
THE COMBINATION OF ABILITY SCORES, RACE, P rerequ isites
class, and background defines your
character’s capabilities in the gam e, and To qualify for a new class, you must meet the ability score
the personal details you create set your prerequisites for both your current class and your new
character apart from every other character. one, as show n in the M ulticlassing Prerequisites table.
Even within your class and race, you have For example, a barbarian w ho decides to multiclass into
options to fine-tune what your character the druid class must have both Strength and W isdom
can do. But this chapter is for players w h o —with the scores o f 13 or higher. W ithout the full training that
D M ’s p erm ission —w ant to go a step further. a beginning character receives, you must be a quick
This chapter defines two optional sets of rules for study in your n ew class, having a natural aptitude that
custom izing your character: multiclassing and feats. is reflected by higher-than-average ability scores.
Multiclassing lets you com bine classes together,
and feats are special options you can choose instead M ulticlassing Prerequisites
o f increasing your ability scores as you gain levels.
Your DM decides whether these options are available Class Ability Score M i n i m u m
in a cam paign.
Barbarian Strength 13
M ulticlassing Bard Charisma 13
Cleric Wisdom 13
M ulticlassing allow s you to gain levels in multiple Druid Wisdom 13
classes. D oing s o lets you m ix the abilities o f those Fighter Strength 13 or Dexterity 13
classes to realize a character concept that might not be Monk Dexterity 13 and Wisdom 13
reflected in one o f the standard class options. Paladin Strength 13 and Charisma 13
W ith this rule, you have the option of gaining a level Ranger Dexterity 13 and Wisdom 13
in a n ew class w henever you advance in level, instead Rogue Dexterity 13
o f gaining a level in your current class. Your levels in Sorcerer Charisma 13
all your classes are added together to determine your Warlock Charisma 13
character level. F or exam ple, if you have three levels in
w izard and tw o in fighter, you ’re a 5th-level character. Wizard Intelligence 13
A s you advance in levels, you might primarily remain E xperien ce P o in ts
a m em ber o f your original class with just a few levels
in another class, or you might change course entirely, The experience point cost to gain a level is always
never look in g ba ck at the class you left behind. You based on your total character level, as show n in the
m ight even start progressin g in a third or fourth class. Character A dvancem ent table in chapter 1, not your level
Com pared to a single-class character o f the sam e level, in a particular class. S o, if you are a cleric 6/fighter 1,
you ’ll sa crifice so m e focu s in exchange for versatility. you must gain enough X P to reach 8th level before you
can take your second level as a fighter or your seventh
M ulticlassing Ex a m p l e level as a cleric.
Gary is playing a 4th-level fighter. When his character earns
enough experience points to reach 5th level, Gary decides H it P o in t s a n d H it D ice
that his character will multiclass instead of continuing to
progress as a fighter. Gary’s fighter has been spending a lot Y ou gain the hit points from your new class as d escribed
of time with Dave’s rogue, and has even been doing some for levels after 1st. You gain the 1st-level hit points for a
jobs on the side for the local thieves’ guild as a bruiser. Gary class only w hen you are a 1st-level character.
decides that his character will multiclass into the rogue class,
and thus his character becomes a 4th-level fighter and 1st- You add together the Hit D ice granted by all your
level rogue (written as fighter 4/rogue 1). classes to form your p ool o f Hit Dice. If the Hit D ice are
the sam e die type, you can simply pool them together.
When Gary’s character earns enough experience to For example, both the fighter and the paladin have a
reach 6th level, he can decide whether to add another d 10, s o if you are a paladin 5/fighter 5, you have ten d 10
fighter level (becoming a fighter 5/rogue 1), another rogue Hit D ice. If your classes give you Hit D ice o f different
level (becoming a fighter 4/rogue 2), or a level in a third types, keep track o f them separately. If you are a paladin
class, perhaps dabbling in wizardry thanks to the tome of 5/cleric 5, for exam ple, you have five d 10 Hit D ice and
mysterious lore he acquired (becoming a fighter 4/rogue 1/ five d8 Hit D ice.
wizard 1).
P r o ficien cy B o n u s
Your proficiency bonus is always based on your total
character level, as sh ow n in the Character Advancem ent
table in chapter 1, not your level in a particular class.
For exam ple, if you are a fighter 3/rogue 2, you have the
proficiency bonus o f a 5th-level character, w hich is +3.
P ro ficien cies U n arm o red D efense
W h en you gain a level in a class other than your first, If you already have the Unarmored D efense feature, you
you gain only som e o f that class’s starting proficiencies, c a n ’t gain it again from another class.
as show n in the M ulticlassing P roficiencies table.
Sp e l l c a s t in g
M u lticla ssin g Pr o f ic ien c ies Your capacity for spellcasting depends partly on your
com bined levels in all your spellcasting classes and
Class Proficiencies Gained partly on your individual levels in those classes. O nce
you have the Spellcasting feature from m ore than one
Barbarian Shields, simple weapons, martial weapons class, use the rules below. If you multiclass but have the
Spellcasting feature from only one class, you follow the
Bard Light armor, one skill of your choice, one rules as described in that class.
musical instrument o f your choice Spells Known and Prepared. You determine
what spells you know and can prepare for each class
Cleric Light armor, medium armor, shields individually, as if you w ere a single-classed m em ber of
that class. If you are a ranger 4/w izard 3, for example,
Druid Light armor, medium armor, shields (druids you kn ow three 1st-level ranger sp ells ba sed on your
levels in the ranger class. A s 3rd-level w izard, you know
will not wear armor or use shields made of three w izard cantrips, and your spellbook contains ten
w izard spells, tw o o f w hich (the tw o you gained w hen
metal) you reached 3rd level as a w izard) can be 2nd-level
spells. If your Intelligence is 16, you can prepare six
Fighter Light armor, medium armor, shields, simple wizard spells from your spellbook.
weapons, martial weapons Each spell you know and prepare is associated with one
o f your classes, and you use the spellcasting ability o f that
Monk Simple weapons, shortswords class when you cast the spell. Similarly, a spellcasting
focus, such as a holy symbol, can be used only for the
Paladin Light armor, medium armor, shields, simple spells from the class associated with that focus.
Ranger weapons, martial weapons Spell Slots. You determine your available spell slots
Light armor, medium armor, shields, simple by adding together all your levels in the bard, cleric,
druid, sorcerer, and w izard classes, half your levels
weapons, martial weapons, one skill from the (rounded down) in the paladin and ranger classes, and
a third o f your fighter or rogue levels (rounded down)
class’s skill list if you have the Eldritch Knight or the Arcane Trickster
feature. Use this total to determine your spell slots by
Rogue Light armor, one skill from the class’s skill list, consulting the Multiclass Spellcaster table.
thieves’ tools If you have m ore than one spellcasting class, this table
might give you spell slots o f a level that is higher than
Sorcerer — the spells you know or can prepare. You can use those
Warlock slots, but only to cast your lower-level spells. If a lower-
Light armor, simple weapons level spell that you cast, like burning hands, has an
enhanced effect w hen cast using a higher-level slot, you
Wizard — can use the enhanced effect, even though you don’t have
any spells o f that higher level.
C lass F eatures
For example, if you are the aforementioned ranger 4/
W h en you gain a n ew level in a class, you get its features w izard 3, you count as a 5th-level character w hen
for that level. A few features, however, have additional determ ining your spell slots: you have four 1st-level
rules w hen you ’re m ulticlassing: Channel Divinity, Extra slots, three 2nd-level slots, and tw o 3rd-level slots.
Attack, Unarm ored Defense, and Spellcasting. However, you don’t know any 3rd-level spells, nor do you
know any 2nd-level ranger spells. You can use the spell
C h a n n e l D iv in it y slots o f those levels to cast the spells you do know —and
If you already have the Channel Divinity feature and gain potentially enhance their effects.
a level in a class that also grants the feature, you gain the
Channel Divinity effects granted by that class, but getting Pact Magic. If you have both the Spellcasting class
the feature again doesn’t give you an additional use of feature and the Pact M agic class feature from the w arlock
it. You gain additional u ses only w hen you reach a class class, you can use the spell slots you gain from the Pact
level that explicitly grants them to you. For example, if Magic feature to cast spells you know or have prepared
you are a cleric 6/paladin 4, you can use Channel Divinity from classes with the Spellcasting class feature, and you
tw ice betw een rests because you are high enough level can use the spell slots you gain from the Spellcasting
in the cleric class to have m ore uses. W henever you use class feature to cast w arlock spells you know.
the feature, you can ch oose any o f the Channel Divinity
effects available to you from your two classes.
Extra A ttack
If you gain the Extra Attack class feature from m ore
than one class, the features don’t add together. You
can’t m ake m ore than tw o attacks with this feature
unless it says you do (as the fighter’s version o f Extra
Attack does). Similarly, the w arlock’s eldritch invocation
Thirsting Blade d oesn ’t give you additional attacks if you
also have Extra Attack.
M u lticlass S pellc a ster: • C lim bing d oesn ’t halve your speed.
• You can make a running long jum p or a running high
S pell S lo ts per S pell Level
jum p after moving only 5 feet on foot, rather than
Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10 feet.
1st 2 — — — — — — — — A ctor
2nd 3 — — — — — — — — Skilled at m im icry and dram atics, you gain the
follow ing benefits:
3rd 4 2— — — — — — —
• Increase your Charisma score by 1, to a m axim um o f 20.
4th 4 3 — — — — — — — • You have advantage on Charisma (Deception) and
5th 4 3 2 — — — — — — Charisma (Perform ance) checks when trying to pass
yourself off as a different person.
6th 4 3 3 — — — — — — • You can m im ic the speech o f another person or the
sounds made by other creatures. You must have
7th 4 3 3 1 — — — — — heard the person speaking, or heard the creature
m ake the sound, for at least 1 minute. A su ccessfu l
8th 4 3 3 2 — — — — — W isdom (Insight) check contested by your Charisma
(D eception) check allow s a listener to determ ine that
9th 4 3 3 3 1 — — — — the effect is faked.
10th 4 3 3 3 2 — — — — C harger
11th 4 3 3 3 2 1 — — — W hen you use your action to Dash, you can use a
bonus action to m ake one m elee w eapon attack or to
12th 4 3 3 3 2 1 — — — shove a creature.
13th 4 3 3 3 2 1 1 — — If you m ove at least 10 feet in a straight line
immediately before taking this bonus action, you either
14th 4 3 3 3 2 1 1 — — gain a +5 bon u s to the attack’s dam age roll (if you c h ose
to m ake a m elee attack and hit) or push the target up
15th 4 3 3 3 2 1 1 1 — to 10 feet away from you (if you ch ose to shove and
you succeed).
16th 4 3 3 3 2 1 1 1 —
C rossbow Expert
17th 4 3 3 3 2 1 1 1 1
Thanks to extensive practice with the crossbow , you
18th 4 3 3 3 3 1 1 1 1 gain the follow ing benefits:
19th 4 3 3 3 3 2 1 1 1 • You ignore the loading quality o f crossbow s with
20th 4 3 3 3 3 2 2 1 1 w hich you are proficient.
Feats • B eing within 5 feet o f a hostile creature d oesn ’t
im pose disadvantage on your ranged attack rolls.
A feat represents a talent or an area of expertise that gives
a character special capabilities. It em bodies training, • W hen you use the Attack action and attack with a one-
experience, and abilities beyond what a class provides. handed w eapon, you can use a bonus action to attack
with a loaded hand crossbow you are holding.
At certain levels, your class gives you the Ability Score
Improvement feature. Using the optional feats rule, you D efen sive D u elist
can forgo taking that feature to take a feat o f your choice
instead. You can take each feat only once, unless the Prerequisite: Dexterity 13 or higher
feat’s description says otherwise.
W hen you are wielding a finesse weapon with which
You must m eet any prerequisite specified in a feat you are proficient and another creature hits you with
to take that feat. If you ever lose a feat’s prerequisite, a m elee attack, you can use your reaction to add your
you can ’t use that feat until you regain the prerequisite. proficiency bonus to your AC for that attack, potentially
For example, the Grappler feat requires you to have a causing the attack to m iss you.
Strength o f 13 or higher. If your Strength is reduced
below 13 som ehow —perhaps by a w ithering cu rse— DualWi e l d e r
you can’t benefit from the Grappler feat until your
Strength is restored. You master fighting with tw o w eapons, gaining the
following benefits:
A lert
• You gain a +1 bonus to AC while you are w ielding a
Always on the lookout for danger, you gain the separate m elee w eapon in each hand.
following benefits:
• You can use two-w eapon fighting even w hen the one-
• You gain a +5 bonus to initiative. handed m elee w ea p on s you are w ielding aren’t light.
• You can’t be surprised w hile you are conscious.
• Other creatures don’t gain advantage on attack rolls • You can draw or stow two one-handed w eapons when
you w ould normally be able to draw or stow only one.
against you as a result of being hidden from you.
A th lete
You have undergone extensive physical training to gain
the follow ing benefits:
• In crease your Strength or D exterity sco re by 1, to a
maximum of 20.
• W hen you are prone, standing up uses only 5 feet of
your movement.
D ungeon D elver • W h en you roll a Hit D ie to regain hit points, the
m inim um num ber o f hit points you regain from
Alert to the hidden traps and secret d oors found in many the roll equals twice your Constitution modifier
dungeons, you gain the follow ing benefits: (m inim um o f 2).
• You have advantage on W isdom (Perception) and Elem ental A dept
Intelligence (Investigation) checks made to detect the
presence of secret doors. Prerequisite: The ability to cast at least one spell
• You have advantage on saving throws made to avoid W hen you gain this feat, ch oose one o f the follow ing
or resist traps. dam age types: acid, cold, fire, lightning, or thunder.
• You have resistance to the dam age dealt by traps. Spells you cast ignore resistance to dam age o f the
• You can sea rch for traps w hile traveling at a norm al chosen type. In addition, when you roll dam age for a
spell you cast that deals dam age o f that type, you can
pace, instead o f only at a slow pace. treat any 1 on a dam age die as a 2.
D urable You can select this feat multiple times. Each time
you do so, you must ch oose a different dam age type.
Hardy and resilient, you gain the follow ing benefits:
• In crea se y ou r C onstitution s c o r e by 1, to a
maximum of 20.
G rappler Inspirin g L eader
Prerequisite: Strength 13 or higher Prerequisite: Charisma 13 or higher
Y ou’ve developed the skills n ecessa ry to hold your You can spend 10 minutes inspiring your com panions,
ow n in close-quarters grappling. You gain the sh orin g up their resolve to fight. W h en you d o so, c h o o s e
following benefits: up to six friendly creatures (which can include yourself)
• You have advantage on attack rolls against a creature within 30 feet of you w ho can see or hear you and w ho
can understand you. Each creature can gain temporary
you are grappling. hit points equal to your level + your C harism a modifier.
• You can use your action to try to pin a creature grap- A creature ca n ’t gain tem porary hit poin ts from this feat
again until it has finished a short or long rest.
pled by you. To do so, make another grapple check. If
you succeed, you and the creature are both restrained K een M ind
until the grapple ends.
• Creatures that are one size larger than you d on ’t auto- You have a mind that can track time, direction,
matically succeed on checks to escape your grapple. and detail with uncanny precision. You gain the
follow ing benefits.
G reat W eapon M aster
• In crease your Intelligence sc o r e by 1, to a m axim um
Y ou’ve learned to put the w eight o f a w eap on to your of 20.
advantage, letting its m om entum em p ow er your strikes.
You gain the following benefits: • You always know which way is north.
• You always know the num ber o f hours left before the
• O n your turn, w hen you sco re a critical hit w ith a
m elee w eap on or redu ce a creature to 0 hit points next sunrise or sunset.
with one, you can make one m elee weapon attack as a • You can accurately recall anything you have seen or
bonus action.
heard within the past month.
• Before you make a m elee attack with a heavy weapon
that you are proficient with, you can ch oose to take a L ig h tly A r m o r e d
- 5 penalty to the attack roll. If the attack hits, you add
+10 to the attack’s dam age. You have trained to master the use of light armor,
gaining the follow ing benefits:
H ealer
• In crease your Strength or D exterity s co re by 1, to a
You are an able physician, allowing you to m end wounds maximum of 20.
quickly and get your allies back in the fight. You gain the
following benefits: • You gain proficiency with light armor.
• W h en you u se a h ealer’s kit to stabilize a dying crea- L in g u ist
ture, that creature also regains 1 hit point.
You have studied languages and cod es, gaining the
• A s an action, you can spend on e use o f a h ealer’s kit to following benefits:
tend to a creature and restore 1d6 + 4 hit poin ts to it,
plus additional hit points equal to the creatu re’s m ax- • Increase your Intelligence score by 1, to a m aximum o f 20.
im um num ber o f Hit D ice. The creature can’t regain • You learn three languages of your choice.
hit points from this feat again until it finishes a short • You can ably create written ciphers. O thers ca n ’t d eci-
or long rest.
pher a code you create unless you teach them, they
H eavily A rm ored succeed on an Intelligence check (DC equal to your
Intelligence score + your proficiency bonus), or they
Prerequisite: Proficiency with medium armor u se m agic to deciph er it.
You have trained to m aster the use of heavy armor, Lucky
gaining the follow ing benefits:
You have inexplicable luck that seem s to kick in at just
• Increase your Strength score by 1, to a m axim um o f 20. the right moment.
• You gain proficiency with heavy armor.
You have 3 luck points. W henever you make an attack
H eavy A rmor M aster roll, an ability check, or a saving throw, you can spend
one luck point to roll an additional d20. You can choose
Prerequisite: Proficiency with heavy armor to spend one o f your luck points after you roll the die,
but before the outcom e is determined. You choose which
You can use your arm or to deflect strikes that w ould kill o f the d20s is used for the attack roll, ability check, or
others. You gain the following benefits: saving throw.
• In crease your Strength score by 1, to a m axim um o f 20. You can also spend one luck point w hen an attack
• W hile you are w earing heavy armor, bludgeoning, roll is made against you. Roll a d20, and then choose
w hether the attack u ses the attacker’s roll or yours.
piercing, and slashing dam age that you take from non
m agical w eap on s is reduced by 3. If m ore than one creature spends a luck point to
influence the ou tcom e o f a roll, the poin ts can cel each
other out; no additional dice are rolled.
You regain your expended luck points w hen you
finish a long rest.
M age Slayer • W hen you use the Dash action, difficult terrain d oesn ’t
cost you extra m ovem ent on that turn.
You have practiced techniques useful in m elee com bat
against spellcasters, gaining the follow ing benefits: • W hen you make a m elee attack against a creature, you
don’t provoke opportunity attacks from that creature
• W hen a creature within 5 feet of you casts a spell, you for the rest o f the turn, w hether you hit or not.
can use your reaction to make a m elee weapon attack
against that creature. M oderately A rmored
• W hen you dam age a creature that is concentrating on Prerequisite: Proficiency with light armor
a spell, that creature has disadvantage on the saving
th row it m akes to maintain its concentration. You have trained to master the use o f m edium armor
and shields, gaining the follow ing benefits:
• You have advantage on saving throws against spells
cast by creatures within 5 feet of you. • In crease your Strength or Dexterity sc o r e by 1, to a
maximum of 20.
M agic In itiate
• You gain proficiency with m edium arm or and shields.
C hoose a class: bard, cleric, druid, sorcerer, warlock, or
w izard. You learn tw o cantrips o f your choice from that M ounted C om batant
cla ss’s spell list.
You are a dangerous foe to face while mounted. W hile
In addition, c h o o s e on e 1st-level spell from that sam e you are m ounted and aren’t incapacitated, you gain the
list. You learn that spell and can cast it at its low est follow ing benefits:
level. O n ce you cast it, you must finish a lon g rest before
you can cast it again. • You have advantage on m elee attack rolls against any
unm ounted creature that is sm aller than your mount.
Your spellcasting ability for these spells depends
on the class you chose: Charisma for bard, • You can force an attack targeted at your m ount to tar-
sorcerer, or warlock; W isdom for cleric or druid: or get you instead.
Intelligence for wizard.
• If your m ount is su bjected to an effect that allow s it to
M a r tial A dept make a Dexterity saving throw to take only half dam -
age, it instead takes no dam age if it su cce e d s on the
You have martial training that allow s you to saving throw, and only h alf dam age if it fails.
perform special com bat maneuvers. You gain the
follow ing benefits: O bservant
• You learn two maneuvers of your choice from among Quick to notice details o f your environment, you gain
those available to the Battle M aster archetype in the the following benefits:
fighter class. If a maneuver you use requires your tar-
get to m ake a saving th row to resist the m aneuver’s • In crease your Intelligence or W isd om sco re by 1, to a
effects, the saving throw DC equals 8 + your profi- maximum of 20.
ciency bonus + your Strength or Dexterity modifier
(your choice). • If you can see a creatu re’s m outh w hile it is sp eak in g
a language you understand, you can interpret what it’s
• If you already have superiority dice, you gain one saying by reading its lips.
m ore; otherwise, you have one superiority die, which
is a d6. This die is used to fuel your maneuvers. A • You have a +5 bonus to your passive W isdom
superiority die is expended w hen you use it. You (Perception) and passive Intelligence (Investigation)
regain your expended superiority dice when you scores.
finish a short or long rest.
Polearm M aster
M ed iu m A rm or M aster
You can keep your en em ies at bay with reach w eapon s.
Prerequisite: Proficiency with medium armor You gain the follow ing benefits:
You have practiced m oving in m edium arm or to gain the • W hen you take the Attack action and attack with only
follow ing benefits: a glaive, halberd, or quarterstaff, you can use a bonus
action to make a m elee attack with the opposite end of
• W earing medium arm or doesn’t im pose disadvantage the w eapon. The w ea p on ’s dam age die for this attack
on your Dexterity (Stealth) checks. is a d4, and the attack deals bludgeoning damage.
• W h en you w ear m edium arm or, you can add 3, • W hile you are w ielding a glaive, halberd, pike, or quar-
rather than 2, to your AC if you have a Dexterity of terstaff, other creatures provoke an opportunity attack
16 or higher. from you when they enter your reach.
M obile R esilien t
You are exceptionally speedy and agile. You gain the C hoose one ability score. You gain the follow ing benefits:
following benefits:
• In crease the ch osen ability sco re by 1, to a m axim um
• Your sp eed in creases by 10 feet. of 20.
• You gain proficiency in saving th row s using the
ch osen ability.