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Published by Matt Weber, 2019-03-27 10:27:46

Players-Handbook-5e-Transcription-v2

Players-Handbook-5e-Transcription-v2

Keywords: 5E,PHB,roleplaying

Padded. Padded armor consists of body. It does not include leg protection beyond
quilted layers of cloth and batting. simple greaves that are attached with leather
straps.
Leather. The breastplate and shoulder
protectors of this armor are made of leather Heavy Armor
that has been stiffened by being boiled in oil.
The rest of the armor is made of softer and more Of all the armor categories, heavy armor offers
flexible materials. the best protection. These suits of armor cover
the entire body and are designed to stop a wide
Studded Leather. Made from tough but range of attacks. Only proficient warriors can
flexible leather, studded leather is reinforced manage their weight and bulk.
with close-set rivets or spikes.
Heavy armor doesn’t let you add your Dexterity
Medium Armor modifier to your Armor Class, but it also doesn’t
penalize you if your Dexterity modifier is
Medium armor offers more protection than light negative.
armor, but it also impairs movement more. If
you wear medium armor, you add your Dexterity Ring Mail. This armor is leather armor
modifier, to a maximum of +2, to the base with heavy rings sewn into it. The rings help
number from your armor type to determine reinforce the armor against blows from swords
your Armor Class. and axes. Ring mail is inferior to chain mail, and
it's usually worn only by those who can’t afford
Hide. This crude armor consists of thick better armor.
furs and pelts. It is commonly worn by barbarian
tribes, evil humanoids, and other folk who lack Chain Mail. Made of interlocking metal
access to the tools and materials needed to rings, chain mail includes a layer of quilted fabric
create better armor. worn underneath the mail to prevent chafing
and to cushion the impact of blows. The suit
Chain Shirt. Made of interlocking includes gauntlets.
metal rings, a chain shirt is worn between layers
of clothing or leather. This armor offers modest Splint. This armor is made of narrow
protection to the wearer’s upper body and vertical strips of metal riveted to a backing of
allows the sound of the rings rubbing against leather that is worn over cloth padding. Flexible
one another to be muffled by outer layers. chain mail protects the joints.

Scale Mail. This armor consists of a coat Plate. Plate consists of shaped,
and leggings (and perhaps a separate skirt) of interlocking metal plates to cover the entire
leather covered with overlapping pieces of body. A suit of plate includes gauntlets, heavy
metal, much like the scales of a fish. The suit leather boots, a visored helmet, and thick layers
includes gauntlets. of padding underneath the armor. Buckles and
straps distribute the weight over the body.
Breastplate. This armor consists of a
fitted metal chest piece worn with supple
leather. Although it leaves the legs and arms
relatively unprotected, this armor provides good
protection for the wearer’s vital organs while
leaving the wearer relatively unencumbered.

HalfPlate. Halfplate consists of shaped
metal plates that cover most of the wearer’s

201

Getting Into and Out of Armor Category Don Doff
Light Armor 1 minute 1 minute
The time it takes to don or doff armor depends Medium Armor 5 minutes 1 minute
on the armor’s category. Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action
Don. This is the time it takes to put on
armor. You benefit from the armor's AC only if
you take the full time to don the suit of armor.

Doff. This is the time it takes to take off
armor. If you have help, reduce this time by half.

Armor Cost Armor Class (AC) Strength Stealth Weight

Light Armor

Padded 5 gp 11 + Dex modifier – Disadvantage 8 lb.

Leather 10 gp 11 + Dex modifier – – 10 lb.

Studded Leather 45 gp 12 + Dex modifier – – 13 lb.

Medium Armor 10 gp 12 + Dex modifier (max 2) – – 12 lb.
Hide 50 gp 13 + Dex modifier (max 2) – – 20 lb.
Chain shirt 50 gp 14 + Dex modifier (max 2) – Disadvantage 45 lb.
Scale mail 400 gp 14 + Dex modifier (max 2) – – 20 lb.
Breastplate 750 gp 15 + Dex modifier (max 2) – Disadvantage 40 lb.
Half Plate

Heavy Armor 30 gp 14 – Disadvantage 40 lb.
Ring mail 75 gp 16 Str 13 Disadvantage 55 lb.
Chain mail 200 gp 17 Str 15 Disadvantage 60 lb.
Splint 1,500 gp 18 Str 15 Disadvantage 65 lb.
Plate

Shield 10 gp +2 – – 6 lb.
Shield

202

Weapons Weapon Properties

Your class grants proficiency in certain weapons, Many weapons have special properties related to
reflecting both the class's focus and the tools you their use, as shown in the Weapons table.
are most likely to use. Whether you favor a
longsword or a longbow, your weapon and your Ammunition. You can use a weapon that
ability to wield it effectively can mean the has the ammunition property to make a ranged
difference between life and death while attack only if you have ammunition to fire from the
adventuring. weapon. Each time you attack with the weapon,
you expend one piece of ammunition. Drawing the

The Weapons table shows the most common ammunition from a quiver, case, or other container

weapons used in the worlds of D&D, their price andis part of the attack. At the end of the battle, you

weight, the damage they deal when they hit, and can recover half your expended ammunition by

any special properties they possess. Every weapon taking a minute to search the battlefield.

is classified as either melee or ranged. A melee If you use a weapon that has the ammunition
weapon is used to attack a target within 5 feet of property to make a melee attack, you treat the
you, whereas a ranged weapon is used to attack a weapon as an improvised weapon (see "Improvised
target at a distance.
Weapons" later in the section). A sling must be

Weapon Proficiency loaded to deal any damage when used in this way.

Your race, class, and feats can grant you proficiency Finesse. When making an attack with a

with certain weapons or categories of weapons. finesse weapon, you use your choice of your
The two categories are simple and martial. Most Strength or Dexterity modifier for the attack and
people can use simple weapons with proficiency. damage rolls. You must use the same modifier for
These weapons include clubs, maces, and other both rolls.

weapons often found in the hands of commoners. Heavy. Small creatures have disadvantage

Martial weapons, including swords, axes, and on attack rolls with heavy weapons. A heavy

polearms, require more specialized training to use weapon’s size and bulk make it too large for a Small
effectively. Most warriors use martial weapons creature to use effectively.
because these weapons put their fighting style and
Light. A light weapon is small and easy to
training to best use.
handle, making it ideal for use when fighting with
Proficiency with a weapon allows you to add your two weapons. See the rules for two-weapon
proficiency bonus to the attack roll for any attack fighting in chapter 9.
you make with that weapon. If you make an attack
Loading. Because of the time required to
roll using a weapon with which you lack proficiency,load this weapon, you can fire only one piece of
you do not add your proficiency bonus to the attackammunition from it when you use an action, bonus
roll. action, or reaction to fire it, regardless of the

number of attacks you can normally make.

203

Range. A weapon that can be used to make example, a table leg is akin to a club. At the DM’s

a ranged attack has a range shown in parentheses option, a character proficient with a weapon can

after the ammunition or thrown property. The use a similar object as if it were that weapon and

range lists two numbers. The first is the weapon’s use his or her proficiency bonus.

normal range in feet, and the second indicates the An object that bears no resemblance to a weapon
weapon’s maximum range. When attacking a target deals 1d4 damage (the DM assigns a damage type
beyond normal range, you have disadvantage on appropriate to the object). If a character uses a
the attack roll. You can’t attack a target beyond the ranged weapon to make a melee attack, or throws
weapon’s long range.
a melee weapon that does not have the thrown

Reach. This weapon adds 5 feet to your property, it also deals 1d4 damage. An improvised

reach when you attack with it. thrown weapon has a normal range of 20 feet and

Special. A weapon with the special property a long range of 60 feet.

has unusual rules governing its use, explained in Silvered Weapons
the weapon’s description (see "Special Weapons" Some monsters that have immunity or resistance to
later in this section).
nonmagical weapons are susceptible to silver
Thrown. If a weapon has the thrown
weapons, so cautious adventurers invest extra coin
property, you can throw the weapon to make a to plate their weapons with silver. You can silver a
ranged attack. If the weapon is a melee weapon, single weapon or ten pieces of ammunition for 100
you use the same ability modifier for that attack rollgp. This cost represents not only the price of the
and damage roll that you would use for a melee silver, but the time and expertise needed to add
attack with the weapon. For example, if you throw silver to the weapon without making it less
a handaxe, you use your Strength, but if you throw effective.
a dagger, you can use either your Strength or your
Dexterity, since the dagger has the finesse Special Weapons
property. Weapons with special rules are described here.

Two-Handed. This weapon requires two Lance. You have disadvantage when you use
hands to use. a lance to attack a target within 5 feet of you. Also,
a lance requires two hands to wield when you
Versatile. This weapon can be used with aren’t mounted.
one or two hands. A damage value in parentheses
appears with the property—the damage when the Net. A Large or smaller creature hit by a net
weapon is used with two hands to make a melee is restrained until it is freed. A net has no effect on
attack. creatures that are formless, or creatures that are
Huge or larger. A creature can use its action to
Improvised Weapons
make a DC 10 Strength check, freeing itself or
Sometimes characters don’t have their weapons another creature within its reach on a success.
and have to attack with whatever is close at hand. Dealing 5 slashing damage to the net (AC 10) also
An improvised weapon includes any object you can frees the creature without harming it, ending the
wield in one or two hands, such as broken glass, a effect and destroying the net.
table leg, a frying pan, a wagon wheel, or a dead When you use an action, bonus action, or reaction
goblin.
to attack with a net, you can make only one attack
In many cases, an improvised weapon is similar to regardless of the number of attacks you can
an actual weapon and can be treated as such. For normally make.

204

Name Cost Damage Weight Properties
Simple Melee Weapons
Club 1 sp 1d4 bludgeoning 2lb. Light
Dagger Finesse, light, thrown (range 20/60)
Greatclub 2 gp 1d4 piercing 1lb. Two-handed
Handaxe Light, thrown (range 20/60)
javelin 2 sp 1d8 bludgeoning 10lb. Thrown (range 30/120)
Light hammer Light, thrown (range 20/60)
Mace 5 gp 1d6 slashing 2lb. —
Quarterstaff Versatile (1d8)
Sickle 5 sp 1d6piercing 2lb. Light
Spear Thrown (range 20/60), versatile (1d8)
Unarmed strike 2 gp 1d4 bludgeoning 2lb. —
Simple Ranged Weapons
Crossbow, light 5 gp 1d6 bludgeoning 4lb.
Dart
Shortbow 2 sp 1d6 bludgeoning 4lb.
Sling
1 gp 1d4 slashing 2lb.

1 gp 1d6 piercing 3lb.

— 1 bludgeoning —

25 gp 1d8 piercing 5lb. Ammunition (range 80/320), loading, two-handed
5cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
25 gp 1d6 piercing 2lb. Ammunition (range 80/320), two-handed
1sp 1d4 bludgeoning — Ammunition (range 30/120)

Martial Melee Weapons 10 gp 1d8 slashing 4lb. Versatile (1d10)
Battleaxe 10 gp 1d8 bludgeoning 2lb. —
Flail 20 gp 1d10 slashing 6lb. Heavy, reach, two-handed
Glaive 30 gp 1d12 slashing 7lb. Heavy, two-handed
Greataxe 50 gp 2d6 slashing 6lb. Heavy, two-handed
Greatsword 20 gp 1d10 slashing 6lb. Heavy, reach, two-handed
Halberd 10 gp 1d12 piercing 6lb. Reach, special
Lance 15 gp 1d8 slashing 3lb. Versatile (1d10)
Longsword 10 gp 2d6 bludgeoning 10lb. Heavy, two-handed
Maul 15 gp 1d8 piercing 4lb. —
Morningstar 5 gp 1d10 piercing 18lb. Heavy, reach, two-handed
Pike 25 gp 1d8 piercing 2lb. Finesse
Rapier 25 gp 1d6 slashing 3lb. Finesse, light
Scimitar 10 gp 1d6 piercing 2lb. Finesse, light
Shortsword 5 gp 1d6piercing 4lb. Thrown (range 20/60), versatile (1d8)
Trident 5 gp 1d8 piercing 2lb. —
War pick 15 gp 1d8 bludgeoning 2lb. Versatile (1d10)
Warhammer 2 gp 1d4 slashing 3lb. Finesse, reach
Whip
Martial Ranged Weapons 10 gp 1 piercing 1lb. Ammunition (range 25/100), loading
Blowgun 75 gp 1d6piercing 3lb. Ammunition (range 30/120), light, loading
Crossbow, hand 50 gp 1d10piercing 18lb. Ammunition (range 100/400), heavy, loading, two-handed
Crossbow, heavy 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Longbow 1 gp — 3lb. Special, thrown (range 5/15)
Net

205

Adventuring Gear to hoist up to four times the weight you can
normally lift.
This section describes items that have special
rules or require further explanation. Book. A book might contain poetry,
historical accounts, information pertaining to a
Acid. As an action, you can splash the particular field of lore, diagrams and notes on
contents of this vial onto a creature within 5 feet gnomish contraptions, or just about anything
of you or throw the vial up to 20 feet, shattering else that can be represented using text or
it on impact. In either case, make a ranged pictures. A book of spells is a spellbook
attack against a creature or object, treating the (described later in this section).
acid as an improvised weapon. On a hit, the
target takes 2d6 acid damage. Caltrops. As an action, you can spread a
single bag of caltrops to cover a 5-foot-square
Alchemist’s Fire. This sticky, adhesive area. Any creature that enters the area must
fluid ignites when exposed to air. As an action, succeed on a DC 15 Dexterity saving throw or
you can throw this flask up to 20 feet, shattering stop moving and take 1 piercing damage. Until
it on impact. Make a ranged attack against a the creature regains at least 1 hit point, its
creature or object, treating the alchemist's fire walking speed is reduced by 10 feet. A creature
as an improvised weapon. On a hit, the target moving through the area at half speed doesn’t
takes 1d4 fire damage at the start of each of its need to make the saving throw.
turns. A creature can end this damage by using
its action to make a DC 10 Dexterity check to Candle. For 1 hour, a candle sheds bright
extinguish the flames. light in a 5-foot radius and dim light for an
additional 5 feet.
Antitoxin. A creature that drinks this vial
of liquid gains advantage on saving throws Case, Crossbow Bolt. This wooden case
against poison for 1 hour. It confers no benefit to can hold up to twenty crossbow bolts.
undead or constructs.
Case, Map or Scroll. This cylindrical
Arcane Focus. An arcane focus is a leather case can hold up to ten rolled-up sheets
special item— an orb, a crystal, a rod, a specially of paper or five rolled-up sheets of parchment.
constructed staff, a wand-like length of wood, or
some similar item— designed to channel the Chain. A chain has 10 hit points. It can be
power of arcane spells. A sorcerer, warlock, or burst with a successful DC 20 Strength check.
wizard can use such an item as a spellcasting
focus, as described in chapter 10. Climber’s Kit. A climber’s kit includes
special pitons, boot tips, gloves, and a harness.
Ball Bearings. As an action, you can spill You can use the climber’s kit as an action to
these tiny metal balls from their pouch to cover anchor yourself; when you do, you can’t fall
a level area 10 feet square. A creature moving more than 25 feet from the point where you
across the covered area must succeed on a DC anchored yourself, and you can't climb more
10 Dexterity saving throw or fall prone. A than 25 feet away from that point without
creature moving through the area at half speed undoing the anchor.
doesn’t need to make the saving throw.

Block and Tackle. A set of pulleys with a
cable threaded through them and a hook to
attach to objects, a block and tackle allows you

206

Component Pouch. A component pouch Holy Water. As an action, you can splash
is a small, watertight leather belt pouch that has the contents of this flask onto a creature within
compartments to hold all the material 5 feet of you or throw it up to 20 feet, shattering
components and other special items you need to it on impact. In either case, make a ranged
cast your spells, except for those components attack against a target creature, treating the holy
that have a specific cost (as indicated in a spell's water as an improvised weapon. If the target is a
description). fiend or undead, it takes 2d6 radiant damage. A
cleric or paladin may create holy water by
Crowbar. Using a crowbar grants performing a special ritual. The ritual takes 1
advantage to Strength checks where the hour to perform, uses 25 gp worth of powdered
crowbar’s leverage can be applied. silver, and requires the caster to expend a 1st-
level spell slot.
Druidic Focus. A druidic focus might be a
sprig of mistletoe or holly, a wand or scepter Hunting Trap. W hen you use your action
made of yew or another special wood, a staff to set it, this trap forms a saw-toothed steel ring
drawn whole out of a living tree, or a totem that snaps shut when a creature steps on a
object incorporating feathers, fur, bones, and pressure plate in the center. The trap is affixed
teeth from sacred animals. A druid can use such by a heavy chain to an immobile object, such as
an object as a spellcasting focus, as described in a tree or a spike driven into the ground. A
chapter 10. creature that steps on the plate must succeed
on a DC 13 Dexterity saving throw or take 1d4
Fishing Tackle. This kit includes a piercing damage and stop moving. Thereafter,
wooden rod, silken line, corkwood bobbers, until the creature breaks free of the trap, its
steel hooks, lead sinkers, velvet lures, and movement is limited by the length of the chain
narrow netting. (typically 3 feet long). A creature can use its
action to make a DC 13 Strength check, freeing
Healer’s Kit. This kit is a leather pouch itself or another creature within its reach on a
containing bandages, salves, and splints. The kit success. Each failed check deals 1 piercing
has ten uses. As an action, you can expend one damage to the trapped creature.
use of the kit to stabilize a creature that has 0 hit
points, without needing to make a Wisdom Lamp. A lamp casts bright light in a 15-
(Medicine) check. foot radius and dim light for an additional 30
feet. Once lit, it burns for 6 hours on a flask (1
Holy Symbol. A holy symbol is a pint) of oil.
representation of a god or pantheon. It might be
an amulet depicting a symbol representing a Lantern, Bullseye. A bullseye lantern
deity, the same symbol carefully engraved or casts bright light in a 60-foot cone and dim light
inlaid as an emblem on a shield, or a tiny box for an additional 60 feet. Once lit, it burns for 6
holding a fragment of a sacred relic. Appendix B hours on a flask (1 pint) of oil.
lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin Lantern, Hooded. A hooded lantern casts
can use a holy symbol as a spellcasting focus, as bright light in a 30-foot radius and dim light for
described in chapter 10. To use the symbol in an additional 30 feet. Once lit, it burns for 6
this way, the caster must hold it in hand, wear it hours on a flask (1 pint) of oil. As an action, you
visibly, or bear it on a shield. can lower the hood, reducing the light to dim
light in a 5-foot radius.

207

Lock. A key is provided with the lock. creature can take this damage only once per
Without the key, a creature proficient with turn.
thieves’ tools can pick this lock with a successful
DC 15 Dexterity check. Your DM may decide that Poison, Basic. You can use the poison in
better locks are available for higher prices. this vial to coat one slashing or piercing weapon
or up to three pieces of ammunition. Applying
Magnifying Glass. This lens allows a the poison takes an action. A creature hit by the
closer look at small objects. It is also useful as a poisoned weapon or ammunition must make a
substitute for flint and steel when starting fires. DC 10 Constitution saving throw or take 1d4
Lighting a fire with a magnifying glass requires poison damage. Once applied, the poison retains
light as bright as sunlight to focus, tinder to potency for 1 minute before drying.
ignite, and about 5 minutes for the fire to ignite.
A magnifying glass grants advantage on any Potion of Healing.A character who drinks
ability check made to appraise or inspect an the magical red fluid in this vial regains 2d4 + 2
item that is small or highly detailed. hit points. Drinking or administering a potion
takes an action.
Manacles. These metal restraints can
bind a Small or Medium creature. Escaping the Pouch. A cloth or leather pouch can hold
manacles requires a successful DC 20 Dexterity up to 20 sling bullets or 50 blowgun needles,
check. Breaking them requires a successful DC among other things. A compartmentalized
20 Strength check. Each set of manacles comes pouch for holding spell components is called a
with one key. Without the key, a creature component pouch (described
proficient with thieves’ tools can pick the earlierinthissection).
manacles’ lock with a successful DC 15 Dexterity
check. Manacles have 15 hit points. Quiver. A quiver can hold up to 20
arrows.
Mess Kit. This tin box contains a cup and
simple cutlery. The box clamps together, and one Ram, Portable. You can use a portable
side can be used as a cooking pan and the other ram to break down doors. When doing so, you
as a plate or shallow bowl. gain a +4 bonus on the Strength check. One
other character can help you use the ram, giving
Oil. Oil usually comes in a clay flask that you advantage on this check.
holds 1 pint. As an action, you can splash the oil
in this flask onto a creature within 5 feet of you Rations. Rations consist of dry foods
or throw it up to 20 feet, shattering it on impact. suitable for extended travel, including jerky,
Make a ranged attack against a target creature dried fruit, hardtack, and nuts.
or object, treating the oil as an improvised
weapon. On a hit, the target is covered in oil. If Rope. Rope, whether made of hemp or
the target takes any fire damage before the oil silk, has 2 hit points and can be burst with a DC
dries (after 1 minute), the target takes an 17 Strength check.
additional 5 fire damage from the burning oil.
You can also pour a flask of oil on the ground to Scale, Merchant’s. A scale includes a
cover a 5-foot-square area, provided that the small balance, pans, and a suitable assortment
surface is level. If lit, the oil burns for 2 rounds of weights up to 2 pounds. With it, you can
and deals 5 fire damage to any creature that measure the exact weight of small objects, such
enters the area or ends its turn in the area. A as raw precious metals or trade goods, to help
determine their worth.

208

Spellbook. Essential for wizards, a
spellbook is a leather-bound tome with 100
blank vellum pages suitable for recording spells.

Spyglass. Objects viewed through a
spyglass are magnified to twice their size.

Tent. A simple and portable canvas
shelter, a tent sleeps two.

Tinderbox. This small container holds
flint, fire steel, and tinder (usually dry cloth
soaked in light oil) used to kindle a fire. Using it
to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any
other fire takes 1 minute.

Torch. A torch burns for 1 hour, providing
bright light in a 20-foot radius and dim light for
an additional 20 feet. If you make a melee attack
with a burning torch and hit, it deals 1 fire
damage

Equipment Packs

The starting equipment you get from your class
includes a collection of useful adventuring gear,
put together in a pack. The contents of these
packs are listed here. If you are buying your
starting equipment, you can purchase a pack
for the price shown, which might be cheaper
than buying the items individually.

Burglar’s Pack (16 gp). Includes a backpack, a
bag of 1,000 ball bearings, 10 feet of string, a
bell, 5 candles, a crowbar, a hammer, 10 pitons,
a hooded lantern, 2 flasks of oil, 5 days rations,
a tinderbox, and a waterskin. The pack also has
50 feet of hempen rope strapped to the side of
it.

Diplomat's Pack (39 gp). Includes a chest, 2
cases for maps and scrolls, a set o f fine clothes,
a bottle o f ink, an ink pen, a lamp, 2 flasks o f
oil, 5 sheets o f paper, a vial o f perfume,
sealing wax, and soap.

Dungeoneer’s Pack (12 gp). Includes a
backpack, a crowbar, a hammer, 10 pitons, 10
torches, a tinderbox, 10 days of rations, and a

209

waterskin. The pack also has 50 feet o f
hempen rope strapped to the side of it.

Entertainer’s Pack (40 gp). Includes a
backpack, a bedroll, 2 costumes, 5 candles, 5
days o f rations, a waterskin, and a disguise kit.

Explorer’s Pack (10 gp). Includes a backpack, a
bedroll, a mess kit, a tinderbox, 10 torches, 10
days of rations, and a waterskin. The pack also
has 50 feet o f hempen rope strapped to the
side of it.

Priest’s Pack (19 gp). Includes a backpack, a
blanket, 10 candles, a tinderbox, an alms box, 2
blocks of incense, a censer, vestments, 2 days
of rations, and a waterskin.

Scholar’s Pack (40 gp). Includes a backpack, a
book of lore, a bottle of ink, an ink pen, 10
sheets of parchment, a little bag of sand, and a
small knife.

Container Capacity
Backpack* 1 cubic foot/30 pounds of gear
Barrel 40 gallons liquid, 4 cubic feet
solid
Basket 2 cubic feet/40 pounds of gear
Bottle 1½ pints liquid
Bucket 3 gallons liquid, 1/2 cubic foot
solid
Chest 12 cubic feet/300 pounds of
gear
Flask or tankard 1 pint liquid
Jug or pitcher 1 gallon liquid
Pot, iron 1 gallon liquid
Pouch 1/5 cubic foot/6 pounds of gear
Sack 1 cubic foot/30 pounds of gear
Vial 4 ounces liquid
Waterskin 4 pints liquid

* You can also strap items, such as a bedroll or a
coil of rope, to the outside of a backpack.

210

Item Cost Weight Item Cost Weight
Abacus 2 gp 2 Case, crossbow bolt 1 gp 1 lb.
Acid (vial) 25 gp 1 Case, map or scroll 1 gp 1 lb.
Alchemist’s fire (flask) 50 gp 1 Chain (10 feet) 5 gp 10 lb.
Chalk (1 piece) 1 cp –
Ammunition 1 Chest 5 gp 25 lb.
1 Climber's kit 25 gp 12 lb.
Arrows (20) 1 gp 1½ Clothes, common 5 sp 3 lb.
1½ Clothes, costume 5 gp 4 lb.
Blowgun needles (50) 1 gp – Clothes, fine 15 gp 6 lb.
Clothes, traveler’s 2 gp 4 lb.
Crossbow bolts (20) 1 gp 1lb. Component pouch 25 gp 2 lb.
3lb. Crowbar 2 gp 5 lb
Sling bullets (20) 4 cp 2 lb. Druidic focus
4lb. Sprig of mistletoe
Antitoxin (vial) 50 gp 1 lb. Totem
5 lb. Wooden staff
Arcane focus 2 lb. Yew wand
70 lb. Fishing tackle
Crystal 10 gp 2lb. Flask or tankard
7 lb. Grappling hook
Orb 20 gp Hammer
– Hammer, sledge
Rod 10 gp 3 lb. Healer’s kit
5 lb. Holy symbol
Staff 5 gp 5 lb. Amulet 1 gp –
2lb. Emblem 1 gp –
Wand 10 gp 2 lb. Reliquary 5 gp 4 lb.
2 lb. Holy water (flask) 10 gp 1 lb.
Backpack 2gp 1 gp 4 lb.
– 2 cp 1 lb.
Ball bearings (bag of 1,000) 1gp 2 gp 4 lb.
1 gp 3 lb.
Barrel 2gp 2 gp 10 lb.
5 gp 3 lb.
Basket 4sp

Bedroll 1gp

Bell 1gp

Blanket 5sp

Block and tackle 1gp

Book 25 gp

Bottle, glass 2 gp 5 gp 1 lb.
5 gp –
Bucket 5 cp 5 gp
25 gp 2 lb.
Caltrops (bag of 20) 1 gp 1 lb.

Candle 1 cp

211

Item Cost Weight Item Cost Weight
Hourglass 25 gp 1 lb. 5 sp 1 lb.
Hunting trap 5 gp 25 lb. Pouch 1 gp 1 lb.
Ink (1 ounce bottle) 10 gp – 4 gp 35 lb.
Ink pen 2 cp – Quiver 5 sp 2 lb.
Jug or pitcher 2 cp 4 lb. 1 gp 4 lb.
Ladder (10-foot) 1 sp 25 lb. Ram, portable 1 gp 10 lb.
Lamp 5 sp 1 lb. 10 gp 5 lb.
Lantern, bullseye 10 gp 2 lb. Rations (1 day) 1 cp 1/2 lb.
Lantern, hooded 5 gp 2 lb. 5 gp 3 lb.
Lock 10 gp 1 lb. Robes 5 sp –
Magnifying glass 100 gp — 2 gp 5 lb.
Manacles 2 gp 6 lb. Rope, hempen (50 feet) 5 cp –
Mess Kit 2sp 1 lb. 5 gp –
Mirror, steel 5 gp 1/2 lb. Rope, silk (50 feet) 2 cp –
Oil (flask) 1 sp 1 lb. 50 gp 3 lb.
Paper (one sheet) 2 sp – Sack 1 gp 5 lb.
Parchment (one sheet) 1 sp – 1,000 gp 1 lb.
Perfume (vial) 5 gp – Scale, merchant’s 2 gp 20 lb.
Pick, miner’s 2 gp 10 lb. 5 sp 1 lb.
Piton 5 cp 1/4 lb. Sealing wax 1 cp 1 lb.
Poison, basic (vial) 100 gp – 1gp –
Pole (10-foot) 5 cp 7 lb. Shovel 2sp 5 lb. (full)
Pot, iron 2 gp 10 lb. 1cp 1
Potion of healing 50 gp 1/2 lb. Signal whistle

Signet ring

Soap

Spellbook

Spikes, iron (10)

Spyglass

Tent, two-person

Tinderbox

Torch

Vial
Waterskin
Whetstone

212

Tools Item Cost Weight

A tool helps you to do something you couldn't Weaver’s tools 1 gp 5 lb.

otherwise do, such as craft or repair an item, forge Woodcarver's tools 1 gp 5 lb.
a document, or pick a lock. Your race, class,

background, or feats give you proficiency with Disguise kit 25 gp 3 lb.
certain tools. Proficiency with a tool allows you to Forgery kit 15 gp 5 lb.
add your proficiency bonus to any ability check you

make using that tool. Tool use is not tied to Gaming set

a single ability, since proficiency with a tool Dice set 1 sp –
represents broader knowledge of its use. For
1 gp 1/2 lb.
example, the DM might ask you to make a Dexterity Dragonchess set

check to carve a fine detail with your woodcarver’s Playing card set 5 sp —
tools, or a Strength check to make something out of
Three-Dragon Ante set 1 gp —
particularly hard wood.

Item Cost Weight Musical instrument

Artisan’s tools Bagpipes 30 gp 6 lb.

Alchemist’s supplies 50 gp 8 lb. Drum 6 gp 3 lb.

Brewer’s supplies 20 gp 9 lb. Dulcimer 25 gp 10 lb.

Calligrapher's supplies 10 gp 5 lb. Flute 2 gp 1 lb.

Carpenter’s tools 8 gp 6 lb. Lute 35 gp 2 lb.

Cartographer’s tools 15 gp 6 lb. Lyre 30 gp 2 lb.

Cobbler’s tools 5 gp 5 lb. Horn 3 gp 2 lb.

Cook’s utensils 1 gp 8 lb. Pan flute 12 gp 2 lb.

Glassblower’s tools 30 gp 5 lb. Shawm 2 gp 1 lb.

Jeweler’s tools 25 gp 2 lb. Viol 30 gp 1 lb.

Herbalism kit 5 gp 3 lb Navigator’s tools 25 gp 2 lb.

Leatherworker’s tools 5 gp 5 lb. Poisoner’s kit 50 gp 2 lb.

Mason’s tools 10 gp 8 lb. Thieves’ tools 25 gp 1 lb.

Painter’s supplies 10 gp 5 lb. Vehicles (land or water) **

Potter’s tools 10 gp 3 lb. * See the “ Mounts and Vehicles” section.

Smith’s tools 20 gp 8 lb.

Tinker’s tools 50 gp 10 lb.

213

Artisan’s Tools. These special tools include proficiency bonus to any ability checks you make to

the items needed to pursue a craft or trade. The play music with the instrument. A bard can use a

table shows examples of the most common types musical instrument as a spellcasting focus, as

of tools, each providing items related to a single described in chapter 10. Each type of musical

craft. Proficiency with a set of artisan’s tools lets instrument requires a separate proficiency.

you add your proficiency bonus to any ability Navigator’s Tools. This set of instruments is

checks you make using the tools in your craft. Each used for navigation at sea. Proficiency with
type of artisan’s tools requires a separate
navigator's tools lets you chart a ship's course and
proficiency.
follow navigation charts. In addition, these tools

Disguise Kit.This pouch of cosmetics, hair allow you to add your proficiency bonus to any

dye, and small props lets you create disguises that ability check you make to avoid getting lost at sea.

change your physical appearance. Proficiency with Poisoner’s Kit. A poisoner’s kit includes the

this kit lets you add your proficiency bonus to any vials, chemicals, and other equipment necessary for
ability checks you make to create a visual disguise. the creation of poisons. Proficiency with this kit lets

ForgeryKit. This small box contains a variety you add your proficiency bonus to any ability

of papers and parchments, pens and inks, seals and checks you make to craft or use poisons.

sealing wax, gold and silver leaf, and other supplies Thieves’ Tools. This set of tools includes a

necessary to create convincing forgeries of physical small file, a set of lock picks, a small mirror
documents. Proficiency with this kit lets you add mounted on a metal handle, a set of narrow-bladed
your proficiency bonus to any ability checks you scissors, and a pair of pliers. Proficiency with these
make to create a physical forgery of a document. tools lets you add your proficiency bonus to any

GamingSet. This item encompasses a wide ability checks you make to disarm traps or open

range of game pieces, including dice and decks of locks.

cards (for games such as Three-Dragon Ante). A few Mounts and Vehicles
common examples appear on the Tools table, but
A good mount can help you move more quickly
other kinds of gaming sets exist. If you are through the wilderness, but its primary purpose is
proficient with a gaming set, you can add your
proficiency bonus to ability checks you make to to carry the gear that would otherwise slow you
play a game with that set. Each type of gaming set down. The Mounts and Other Animals table shows
each animal’s speed and base carrying capacity.
requires a separate proficiency.

Herbalism Kit. This kit contains a variety of An animal pulling a carriage, cart, chariot, sled, or
instruments such as clippers, mortar and pestle, wagon can move weight up to five times its base
and pouches and vials used by herbalists to create carrying capacity, including the weight of the
remedies and potions. Proficiency with this kit lets vehicle. If multiple animals pull the same vehicle,
they can add their carrying capacity together.
you add your proficiency bonus to any ability

checks you make to identify or apply herbs. Also, Mounts other than those listed here are available in
proficiency with this kit is required to create
the worlds of D&D, but they are rare and not
antitoxin and potions ofhealing.
normally available for purchase. These include

Musical Instrument. Several of the most flying mounts (pegasi, griffons, hippogriffs, and
common types of musical instruments are shown similar animals) and even aquatic mounts (giant sea
on the table as examples. If you have proficiency horses, for example). Acquiring such a mount often

with a given musical instrument, you can add your means securing an egg and raising the creature

214

yourself, making a bargain with a powerful entity, Tack, Harness, & Drawn Vehicles
or negotiating with the mount itself.
Item Cost Weight
Barding. Barding is armor designed to Barding x4 x2
protect an animal’s head, neck, chest, and body.

Any type of armor shown on the Armor table in this Bit and bridle 2 gp 1 lb.
chapter can be purchased as barding. The cost is Carriage 100 gp 600 lb.
four times the equivalent armor made for

humanoids, and it weighs twice as much. Cart 15 gp 200 lb.

Saddles. A military saddle braces the rider, Chariot 250 gp 100 lb.
helping you keep your seat on an active mount in

battle. It gives you advantage on any check you Feed (per day) 5 cp 10 lb.

make to remain mounted. An exotic saddle is saddle
required for riding any aquatic or flying mount.

Vehicle Proficiency. If you have proficiency Exotic 60 gp 40 lb.

with a certain kind of vehicle (land or water), you Military 20 gp 30 lb.
can add your proficiency bonus to any check you Pack 5 gp 15 lb.
make to control that kind of vehicle in difficult

circumstances. Riding 10 gp 25 lb.

Rowed Vessels. Keelboats and rowboats are Saddlebags 4 gp 8lb.
used on lakes and rivers. If going downstream, add

the speed of the current (typically 3 miles per hour) Sled 20 gp 300 lb.

to the speed of the vehicle. These vehicles can’t be Stabling (per day) 5 sp –
rowed against any significant current, but they can

be pulled upstream by draft animals on the shores. Wagon 35 gp 400 lb.

A rowboat weighs 100 pounds, in case adventurers

carry it over land. Carrying Waterborn Vehicles Speed
Mounts & Other Animals Capacity Item Cost 4 mph

Item Cost Speed Galley 30,000 gp

Camel 50 gp 50 ft. 480 lb. Keelboat 3,000 gp 1 mph

Donkey or mule 8 gp 40 ft. 420 lb. Longship 10,000 gp 3 mph

Elephant 200 gp 40 ft. 1,320 lb. Rowboat 50 gp 1½ mph

Horse, draft 50 gp 40 ft. 540 lb. Sailing ship 10,000 gp 2 mph

Horse, riding 75 gp 60 ft. 480 lb. Warship 25,000 gp 2½ mph

Mastiff 25 gp 40 ft. 195 lb.

Pony 30 gp 40 ft. 225 lb.

Warhorse 400 gp 60 ft. 540 lb.

215

Trade Goods Expenses

Most wealth is not in coins. It is measured in When not descending into the depths of the
livestock, grain, land, rights to collect taxes, or earth, exploring ruins for lost treasures, or
rights to resources (such as a mine or a forest). waging war against the encroaching darkness,
Guilds, nobles, and royalty regulate trade. adventurers face more mundane realities. Even
Chartered companies are granted rights to in a fantastical world, people require basic
conduct trade along certain routes, to send necessities such as shelter, sustenance, and
merchant ships to various ports, or to buy or sell clothing. These things cost money, although
specific goods. Guilds set prices for the goods or some lifestyles cost more than others.
services that they control, and determine who
may or may not offer those goods and services. Lifestyle Expenses
Merchants commonly exchange trade goods
without using currency. The Trade Goods table Lifestyle expenses provide you with a simple way
shows the value of commonly exchanged goods. to account for the cost of living in a fantasy
Trade Goods world. They cover your accommodations, food
and drink, and all your other necessities.
Cost Goods Furthermore, expenses cover the cost of
maintaining your equipment so you can be ready
1 cp 1lb. of wheat when adventure next calls.

2cp 1 lb. of flour or one chicken At the start of each week or month (your
choice), choose a lifestyle from the Expenses
5cp 1lb.of salt table and pay the price to sustain that lifestyle.
The prices listed are per day, so if you wish to
1sp 1 lb. of iron or 1 sq. yd. of canvas calculate the cost of your chosen lifestyle over a
thirty-day period, multiply the listed price by 30.
5sp 1 lb. of copper or 1 sq. yd. of cotton Your lifestyle might change from one period to
cloth the next, based on the funds you have at your
disposal, or you might maintain the same
1 gp 1 lb. of ginger or one goat lifestyle throughout your character’s career.

2 gp 1 lb. of cinnamon or pepper, or one Your lifestyle choice can have consequences.
sheep Maintaining a wealthy lifestyle might help you
make contacts with the rich and powerful,
3 gp 1 lb. of cloves or one pig though you run the risk of attracting thieves.
Likewise, living frugally might help you avoid
5 gp 1 lb. of silver or 1 sq. yd. of linen criminals, but you are unlikely to make powerful
connections.
10gp 1sq.yd.of silk or one cow
Most wealth is not in coins. It is measured in
15gp 1 lb. of saffron or one ox livestock, grain, land, rights to collect taxes, or
rights to resources (such as a mine or a forest).
50 gp 1 lb. of gold
Guilds, nobles, and royalty regulate trade.
500 gp 1 lb. of platinum Chartered companies are granted rights to
conduct trade along certain routes, to send

216

merchant ships to various ports, or to buy or sell Poor. A poor lifestyle means going
specific goods. Guilds set prices for the goods or without the comforts available in a stable
services that they control, and determine who community. Simple food and lodgings,
may or may not offer those goods and services. threadbare clothing, and unpredictable
Merchants commonly exchange trade goods conditions result in a sufficient, though probably
without using currency. The Trade Goods table unpleasant, experience. Your accommodations
shows the value of commonly exchanged goods. might be a room in a flophouse or in the
common room above a tavern. You benefit from
Lifestyle Expenses some legal protections, but you still have to
contend with violence, crime, and disease.
Lifestyle Price/Day People at this lifestyle level tend to be unskilled
laborers, costermongers, peddlers, thieves,
Wretched – mercenaries,and other disreputable types.

Squalid 1 sp Modest. A modest lifestyle keeps you out
of the slums and ensures that you can maintain
Poor 2 sp your equipment.

Modest 1 gp You live in an older part of town, renting a room
in a boarding house, inn, or temple. You don't go
Comfortable 2 gp hungry or thirsty, and your living conditions are
clean, if simple. Ordinary people living modest
Wealthy 4 gp lifestyles include soldiers with families, laborers,
students, priests, hedge wizards, and the like.
Aristocratic 10 gp minimum
Comfortable. Choosing a comfortable
Wretched. You live in inhumane lifestyle means that you can afford nicer clothing
conditions. With no place to call home, you and can easily maintain your equipment. You live
shelter wherever you can, sneaking into barns, in a small cottage in a middle-class
huddling in old crates, and relying on the good neighborhood or in a private room at a fine inn.
graces of people better off than you. A wretched You associate with merchants, skilled
lifestyle presents abundant dangers. Violence, tradespeople, and military officers.
disease, and hunger follow you wherever you
go. Other wretched people covet your armor, Wealthy. Choosing a wealthy lifestyle
weapons, and adventuring gear, which represent means living a life of luxury, though you might
a fortune by their standards. You are beneath not have achieved the social status associated
the notice of most people. with the old money of nobility or royalty. You
live a lifestyle comparable to that of a highly
Squalid. You live in a leaky stable, a mud- successful merchant, a favored servant of the
floored hut just outside town, or a vermin- royalty, or the owner of a few small businesses.
infested boarding house You have respectable lodgings, usually a
spacious home in a good part of town or a
in the worst part of town. You have shelter from comfortable suite at a fine inn. You likely have a
the elements, but you live in a desperate and small staff of servants.
often violent environment, in places rife with
disease, hunger, and misfortune. You are
beneath the notice of most people, and you
have few legal protections. Most people at this
lifestyle level have suffered some terrible
setback. They might be disturbed, marked as
exiles, or suffer from disease.

217

Aristocratic. You live a life of plenty and Item Cost
comfort. You move in circles populated by the Meals (per day)
most powerful people in the community. You Squalid 3cp
have excellent lodgings, perhaps a townhouse in Poor 6cp
the nicest part of town or rooms in the finest Modest 3sp
inn. You dine at the best restaurants, retain the Comfortable 5sp
most skilled and fashionable tailor, and have Wealthy 8sp
servants attending to your every need. You Aristocratic 2 gp
receive invitations to the social gatherings of the Meat, chunk 3 sp
rich and powerful, and spend evenings in the Wine
company of politicians, guild leaders, high Common (pitcher) 2 sp
priests, and nobility. You must also contend with Fine (bottle) 10 gp
the highest levels of deceit and treachery. The
wealthier you are, the greater the chance you
will be drawn into political intrigue as a pawn or
participant.

Food, Drink, and Lodging Self-Sufficiency

The Food, Drink, and Lodging table gives prices The expenses and lifestyles described in this
for individual food items and a single night’s chapter assume that you are spending your
lodging. These prices are included in your total time between adventures in town, availing
lifestyle expenses. yourself o f whatever services you can afford—
paying for food and shelter, paying
Item Cost townspeople to sharpen your sword and repair
your armor, and so on. Some characters,
Ale though, might prefer to spend their time away
from civilization, sustaining themselves in the
Gallon 2 sp wild by hunting, foraging, and repairing their
own gear.
Mug 4 cp
Maintaining this kind of lifestyle doesn’t
Banquet (per person) 10 gp require you to spend any coin, but it is time-
consuming. If you spend your time between
Bread, loaf 2 cp adventures practicing a profession, as
described in chapter 8, you can eke out the
Cheese, hunk 1 sp equivalent of a poor lifestyle. Proficiency in the
Survival skill lets you live at the equivalent of a
Inn stay (per day) 7 cp comfortable lifestyle.
Squalid 1 sp
Poor 5 sp
Modest 8 sp
Comfortable 2 gp
Wealthy 4 gp
Aristocratic

218

Services Service Pay
Coach cab
Adventurers can pay nonplayer characters to 3cp Per Mile
assist them or act on their behalf in a variety of Between towns 1cp
circumstances. Most such hirelings have fairly Within a city
ordinary skills, while others are masters of a
craft or art, and a few are experts with Hireling 2gp per day
specialized adventuring skills. Skilled 2sp per day
Untrained
Som e of the most basic types of hirelings
appear on the Services table. Other common Messenger 2cp per mile
hirelings include any of the wide variety of Road or gate toll 1cp
people who inhabit a typical town or city, when Ship’s passage 1sp per mile
the adventurers pay them to perform a specific
task. For example, a wizard might pay a Spellcasting Services
carpenter to construct an elaborate chest (and
its miniature replica) for use in the Leomund’s People who are able to cast spells don’t fall into
secret chest spell. A fighter might commission a the category of ordinary hirelings. It might be
blacksmith to forge a special sword. A bard possible to find someone willing to cast a spell in
might pay a tailor to make exquisite clothing for exchange for coin or favors, but it is rarely easy
an upcoming performance in front of the duke. and no established pay rates exist. As a rule, the
higher the level of the desired spell, the harder it
Other hirelings provide more expert or is to find someone who can cast it and the more
dangerous services. Mercenary soldiers paid to it costs.
help the adventurers take on a hobgoblin army
are hirelings, as are sages hired to research Hiring someone to cast a relatively common
ancient or esoteric lore. If a high-level spell of 1st or 2nd level, such as cure wounds or
adventurer establishes a stronghold of some identify, is easy enough in a city or town, and
kind, he or she might hire a whole staff of might cost 10 to 50 gold pieces (plus the cost of
servants and agents to run the place, from a any expensive material components). Finding
castellan or steward someone able and willing to cast a higher-level
spell might involve traveling to a large city,
to menial laborers to keep the stables clean. perhaps one with a university or prominent
These hirelings often enjoy a long-term contract temple. Once found, the spellcaster might ask
that includes a place to live within the for a service instead of payment—the kind of
stronghold as part of the offered compensation. service that only adventurers can provide, such
as retrieving a rare item from a dangerous locale
Skilled hirelings include anyone hired to perform or traversing a monster- infested wilderness to
a service that involves a proficiency (including deliver something important to a distant
weapon, tool, or skill): a mercenary, artisan, settlement.
scribe, and so on. The pay shown is a minimum;
some expert hirelings require more pay.
Untrained hirelings are hired for menial work
that requires no particular skill and can include
laborers, porters, maids, and similar workers.

219

Trinkets d100 Trinket

When you make your character, you can roll 25 A tiny silver icon of a raven
once on the Trinkets table to gain a trinket, a
simple item lightly touched by mystery. The DM 26 A bag containing forty-seven humanoid teeth, one
might also use this table. It can help stock a of which is rotten
room in a dungeon or fill a creature’s pockets.
27 A shard of obsidian that always feels warm to the
touch

d100 Trinket 28 A dragon's bony talon hanging from a plain leather
necklace
01 A mummified goblin hand
29 A pair of old socks
A piece of crystal that faintly glows in the
02 moonlight 30 A blank book whose pages refuse to hold ink,
chalk, graphite, or any other substance or marking
03 A gold coin minted in an unknown land
31 A silver badge in the shape of a five-pointed star
04 A diary written in a language you don’t know
32 A knife that belonged to a relative
05 A brass ring that never tarnishes
33 A glass vial filled with nail clippings
06 An old chess piece made from glass
A rectangular metal device with two tiny metal
A pair of knucklebone dice, each with a skull 34 cups on one end that throws sparks when wet
07 symbol on the side that would normally show six
35 A white, sequined glove sized for a human
pips

A small idol depicting a nightmarish creature that 36 A vest with one hundred tiny pockets
08 gives you unsettling dreams when you sleep near
37 A small, weightless stone block
it
38 A tiny sketch portrait of a goblin
A rope necklace from which dangles four
09 mummified elf fingers 39 An empty glass vial that smells of perfume when
opened
The deed for a parcel of land in a realm unknown
10 to you 40 A gemstone that looks like a lump of coal when
examined by anyone but you
11 A 1-ounce block made from an unknown material
41 A scrap of cloth from an old banner
12 A small cloth doll skewered with needles
42 A rank insignia from a lost legionnaire
13 A tooth from an unknown beast
43 A tiny silver bell without a clapper
14 An enormous scale, perhaps from a dragon
44 A mechanical canary inside a gnomish lamp
15 A bright green feather
A tiny chest carved to look like it has numerous
16 An old divination card bearing your likeness 45 feet on the bottom

17 A glass orb filled with moving smoke 46 A dead sprite inside a clear glass bottle

18 A 1-pound egg with a bright red shell A metal can that has no opening but sounds as if it
47 is filled with liquid, sand, spiders, or broken glass
19 A pipe that blows bubbles
(your choice)
A glass jar containing a weird bit o f flesh floating
20 in pickling fluid 48 A glass orb filled with water, in which swims a
clockwork goldfish
A tiny gnome-crafted music box that plays a song
21 you dimly remember from your childhood 49 A silver spoon with an M engraved on the handle

22 A small wooden statuette of a smug halfling 50 A whistle made from gold-colored wood

23 A brass orb etched with strange runes 51 A dead scarab beetle the size of yourhand

24 A multicolored stone disk 52 Two toy soldiers, one with a missing head

220

d100 Trinket d100 Trinket

53 A small box filled with different-sized buttons 79 An invitation to a party where a murder happened

54 A candle that can’t be lit 80 A bronze pentacle with an etching of a rat's head
in its center
55 A tiny cage with no door
A purple handkerchief embroidered with the
56 An old key 81 name of a powerful archmage

57 An indecipherable treasure map Half of a floorplan for a temple, castle, or some
other structure
58 A hilt from a broken sword 82

59 A rabbit’s foot 83 A bit of folded cloth that, when unfolded, turns
into a stylish cap
60 A glass eye

61 A cameo carved in the likeness of a hideous 84 A receipt of deposit at a bank in a far-flung city
person
85 A diary with seven missing pages

62 A silver skull the size of a coin 86 An empty silver snuffbox bearing an inscription on
the surface that says “dreams’’
63 An alabaster mask

64 A pyramid of sticky black incense that smells very 87 An iron holy symbol devoted to an unknown god
bad
88 A book that tells the story of a legendary hero's
A nightcap that, when worn, gives you pleasant rise and fall, with the last chapter missing
65 dreams
89 A vial of dragon blood

66 A single caltrop made from bone 90 An ancient arrow of elven design

67 A gold monocle frame without the lens 91 A needle that never bends

68 A 1-inch cube, each side painted a different color 92 An ornate brooch of dwarven design

69 A crystal knob from a door An empty wine bottle bearing a pretty label that
93 says, “The Wizard of Wines Winery, Red Dragon
70 A small packet filled with pink dust
Crush, 331422-W"
A fragment of a beautiful song, written as musical
71 notes on two pieces of parchment 94 A mosaic tile with a multicolored, glazed surface

72 A silver teardrop earring made from a real 95 A petrified mouse
teardrop
96 A black pirate flag adorned with a dragon's skull
The shell of an egg painted with scenes of human and crossbones
73 misery in disturbing detail
A tiny mechanical crab or spider that moves about
74 A fan that, when unfolded, shows a sleeping cat 97 when it’s not being observed

75 A set of bone pipes 98 A glass jar containing lard with a label that reads,
“Griffon Grease”
A four-leaf clover pressed inside a book discussing
76 manners and etiquette 99 A wooden box with a ceramic bottom that holds a
living worm with a head on each end of its body
A sheet of parchment upon which is drawn a
77 complex mechanical contraption 100 A metal urn containing the ashes of a hero

78 An ornate scabbard that fits no blade you have
found so far

221

Chapter 6: Customization Multiclassing Example
Options
Gary is playing a 4th-level fighter. When his
THE COMBINATION OF ABILITY SCORES, RACE, character earns enough experience points to
class, and background defines your character’s reach 5th level, Gary decides that his character
capabilities in the game, and the personal details will multiclass instead of continuing to progress
you create set your character apart from every as a fighter. Gary’s fighter has been spending a
other character. Even within your class and race, lot of time with Dave’s rogue, and has even
you have options to fine-tune what your been doing some jobs on the side for the local
character can do. But this chapter is for players thieves’ guild as a bruiser. Gary decides that his
who—with the DM’s permission—want to go a character will multiclass into the rogue class,
step further. and thus his character becomes a 4th-level
fighter and 1st- level rogue (written as fighter
This chapter defines two optional sets of rules 4/rogue 1).
for customizing your character: multiclassing
and feats. Multiclassing lets you combine classes When Gary’s character earns enough
together, and feats are special options you can experience to reach 6th level, he can decide
choose instead of increasing your ability scores whether to add another fighter level (becoming
as you gain levels. Your DM decides whether a fighter 5/rogue 1), another rogue level
these options are available in a campaign. (becoming a fighter 4/rogue 2), or a level in a
third class, perhaps dabbling in wizardry thanks
Multiclassing to the tome of mysterious lore he acquired
(becoming a fighter 4/rogue 1/ wizard 1).
Multiclassing allows you to gain levels in
multiple classes. Doing so lets you mix the Prerequisites
abilities of those classes to realize a character
concept that might not be reflected in one of the To qualify for a new class, you must meet the
standard class options. ability score prerequisites for both your current
class and your new one, as shown in the
With this rule, you have the option of gaining a Multiclassing Prerequisites table. For example, a
level in a new class whenever you advance in barbarian who decides to multiclass into the
level, instead of gaining a level in your current druid class must have both Strength and
class. Your levels in all your classes are added Wisdom scores of 13 or higher. Without the full
together to determine your character level. For training that a beginning character receives, you
example, if you have three levels in wizard and must be a quick study in your new class, having a
two in fighter, you’re a 5th-level character. natural aptitude that is reflected by higher-than-
average ability scores.
As you advance in levels, you might primarily
remain a member of your original class with just
a few levels in another class, or you might
change course entirely, never looking back at the
class you left behind. You might even start
progressing in a third or fourth class. Compared
to a single-class character of the same level,
you’ll sacrifice some focus in exchange for
versatility.

222

Class Ability Score Minimum Proficiency Bonus

Barbarian Strength 13 Your proficiency bonus is always based on your
Bard Charisma 13 total character level, as shown in the Character
Cleric Wisdom 13 Advancement table in chapter 1, not your level
Druid Wisdom 13 in a particular class. For example, if you are a
Fighter Strength 13 or Dexterity 13 fighter 3/rogue 2, you have the proficiency
Monk Dexterity 13 and Wisdom 13 bonus of a 5th-level character, which is +3.
Paladin Strength 13 and Charisma 13
Ranger Dexterity 13 and Wisdom 13 Proficiencies
Rogue Dexterity 13
Sorcerer Charisma 13 When you gain a level in a class other than your
Warlock Charisma 13 first, you gain only some of that class’s starting
Wizard Intelligence 13 proficiencies, as shown in the Multiclassing
Proficiencies table.

Class Proficiencies Gained

Barbarian Shields, simple weapons, martial
weapons

Experience Points Bard Light armor, one skill of your choice,
one musical instrument of your
The experience point cost to gain a level is choice
always based on your total character level, as
shown in the Character Advancement table in Cleric Light armor, medium armor, shields
chapter 1, not your level in a particular class. So,
if you are a cleric 6/fighter 1, you must gain Druid Light armor, medium armor, shields
enough XP to reach 8th level before you can take (druids will not wear armor or use
your second level as a fighter or your seventh shields made of metal)
level as a cleric.
Fighter Light armor, medium armor, shields,
simple weapons, martial weapons

Hit Points and Hit Dice Monk Simple weapons, shortswords

You gain the hit points from your new class as Paladin Light armor, medium armor, shields,
described for levels after 1st. You gain the 1st- simple weapons, martial weapons
level hit points for a class only when you are a
1st-level character. Ranger Light armor, medium armor, shields,
simple weapons, martial weapons,
You add together the Hit Dice granted by all your one skill from the class’s skill list
classes to form your pool of Hit Dice. If the Hit
Dice are the same die type, you can simply pool Rogue Light armor, one skill from the
them together. For example, both the fighter class’s skill list, thieves’ tools
and the paladin have a d10, so if you are a
paladin 5/fighter 5, you have ten d10 Hit Dice. If Sorcerer –
your classes give you Hit Dice of different types,
keep track of them separately. If you are a Warlock Light armor, simple weapons
paladin 5/cleric 5, for example, you have five
d10 Hit Dice and five d8 Hit Dice. Wizard –

223

Class Features below. If you multiclass but have the Spellcasting
feature from only one class, you follow the rules
When you gain a new level in a class, you get its as described in that class.
features for that level. A few features, however,
have additional rules when you’re multiclassing: Spells Known and Prepared. You
Channel Divinity, Extra Attack, Unarmored determine what spells you know and can
Defense, and Spellcasting. prepare for each class individually, as if you were
a single-classed member of that class. If you are
Channel Divinity a ranger 4/wizard 3, for example, you know
three 1st-level ranger spells based on your levels
If you already have the Channel Divinity feature in the ranger class. As 3rd-level wizard, you
and gain a level in a class that also grants the know three wizard cantrips, and your spellbook
feature, you gain the Channel Divinity effects contains ten wizard spells, two of which (the two
granted by that class, but getting the feature you gained when you reached 3rd level as a
again doesn’t give you an additional use of wizard) can be 2nd-level spells. If your
Intelligence is 16, you can prepare six wizard
it. You gain additional uses only when you reach spells from your spellbook.
a class level that explicitly grants them to you.
For example, if you are a cleric 6/paladin 4, you Each spell you know and prepare is associated
can use Channel Divinity twice between rests with one of your classes, and you use the
because you are high enough level spellcasting ability of that class when you cast
the spell. Similarly, a spellcasting focus, such as a
in the cleric class to have more uses. Whenever holy symbol, can be used only for the spells from
you use the feature, you can choose any of the the class associated with that focus.
Channel Divinity effects available to you from
your two classes. Spell Slots. You determine your available
spell slots by adding together all your levels in
Extra Attack the bard, cleric, druid, sorcerer, and wizard
classes, half your levels (rounded down) in the
If you gain the Extra Attack class feature from paladin and ranger classes, and a third of your
more than one class, the features don’t add fighter or rogue levels (rounded down) if you
together. You have the Eldritch Knight or the Arcane Trickster
can’t make more than two attacks with this feature. Use this total to determine your spell
feature unless it says you do (as the fighter’s slots by consulting the Multiclass Spellcaster
version of Extra Attack does). Similarly, the table.
warlock’s eldritch invocation Thirsting Blade
doesn’t give you additional attacks if you also If you have more than one spellcasting class, this
have Extra Attack. table might give you spell slots of a level that is
higher than the spells you know or can prepare.
Unarmored Defense You can use those slots, but only to cast your
lower-level spells. If a lower- level spell that you
If you already have the Unarmored Defense cast, like burning hands, has an enhanced effect
feature, you can’t gain it again from another when cast using a higher-level slot, you can use
class. the enhanced effect, even though you don’t
have any spells of that higher level.
Spellcasting
For example, if you are the aforementioned
Your capacity for spellcasting depends partly on
your combined levels in all your spellcasting
classes and partly on your individual levels in
those classes. Once you have the Spellcasting
feature from more than one class, use the rules

224

ranger 4/ wizard 3, you count as a 5th-level Feats
character when determining your spell slots: you
have four 1st-level slots, three 2nd-level slots, A feat represents a talent or an area of expertise
and two 3rd-level slots. However, you don’t that gives a character special capabilities.It
know any 3rd-level spells, nor do you know any embodies training, experience, and abilities
2nd-level ranger spells. You can use the spell beyond what a class provides.
slots of those levels to cast the spells you do
know—and potentially enhance their effects. At certain levels, your class gives you the Ability
Score Improvement feature. Using the optional
Pact Magic. If you have both the feats rule, you can forgo taking that feature to
Spellcasting class feature and the Pact Magic take a feat of your choice instead. You can take
class feature from the warlock class, you can use each feat only once, unless the feat’s description
the spell slots you gain from the Pact Magic says otherwise.
feature to cast spells you know or have prepared
from classes with the Spellcasting class feature, You must meet any prerequisite specified in a
and you can use the spell slots you gain from the feat to take that feat. If you ever lose a feat’s
Spellcasting class feature to cast warlock spells prerequisite, you can’t use that feat until you
you know. regain the prerequisite. For example, the
Grappler feat requires you to have a Strength of
Multiclass Spellcaster: Spell Slots per Spell 13 or higher. If your Strength is reduced below
Level 13 somehow—perhaps by a withering curse—
you can’t benefit from the Grappler feat until
Lvl. 1St 2nd 3rd 4th 5th 6th 7th 8th 9th your Strength is restored.

1st 2 – – – – – – – – Alert

2nd 3 – – – – – – – – Always on the lookout for danger, you gain the
following benefits:
3rd 4 2 – – – – – – –
• You gain a +5 bonus to initiative.
4th 4 3 – – – – – – –
• You can’t be surprised while you are
5th 4 3 2 – – – – – – conscious.

6th 4 3 3 – – – – – – • Other creatures don’t gain advantage on
attack rolls against you as a result of
7th 4 3 3 1 – – – – – being hidden from you.

8th 4 3 3 2 – – – – – Athlete

9th 4 3 3 3 1 – – – – You have undergone extensive physical training
to gain the following benefits:
10th 4 3 3 3 2 – – – –
• Increase your Strength or Dexterity score
11th 4 3 3 3 2 1 – – – by 1, to a maximum of 20.

12th 4 3 3 3 2 1 – – – • When you are prone, standing up uses
only 5 feet of your movement.
13th 4 3 3 3 2 1 1 – –
• Climbing doesn’t halve your speed.
14th 4 3 3 3 2 1 1 – –
• You can make a running long jump or a
15th 4 3 3 3 2 1 1 1 – running high jump after moving only 5
feet on foot, rather than 10 feet.
16th 4 3 3 3 2 1 1 1 –

17th 4 3 3 3 2 1 1 1 1

18th 4 3 3 3 3 1 1 1 1

19th 4 3 3 3 3 2 1 1 1

20th 4 3 3 3 3 2 2 1 1

225

Actor Defensive Duelist

Skilled at mimicry and dramatics, you gain the Prerequisite: Dexterity 13 or higher
following benefits:
When you are wielding a finesse weapon with
• Increase your Charisma score by 1, to a which you are proficient and another creature
maximum of 20. hits you with a melee attack, you can use your
reaction to add your proficiency bonus to your
• You have advantage on Charisma AC for that attack, potentially causing the attack
(Deception) and Charisma (Performance) to miss you.
checks when trying to pass yourself off as
a different person. Dual Wielder

• You can mimic the speech of another You master fighting with two weapons, gaining
person or the sounds made by other the following benefits:
creatures. You must have heard the
person speaking, or heard the creature • You gain a +1 bonus to AC while you are
make the sound, for at least 1 minute. A wielding a separate melee weapon in each hand.
successful Wisdom (Insight) check
contested by your Charisma (Deception) • You can use two-weapon fighting even when
check allows a listener to determine that the one- handed melee weapons you are
the effect is faked. wielding aren’t light.

Charger • You can draw or stow two one-handed
weapons when you would normally be able to
When you use your action to Dash, you can use draw or stow only one.
a bonus action to make one melee weapon
attack or to shove a creature. Dungeon Delver

If you move at least 10 feet in a straight line Alert to the hidden traps and secret doors found
immediately before taking this bonus action, you in many dungeons, you gain the following
either gain a +5 bonus to the attack’s damage benefits:
roll (if you chose to make a melee attack and hit)
or push the target up to 10 feet away from you • You have advantage on Wisdom
(if you chose to shove and you succeed). (Perception) and Intelligence
(Investigation) checks made to detect the
Crossbow Expert presence of secret doors.

Thanks to extensive practice with the crossbow, • You have advantage on saving throws
you gain the following benefits: made to avoid or resist traps.

• You ignore the loading quality of • You have resistance to the damage dealt
crossbows with which you are proficient. by traps.

• Being within 5 feet of a hostile creature • You can search for traps while traveling
doesn’t impose disadvantage on your at a normalpace, instead of only at a
ranged attack rolls. slow pace.

• When you use the Attack action and
attack with a one- handed weapon, you
can use a bonus action to attack with a
loaded hand crossbow you are holding.

226

Durable Great Weapon Master

Hardy and resilient, you gain the following You’ve learned to put the weight of a weapon to
benefits: your advantage, letting its momentum empower
your strikes. You gain the following benefits:
• Increase your Constitution score by 1, to
a maximum of 20. • On your turn, when you score a critical
hit with a melee weapon or reduce a
• When you roll a Hit Die to regain hit creature to 0 hit points with one, you can
points, the minimum number of hit make one melee weapon attack as a
points you regain from the roll equals bonus action.
twice your Constitution modifier
(minimum of 2). • Before you make a melee attack with a
heavy weapon that you are proficient
Elemental Adept with, you can choose to take a - 5 penalty
to the attack roll. If the attack hits, you
Prerequisite: The ability to cast at least one spell add +10 to the attack’s damage.

When you gain this feat, choose one of the Healer
following damage types: acid, cold, fire,
lightning, or thunder. You are an able physician, allowing you to mend
wounds quickly and get your allies back in the
Spells you cast ignore resistance to damage of fight. You gain the following benefits:
the chosen type. In addition, when you roll
damage for a spell you cast that deals damage of • When you use a healer’s kit to stabilize a dying
that type, you can treat any 1 on a damage die crea- ture, that creature also regains 1 hit point.
as a 2.
• As an action, you can spend one use of a
You can select this feat multiple times. Each time healer’s kit to tend to a creature and restore 1d6
you do so, you must choose a different damage + 4 hit points to it, plus additional hit points
type. equal to the creature’s max- imum number of
Hit Dice. The creature can’t regain hit points
Grappler from this feat again until it finishes a short or
long rest.
Prerequisite: Strength 13 or higher
Heavily Armored
You’ve developed the skills necessary to hold
your own in close-quarters grappling. You gain Prerequisite: Proficiency with medium armor
the following benefits:
You have trained to master the use of heavy
• You have advantage on attack rolls armor, gaining the following benefits:
against a creature you are grappling.
• Increase your Strength score by 1, to a
• You can use your action to try to pin a maximum of 20.
creature grap-pled by you. To do so,
make another grapple check. If you • You gain proficiency with heavy armor.
succeed, you and the creature are both
restrained until the grapple ends.

• Creatures that are one size larger than
you don’t auto- matically succeed on
checks to escape your grapple.

227

Heavy Armor Master Lightly Armored

Prerequisite: Proficiency with heavy armor You have trained to master the use of light
armor, gaining the following benefits:
You can use your armor to deflect strikes that
would kill others. You gain the following • Increase your Strength or Dexterity score
benefits: by 1, to a maximum of 20.

• Increase your Strength score by 1, to a • You gain proficiency with light armor.
maximum of 20.
Linguist
• While you are wearing heavy armor,
bludgeoning, You have studied languages and codes, gaining
the following benefits:
• piercing, and slashing damage that you
take from non magical weapons is • Increase your Intelligence score by 1, to a
reduced by 3. maximum of 20.

Inspiring Leader • You learn three languages of your choice.

Prerequisite: Charisma 13 or higher • You can ably create written ciphers.
Others can’t decipher a code you create
You can spend 10 minutes inspiring your unless you teach them, they succeed on
companions, shoring up their resolve to fight. an Intelligence check (DC equal to your
When you do so, choose up to six friendly Intelligence score + your proficiency
creatures (which can include yourself) within 30 bonus), or they use magic to decipher it.
feet of you who can see or hear you and who
can understand you. Each creature can gain Lucky
temporary hit points equal to your level + your
Charisma modifier. A creature can’t gain You have inexplicable luck that seem s to kick in
temporary hit points from this feat again until it at just the right moment.
has finished a short or long rest.
You have 3 luck points. Whenever you make an
KeenMind attack roll, an ability check, or a saving throw,
you can spend one luck point to roll an
You have a mind that can track time, direction, additional d20. You can choose to spend one of
and detail with uncanny precision. You gain the your luck points after you roll the die, but before
following benefits. the outcome is determined. You choose which of
the d20s is used for the attack roll, ability check,
• Increase your Intelligence score by 1, to a or saving throw.
maximum of 20.
You can also spend one luck point when an
• You always know which way is north. attack roll is made against you. Roll a d20, and
then choose whether the attack uses the
• You always know the number of hours attacker’s roll or yours.
left before the next sunrise or sunset.
If more than one creature spends a luck point to
• You can accurately recall anything you influence the outcome of a roll, the points
have seen or heard within the past cancel each other out; no additional dice are
month. rolled.

You regain your expended luck points when you
finish a long rest.

228

Mage Slayer gain one more; otherwise, you have one
superiority die, which is a d6. This die is
You have practiced techniques useful in melee used to fuel your maneuvers. A
combat against spellcasters, gaining the superiority die is expended when you use
following benefits: it. You regain your expended superiority
dice when you finish a short or long rest.
• When a creature within 5 feet of you
casts a spell, you can use your reaction to Medium Armor Master
make a melee weapon attack against that
creature. Prerequisite: Proficiency with medium armor

• When you damage a creature that is You have practiced moving in medium armor to
concentrating on a spell, that creature gain the following benefits:
has disadvantage on the saving throw it
makes to maintain its concentration. • Wearing medium armor doesn’t impose
disadvantage on your Dexterity (Stealth)
• You have advantage on saving throws checks.
against spells cast by creatures within 5
feet of you. • When you wear medium armor, you can
add 3, rather than 2, to your AC if you
Magic Initiate have a Dexterity of16 or higher.

Choose a class: bard, cleric, druid, sorcerer, Mobile
warlock, or wizard. You learn two cantrips of
your choice from that class’s spell list. You are exceptionally speedy and agile. You gain
the following benefits:
In addition, choose one 1st-level spell from that
same list. You learn that spell and can cast it at • Your speed increases by 10 feet.
its lowest level. Once you cast it, you must finish
a long rest before you can cast it again. • When you use the Dash action, difficult
terrain doesn’t cost you extra movement
Your spellcasting ability for these spells depends on that turn.
on the class you chose: Charisma for bard,
sorcerer, or warlock; Wisdom for cleric or druid: • When you make a melee attack against a
or Intelligence for wizard. creature, you don’t provoke opportunity
attacks from that creature for the rest of
Martial Adept the turn, whether you hit or not.

You have martial training that allows you to Moderately Armored
perform special combat maneuvers. You gain the
following benefits: Prerequisite: Proficiency with light armor

• You learn two maneuvers of your choice You have trained to master the use of medium
from among those available to the Battle armor and shields, gaining the following
Master archetype in the fighter class. If a benefits:
maneuver you use requires your tar- get
to make a saving throw to resist the • Increase your Strength or Dexterity score
maneuver’s effects, the saving throw DC by 1, to a maximum of 20.
equals 8 + your profi- ciency bonus +
your Strength or Dexterity modifier (your • You gain proficiency with medium armor
choice). and shields.

• If you already have superiority dice, you

229

Mounted Combatant Resilient

You are a dangerous foe to face while mounted. Choose one ability score. You gain the following
While you are mounted and aren’t benefits:
incapacitated, you gain the following benefits:
• Increase the chosen ability score by 1, to
• You have advantage on melee attack rolls a maximum of 20.
against any unmounted creature that is
smaller than your mount. • You gain proficiency in saving throws
using the chosen ability.
• You can force an attack targeted at your
mount to target you instead. Ritual Caster

• If your mount is subjected to an effect Prerequisite: Intelligence or Wisdom 13 or
that allows it tomake a Dexterity saving higher
throw to take only half damage, it
instead takes no damage if it succeeds on You have learned a number of spells that you
the saving throw, and only half damage if can cast as rituals. These spells are written in a
it fails. ritual book, which you must have in hand while
casting one of them.
Observant
When you choose this feat, you acquire a ritual
Quick to notice details of your environment, you book holding two 1st-level spells of your choice.
gain the following benefits: Choose one of the following classes: bard, cleric,
druid, sorcerer, warlock, or wizard. You must
• Increase your Intelligence or Wisdom choose your spells from that class’s spell list, and
score by 1, to a maximum of 20. the spells you choose must have the ritual tag.
The class you choose also determines your
• If you can see a creature’s mouth while it spellcasting ability for these spells: Charisma for
is speaking a language you understand, bard, sorcerer, or warlock; Wisdom for cleric or
you can interpret what it’s saying by druid; or Intelligence for wizard.
reading its lips.
If you come across a spell in written form, such
• You have a +5 bonus to your passive as a magical spell scroll or a wizard’s spellbook,
Wisdom (Perception) and passive you might be able to add it to your ritual book.
Intelligence (Investigation) scores. The spell must be on the spell list for the class
you chose, the spell’s level can be no higher than
Polearm Master half your level (rounded up), and it must have
the ritual tag. The process of copying the spell
You can keep your enemies at bay with reach into your ritual book takes 2 hours per level of
weapons. You gain the following benefits: the spell, and costs 50 gp per level. The cost
represents material components you expend as
• When you take the Attack action and you experiment with the spell to master it, as
attack with only a glaive, halberd, or well as the fine inks you need to record it.
quarterstaff, you can use a bonus action
to make a melee attack with the opposite
end of the weapon. The weapon’s
damage die for this attack is a d4, and
the attack deals bludgeoning damage.

• While you are wielding a glaive, halberd,
pike, or quarterstaff, other creatures
provoke an opportunity attack from you
when they enter your reach.

230

Savage Attacker Shield Master

Once per turn when you roll damage for a melee You use shields not just for protection but also
weapon attack, you can reroll the weapon’s for offense. You gain the following benefits while
damage dice and use either total. you are wielding a shield:

Sentinel • If you take the Attack action on your
turn, you can use a bonus action to try to
You have mastered techniques to take advantage shove a creature within 5 feet of you
of every drop in any enemy’s guard, gaining the with your shield.
following benefits:
• If you aren’t incapacitated, you can add
• When you hit a creature with an your shield’s AC bonus to any Dexterity
opportunity attack, the creature’s speed saving throw you make against a spell or
becomes 0 for the rest of the turn. other harmful effect that targets only
you.
• Creatures within 5 feet of you provoke
opportunity attacks from you even if they • If you are subjected to an effect that
take the Disengage action before leaving allows you to make a Dexterity saving
your reach. throw to take only half dam- age, you can
use your reaction to take no damage if
• When a creature within 5 feet of you you succeed on the saving throw,
makes an attack against a target other interposing your shield between yourself
than you (and that target doesn’t have and the source of the effect.
this feat), you can use your reaction to
make a melee weapon attack against the Skilled
attacking creature.
You gain proficiency in any combination of three
Sharpshooter skills or tools of your choice.

You have mastered ranged weapons and can Skulker
make shots that others find impossible. You gain
the following benefits: Prerequisite: Dexterity 13 or higher

• Attacking at long range doesn't impose You are expert at slinking through shadows. You
disadvantage on your ranged weapon gain the following benefits:
attack rolls.
• You can try to hide when you are lightly
• Your ranged weapon attacks ignore half obscured from the creature from which
cover and three-quarters cover. you are hiding.

• Before you make an attack with a ranged • When you are hidden from a creature
weapon that you are proficient with, you and miss it with a ranged weapon attack,
can choose to take a -5 penalty to the making the attack doesn't reveal your
attack roll. If the attack hits, you add +10 position.
to the attack’s damage.
• Dim light doesn’t impose disadvantage
on your Wisdom (Perception) checks
relying on sight.

231

Spell Sniper War Caster

Prerequisite: The ability to cast at least one spell Prerequisite: The ability to cast at least one spell

You have learned techniques to enhance your You have practiced casting spells in the midst of
attacks with certain kinds of spells, gaining the combat, learning techniques that grant you the
following benefits: following benefits:

• When you cast a spell that requires you • You have advantage on Constitution
to make an attack roll, the spell’s range is saving throws that you make to maintain
doubled. your concentration on a spell when you
take damage.
• Your ranged spell attacks ignore half
cover and three-quarters cover. • You can perform the somatic
components of spells even when you
• You learn one cantrip that requires an have weapons or a shield in one or both
attack roll. Choose the cantrip from the hands.
bard, cleric, druid, sor- cerer, warlock, or
wizard spell list. Your spellcasting ability • When a hostile creature’s movement
for this cantrip depends on the spell list provokes an opportunity attack from you,
you chose from: Charisma for bard, you can use your reaction to cast a spell
sorcerer, or warlock; Wisdom for cleric or at the creature, rather than making an
druid; or Intelligence for wizard. opportunity attack. The spell must have a
casting time of 1 action and must target
Tavern Brawler only that creature.

Accustomed to rough-and-tumble fighting using Weapon Master
whatever weapons happen to be at hand, you
gain the following benefits: You have practiced extensively with a variety of
weapons, gaining the following benefits:
• Increase your Strength or Constitution
score by 1, to a maximum of 20. • Increase your Strength or Dexterity score
by 1, to a maximum of 20.
• You are proficient with improvised
weapons and unarmed strikes. • You gain proficiency with four weapons
of your choice.
• Your unarmed strike uses a d4 for
damage.

• When you hit a creature with an
unarmed strike or an improvised weapon
on your turn, you can use a bonus action
to attempt to grapple the target.

Tough

Your hit point maximum increases by an amount
equal to twice your level when you gain this
feat. Whenever you gain a level thereafter, your
hit point maximum increases by an additional 2
hit points.

232

Part 2 average, but adventurers and many monsters
are a cut above average in most abilities. A score
Chapter 7: Using Ability of 18 is the highest that a person usually
Scores reaches. Adventurers can have scores as high as
20, and monsters and divine beings can have
SIX ABILITIES PROVIDE A QUICK DESCRIPTION of scores as high as 30.
every creature’s physical and mental
characteristics: Each ability also has a modifier, derived from the
score and ranging from 5 (for an ability score of
• Strength, measuring physical power 1) to +10 (for a score of 30). The Ability Scores
and Modifiers table notes the ability modifiers
• Dexterity, measuring agility for the range of possible ability scores, from 1 to
30.
• Constitution, measuring endurance
Score Modifier Score Modifer
• Intelligence, measuring reasoning and
memory 1 -5 16-17 +3

• Wisdom, measuring perception and 2-3 -4 18-19 +4
insight
4-5 -3 20-21 +5
• Charisma, measuring force of personality
6-7 -2 22-23 +6
Is a character muscle-bound and insightful?
Brilliant and charming? Nimble and hardy? 8-9 -1 24-25 +7
Ability scores define these qualities—a
creature’s assets as well as weaknesses. 10-11 0 26-27 +8

The three main rolls of the game—the ability 12-13 +1 28-20 +9
check, the saving throw, and the attack roll—rely
on the six ability scores. The book’s introduction 14-15 +2 30 +10
describes the basic rule behind these rolls: roll a
d20, add an ability modifier derived from one of To determine an ability modifier without
the six ability scores, and compare the total to a consulting the table, subtract 10 from the ability
target number. score and then divide the total by 2 (round
down).
This chapter focuses on how to use ability
checks and saving throws, covering the Because ability modifiers affect almost every
fundamental activities that creatures attempt in attack roll, ability check, and saving throw, ability
the game. Rules for attack rolls appear in modifiers come up in play more often than their
chapter 9. associated scores.

Ability Scores and Modifiers Advantage and Disadvantage

Each of a creature’s abilities has a score, a Sometimes a special ability or spell tells you that
number that defines the magnitude of that you have advantage or disadvantage on an
ability. An ability score is not just a measure of ability check, a saving throw, or an attack roll.
innate capabilities, but also encompasses a When that happens, you roll a second d20 when
creature’s training and competence in activities you make the roll. Use the higher of the two
related to that ability. rolls if you have advantage, and use the lower
roll if you have disadvantage. For example, if you
A score of 10 or 11 is the normal human

233

have disadvantage and roll a 17 and a 5, you use once when you make the save.
the 5. If you instead have advantage and roll
those numbers, you use the 17. Occasionally, your proficiency bonus might be
multiplied or divided (doubled or halved, for
If multiple situations affect a roll and each one example) before you apply it. For example, the
grants advantage or im poses disadvantage on it, rogue's Expertise feature doubles the proficiency
you don’t roll more than one additional d20. If bonus for certain ability checks. If a
two favorable situations grant advantage, for circumstance suggests that your proficiency
example, you still roll only one additional d20. bonus applies more than once to the same roll,
you still add it only once and multiply or divide it
If circumstances cause a roll to have both only once.
advantage and disadvantage, you are considered
to have neither of them, and you roll one d20. By the same token, if a feature or effect allows
This is true even if multiple circumstances you to multiply your proficiency bonus when
impose disadvantage and only one grants making an ability check that wouldn’t normally
advantage or vice versa. In such a situation, you benefit from your proficiency bonus, you still
have neither advantage nor disadvantage. don’t add the bonus to the check. For that check
your proficiency bonus is 0, given the fact that
When you have advantage or disadvantage and multiplying 0 by any number is still 0. For
something in the game, such as the halfling’s instance, if you lack proficiency in the History
Lucky trait, lets you reroll the d20, you can reroll skill, you gain no benefit from a feature that lets
only one of the dice. You choose which one. For you double your proficiency bonus when you
example, if a halfling has advantage on an ability make Intelligence (History) checks.
check and rolls a 1 and a 13, the halfling could
use the Lucky trait to reroll the 1. In general, you don’t multiply your proficiency
bonus for attack rolls or saving throws. If a
You usually gain advantage or disadvantage feature or effect allows you to do so, these same
through the use of special abilities, actions, or rules apply.
spells. Inspiration (see chapter 4) can also give a
character advantage on checks related to the Ability Checks
character’s personality, ideals, or bonds. The DM
can also decide that circumstances influence a An ability check tests a character’s or monster’s
roll in one direction or the other and grant innate talent and training in an effort to
advantage or impose disadvantage as a result. overcome a challenge. The DM calls for an ability
check when a character or monster attempts an
Proficiency Bonus action (other than an attack) that has a chance
of failure. When the outcome is uncertain, the
Characters have a proficiency bonus determined dice determine the results.
by level, as detailed in chapter 1. Monsters also
have this bonus, which is incorporated in their For every ability check, the DM decides which of
stat blocks. The bonus is used in the rules on the six abilities is relevant to the task at hand
ability checks, saving throws, and attack rolls. and the difficulty of the task, represented by a
Difficulty Class. The more difficult a task, the
Your proficiency bonus can’t be added to a higher its DC. The Typical Difficulty Classes table
single die roll or other number more than once. shows the most common DCs.
For example, if two different rules say you can
add your proficiency bonus to a Wisdom saving
throw, you nevertheless add the bonus only

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Task Difficulty DC If the contest results in a tie, the situation
Very easy 5 remains the same as it was before the contest.
Thus, one contestant might win the contest by
Easy 10 default. If two characters tie in a contest to
snatch a ring off the floor, neither character
Medium 15 grabs it. In a contest between a monster trying
to open
Hard 20
a door and an adventurer trying to keep the
Very hard 25 door closed, a tie means that the door remains
shut.
Nearly Impossible 30
Skills
To make an ability check, roll a d20 and add the
relevant ability modifier. As with other d20 rolls, Each ability covers a broad range of capabilities,
apply bonuses and penalties, and compare the including skills that a character or a monster can
total to the DC. If the total equals or exceeds the be proficient in. A skill represents a specific
DC, the ability check is a success—the creature aspect of an ability score, and an individual’s
overcomes the challenge at hand. Otherwise, it’s proficiency in a skill demonstrates a focus on
a failure, which means the character or monster that aspect. (A character’s starting skill
makes no progress toward the objective or proficiencies are determined at character
makes progress combined with a setback creation, and a monster’s skill proficiencies
determined by the DM. appear in the monster’s stat block.)

Contests For example, a Dexterity check might reflect a
character’s attempt to pull off an acrobatic
Sometimes one character’s or monster’s efforts stunt, to palm an object, or to stay hidden. Each
are directly opposed to another’s. This can occur of these aspects of Dexterity has an associated
when both of them are trying to do the same skill: Acrobatics, Sleight of Hand, and Stealth,
thing and only one can succeed, such as respectively. So a character who has proficiency
attempting to snatch up a magic ring that has in the Stealth skill is particularly good at
fallen on the floor. This situation also applies Dexterity checks related to sneaking and hiding.
when one of them is trying to prevent the other
one from accomplishing a goal—for example, The skills related to each ability score are shown
when a monster tries to force open a door that in the following list. (No skills are related to
an adventurer is holding closed. In situations like Constitution.) See an ability’s description in the
these, the outcome is determined by a special later sections of this chapter for examples of
form of ability check, called a contest. how to use a skill associated with an ability.

Both participants in a contest make ability
checks appropriate to their efforts. They apply
all appropriate bonuses and penalties, but
instead of comparing the total to a DC, they
compare the totals of their two checks. The
participant with the higher check total wins the
contest. That character or monster either
succeeds at the action or prevents the other one
from succeeding.

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Strength Wisdom Variant:Skills with Different Abilities
Athletics Animal Handling
Insight Normally, your proficiency in a skill applies only
Dexterity Medicine to a specific kind of ability check. Proficiency in
Acrobatics Perception Athletics, for example, usually applies to
Sleight of Hand Survival Strength checks. In some situations, though,
Stealth your proficiency might reasonably apply to a
Charisma different kind of check. In such cases, the DM
Intelligence Deception might ask for a check using an unusual
Arcana Intimidation combination of ability and skill, or you might
History Performance ask your DM if you can apply a proficiency to a
Investigation Persuasion different check. For example, if you have to
Nature swim from an offshore island to the mainland,
Religion your DM might call for a Constitution check to
see if you have the stamina to make it that far.
Sometimes, the DM might ask for an ability In this case, your DM might allow you to apply
check using a specific skill—for example, “Make your proficiency in Athletics and ask for a
a Wisdom (Perception) check.” At other times, a Constitution (Athletics) check. So if you’re
player might ask the DM if proficiency in a proficient in Athletics, you apply your
particular skill applies to a check. In either case, proficiency bonus to the Constitution check just
proficiency in a skill means an individual can add as you would normally do for a Strength
his or her proficiency bonus to ability checks (Athletics) check. Similarly, when your half-orc
that involve that skill. Without proficiency in the barbarian uses a display of raw strength to
skill, the individual makes a normal ability check. intimidate an enemy, your DM might ask for a
Strength (Intimidation) check, even though
At other times, a player might ask the DM if Intimidation is normally associated with
proficiency in a particular skill applies to a check. Charisma.
In either case, proficiency in a skill means an
individual can add his or her proficiency bonus Passive Checks
to ability checks that involve that skill. Without
proficiency in the skill, the individual makes a A passive check is a special kind of ability check
normal ability check. that doesn’t involve any die rolls. Such a check
can represent the average result for a task done
For example, if a character attempts to climb up repeatedly, such as searching for secret doors
a dangerous cliff, the Dungeon Master might ask over and over again, or can be used when the
for a Strength (Athletics) check. If the character DM wants to secretly determine whether the
is proficient in Athletics, the character’s characters succeed at something without rolling
proficiency bonus is added to the Strength dice, such as noticing a hidden monster.
check. If the character lacks that proficiency, he
or she just makes a Strength check. Here’s how to determine a character’s total for a
passive check: 10 + all modifiers that normally
apply to the check If the character has
advantage on the check, add 5. For
disadvantage, subtract 5. The game refers to a
passive check total as a score.

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For example, if a 1st-level character has a to see if the characters can avoid the quicksand,
Wisdom of 15 and proficiency in Perception, he sinkholes, and other natural hazards of the
or she has a passive Wisdom (Perception) score environment. If at least half the group succeeds,
of 14. the successful characters are able to guide their
companions out of danger. Otherwise, the group
The rules on hiding in the “Dexterity” section stumbles into one of these hazards.
below rely on passive checks, as do the
exploration rules in chapter 8. Using Each Ability

Working Together Every task that a character or monster might
attempt in the game is covered by one of the six
Sometimes two or more characters team up to abilities. This section explains in more detail
attempt a task. The character who’s leading the what those abilities mean and the ways they are
effort—or the one with the highest ability used in the game.
modifier—can make an ability check with
advantage, reflecting the help provided by Strength

the other characters. In combat, this requires Strength measures bodily power, athletic
the Help action (see chapter 9). training, and the extent to which you can exert
raw physical force.
A character can only provide help if the task is
one that he or she could attempt alone. For Strength Checks
example, trying to open a lock requires
proficiency with thieves’ tools, so a A Strength check can model any attempt to lift,
push, pull, or break something, to force your
character who lacks that proficiency can’t help body through a space, or to otherwise apply
another character in that task. Moreover, a brute force to a situation. The Athletics skill
character can help only when two or more reflects aptitude in certain kinds of Strength
individuals working together would actually be checks.
productive. Some tasks, such as threading a
needle, are no easier with help. Athletics. Your Strength (Athletics) check covers
difficult situations you encounter while climbing,
Group Checks
jumping, or swimming. Examples include the
When a number of individuals are trying to following activities:
accomplish something as a group, the DM might
ask for a group ability check. In such a situation, • You attempt to climb a sheer or slippery
the characters who are skilled at a particular cliff, avoid hazards while scaling a wall, or
task help cover those who aren't. cling to a surface while something is
trying to knock you off.
To make a group ability check, everyone in the
group makes the ability check. If at least half the • You try to jump an unusually long
group succeeds, the whole group succeeds. distance or pull off a stunt midjump.
Otherwise, the group fails.
• You struggle to swim or stay afloat in
Group checks don’t com e up very often, and treacherous currents, storm-tossed
they’re most useful when all the characters waves, or areas of thick seaweed. Or
succeed or fail as a group. For example, when another creature tries to push or pull you
adventurers are navigating a swamp, the DM underwater or otherwise interfere with
might call for a group Wisdom (Survival) check your swimming.

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Other Strength Checks. The DM might also call Variant: Encumbrance
for a Strength check when you try to accomplish
tasks like the following: The rules for lifting and carrying are
intentionally simple. Here is a variant if you are
• Force open a stuck, locked, or barred looking for more detailed rules for determining
door how a character is hindered by the weight of
equipment. When you use this variant, ignore
• Break free of bonds the Strength column of the Armor table in
chapter 5.
• Push through a tunnel that is too small
If you carry weight in excess of 5 times your
• Hang on to a wagon while being dragged Strength score, you are encumbered, which
behind it means your speed drops by 10 feet.

• Tip over a statue If you carry weight in excess of 10 times your

• Keep a boulder from rolling Strength score, up to your maximum carrying
capacity, you are instead heavily encumbered,
Attack Rolls and Damage which means your speed drops by 20 feet and
you have disadvantage on ability checks, attack
You add your Strength modifier to your attack rolls, and saving throws that use Strength,
roll and your damage roll when attacking with a Dexterity, or Constitution.
melee weapon such as a mace, a battleaxe, or a
javelin. You use melee weapons to make melee Dexterity
attacks in hand-to-hand combat, and some of
them can be thrown to make a ranged attack. Dexterity measures agility, reflexes, and balance.

Lifting and Carrying Dexterity Checks

Your Strength score determines the amount of A Dexterity check can model any attempt to
weight you can bear. The following terms define move nimbly, quickly, or quietly, or to keep from
what you can lift or carry. falling on tricky footing. The Acrobatics, Sleight
of Hand, and Stealth skills reflect aptitude in
Carrying Capacity. Your carrying capacity certain kinds of Dexterity checks.
is your Strength score multiplied by 15. This is
the weight (in pounds) that you can carry, which Acrobatics. Your Dexterity (Acrobatics)
is high enough that most characters don’t check covers your attempt to stay on your feet in
usually have to worry about it. a tricky situation, such as when you’re trying to
run across a sheet of ice, balance on a tightrope,
Push, Drag, or Lift. You can push, drag, or or stay upright on a rocking ship’s deck. The DM
lift a weight in pounds up to twice your carrying might also call for a Dexterity (Acrobatics) check
capacity (or 30 times your Strength score). While to see if you can perform acrobatic stunts,
pushing or dragging weight in excess of your including dives, rolls, somersaults, and flips.
carrying capacity, your speed drops to 5 feet.
Sleight of Hand. Whenever you attempt
Size and Strength. Larger creatures can an act of legerdemain or manual trickery, such
bear more weight, whereas Tiny creatures can as planting something on someone else or
carry less. For each size category above Medium, concealing an object on your person, make a
double the creature’s carrying capacity and the Dexterity (Sleight of Hand) check. The DM might
amount it can push, drag, or lift. For a Tiny also call for a Dexterity (Sleight of Hand) check
creature, halve these weights.

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to determine whether you can lift a coin purse still has to stay quiet.
off another person or slip something out of
another person’s pocket. In combat, most creatures stay alert for signs of
danger all around, so if you come out of hiding
Stealth. Make a Dexterity (Stealth) check and approach a creature, it usually sees you.
when you attempt to conceal yourself from However, under certain circumstances, the
enemies, slink past guards, slip away without Dungeon Master might allow you to stay hidden
being noticed, or sneak up on someone without as you approach a creature that is distracted,
being seen or heard. allowing you to gain advantage on an attack
before you are seen.
Other Dexterity Checks. The DM might
call for a Dexterity check when you try to Passive Perception. When you hide, there’s a
accomplish tasks like the following: chance someone will notice you even if they
aren't searching. To determine whether such a
• Control a heavily laden cart on a steep creature notices you, the DM compares your
descent Dexterity (Stealth) check with that creature’s
passive Wisdom (Perception) score, which
• Steer a chariot around a tight turn equals 10 + the creature’s Wisdom modifier, as
well as any other bonuses or penalties. Ifthe
• Pick a lock creature has advantage, add 5. For disadvantage,
subtract 5.
• Disable a trap
For example, if a 1st-level character (with a
• Securely tie up a prisoner proficiency bonus of +2) has aWisdom of 15 (a
+2 modifier) and proficiency in Perception, he or
• Wriggle free of bonds she has a passive Wisdom (Perception) of 14.

• Play a stringed instrument What Can You See? One o f the main factors in
determining whether you can find a hidden
• Craft a small or detailed object creature or object is how well you can see in an
area, which might be lightly or heavily obscured,
Attack Rolls and Damage as explained in chapter 8.

You add your Dexterity modifier to your attack Armor Class
roll and your damage roll when attacking with a
ranged weapon, such as a sling or a longbow. Depending on the armor you wear, you might
You can also add your Dexterity modifier to your add some or all of your Dexterity modifier to
attack roll and your damage roll when attacking your Armor Class, as described in chapter 5.
with a melee weapon that has the finesse
property, such as a dagger or a rapier. Initiative

Hiding At the beginning of every combat, you roll
initiative by making a Dexterity check. Initiative
When you try to hide, make a Dexterity (Stealth) determines the order of creatures’ turns in
check. Until you are discovered or you stop combat, as described in chapter 9.
hiding, that check’s total is contested by the
Wisdom (Perception) check o f any creature that
actively searches for signs of your presence.

You can’t hide from a creature that can see you,
and ifyou make noise (such as shouting a
warning or knocking over a vase), you give away
your position. An invisible creature can’t be
seen, so it can always try to hide. Signs of its
passage might still be noticed, however, and it

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Constitution Intelligence

Constitution measures health, stamina, and vital Intelligence measures mental acuity, accuracy of
force. recall, and the ability to reason.

Constitution Checks Intelligence Checks

Constitution checks are uncommon, and no skills An Intelligence check com es into play when you
apply to Constitution checks, because the need to draw on logic, education, memory, or
endurance this ability represents is largely deductive reasoning. The Arcana, History,
passive rather than involving a specific effort on Investigation, Nature, and Religion skills reflect
the part of a character or monster. aptitude in certain kinds of Intelligence checks.

A Constitution check can model your attempt to Arcana. Your Intelligence (Arcana) check
push beyond normal limits, however. measures your ability to recall lore about spells,
magic items, eldritch symbols, magical
The DM might call for a Constitution check when traditions, the planes of existence, and the
you try to accomplish tasks like the following: inhabitants of those planes.

• Hold your breath History. Your Intelligence (History) check
measures your ability to recall lore about
• March or labor for hours without rest historical events, legendary people, ancient
kingdoms, past disputes, recent wars, and lost
• Go without sleep civilizations.

• Survive without food or water Investigation. W hen you look around for
clues and make deductions based on those
• Quaff an entire stein of ale in one go clues, you make an Intelligence (Investigation)
check. You might deduce the location of a
Hit Points hidden object, discern from the appearance of a
wound what kind of weapon dealt it, or
Your Constitution modifier contributes to your determine the weakest point in a tunnel that
hit points. Typically, you add your Constitution could cause it to collapse. Poring through
modifier to each Hit Die you roll for your hit ancient scrolls in search of a hidden fragment of
points. knowledge might also call for an Intelligence
(Investigation) check.
If your Constitution modifier changes, your hit
point maximum changes as well, as though you Nature. Your Intelligence (Nature) check
had the new modifier from 1st level. For measures your ability to recall lore about terrain,
example, if you raise your Constitution score plants and animals, the weather, and natural
when you reach 4th level and your Constitution cycles.
modifier increases from +1 to +2, you adjust
your hit point maximum as though the modifier Religion. Your Intelligence (Religion)
had always been +2. So you add 3 hit points for check measures your ability to recall lore about
your first three levels, and then roll your hit deities, rites and prayers, religious hierarchies,
points for 4th level using your new modifier. Or holy symbols, and the practices of secret cults.
if you’re 7th level and some effect lowers your
Constitution score so as to reduce your Other Intelligence Checks. The DM might
Constitution modifier by 1, your hit point call for an Intelligence check when you try to
maximum is reduced by 7. accomplish tasks like the following:

240

• Communicate with a creature without diagnose an illness.
using words
Perception. Your Wisdom (Perception)
• Estimate the value of a precious item check lets you spot, hear, or otherwise detect
the presence of something. It measures your
• Pull together a disguise to pass as a city general awareness of your surroundings and the
guard keenness of your senses.

• Forge a document Survival. The DM might ask you to make
a Wisdom (Survival) check to follow tracks, hunt
• Recall lore about a craft or trade wild game, guide your group through frozen
wastelands, identify signs that owlbears live
• Win a game of skill nearby, predict the weather, or avoid quicksand
and other natural hazards.
Spellcasting Ability
Finding a Hidden Object
Wizards use Intelligence as their spellcasting
ability, which helps determine the saving throw When your character searches for a hidden
DCs of spells they cast. object such as a secret door or a trap, the DM
typically asks you to make a Wisdom
Wisdom (Perception) check. Such acheck can be used to
find hidden details or other information and
Wisdom reflects how attuned you are to the clues that you might otherwise overlook.
world around you and represents perceptiveness
and intuition. In most cases, you need to describe where you
are looking in order for the DM to determine
Wisdom Checks your chance of success. For example, a key is
hidden beneath a set o f folded clothes in the
A Wisdom check might reflect an effort to read top drawer of a bureau. Ifyou tell the DM that
body language, understand someone’s feelings, you pace around the room, looking at the walls
notice things about the environment, or care for and furniture for clues, you have no chance o f
an injured person. The Animal Handling, Insight, finding the key, regardless o f your Wisdom
Medicine, Perception, and Survival skills reflect (Perception) check result. You would have to
aptitude in certain kinds of Wisdom checks. specify that you were opening the drawers or
searching the bureau in order to have any
Animal Handling. When there is any chance of success.
question whether you can calm down a
domesticated animal, keep a mount from getting For example, you might try to hear a
spooked, or intuit an animal’s intentions, the DM conversation through a closed door, eavesdrop
might call for a Wisdom (Animal Handling) under an open window, or hear monsters
check. You also make a W isdom (Animal moving stealthily in the forest. Or you might try
Handling) check to control your mount when to spot things that are obscured or easy to
you attempt a risky maneuver. miss, whether they are orcs lying in ambush on
a road, thugs hiding in the shadows of an alley,
Insight. Your Wisdom (Insight) check or candlelight under a closed secret door.
decides whether you can determine the true
intentions of a creature, such as when searching
out a lie or predicting someone’s next move.
Doing so involves gleaning clues from body
language, speech habits, and changes in
mannerisms.

Medicine. A Wisdom (Medicine) check
lets you try to stabilize a dying companion or

241

Other Wisdom Checks. The DM might thugs to back down from a confrontation, or
call for a Wisdom check when you try to using the edge of a broken bottle to convince a
accomplish tasks like the following: sneering vizier to reconsider a decision.

• Get a gut feeling about what course of Performance. Your Charisma
action to follow (Performance) check determines how well you
can delight an audience with music, dance,
• Discern whether a seemingly dead or acting, storytelling, or some other form of
living creature is undead entertainment.

Spellcasting Ability Persuasion. When you attempt to influence som
eone or a group of people with tact, social
Clerics, druids, and rangers use Wisdom as their graces, or good nature, the DM might ask you to
spellcasting ability, which helps determine the make a Charisma (Persuasion) check. Typically,
saving throw DCs of spells they cast. you use persuasion when acting in good faith, to
foster friendships, make cordial requests, or
Charisma exhibit proper etiquette. Examples of persuading
others include convincing a chamberlain to let
Charisma measures your ability to interact your party see the king, negotiating peace
effectively with others. It includes such factors as between warring tribes, or inspiring a crowd of
confidence and eloquence, and it can represent townsfolk.
a charming or commanding personality.
Other Charisma Checks. The DM might
Charisma Checks call for a Charisma check when you try to
accomplish tasks like the following:
A Charisma check might arise when you try to
influence or entertain others, when you try to • Find the best person to talk to for news,
make an impression or tell a convincing lie, or rumors, and gossip
when you are navigating a tricky social situation.
The Deception, Intimidation, Performance, and • Blend into a crowd to get the sense of
Persuasion skills reflect aptitude in certain kinds key topics of conversation
of Charisma checks.
Spellcasting Ability
Deception. Your Charisma (Deception)
check determines whether you can convincingly Bards, paladins, sorcerers, and warlocks use
hide the truth, either verbally or through your Charisma as their spellcasting ability, which
actions. This deception can encompass helps determine the saving throw DCs of spells
everything from misleading others through they cast.
ambiguity to telling outright lies. Typical
situations include trying to fast-talk a guard, con
a merchant, earn money through gambling, pass
yourself off in a disguise, dull someone’s
suspicions with false assurances, or maintain a
straight face while telling a blatant lie.

Intimidation.When you attempt to
influence someone through overt threats,
hostile actions, and physical violence, the DM
might ask you to make a Charisma (Intimidation)
check. Examples include trying to pry
information out of a prisoner, convincing street

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Saving Throws Chapter 8: Adventuring

A saving throw—also called a save—represents DELVING INTO THE ANCIENT TOMB OF
an attempt to resist a spell, a trap, a poison, a HORRORS. slipping through the back alleys of
disease, or a similar threat. You don’t normally Waterdeep, hacking a fresh trail through the
decide to make a saving throw; you are forced to thick jungles on the Isle of Dread—these are the
make one because your character or monster is things that Dungeons & Dragons adventures are
at risk of harm. made of. Your character in the game might
explore forgotten ruins and uncharted lands,
To make a saving throw, roll a d20 and add the uncover dark secrets and sinister plots, and slay
appropriate ability modifier. For example, you foul monsters. And if all goes well, your
use your Dexterity modifier for a Dexterity character will survive to claim rich rewards
saving throw. before embarking on a new adventure.

A saving throw can be modified by a situational This chapter covers the basics of the adventuring
bonus or penalty and can be affected by life, from the mechanics of movement to the
advantage and disadvantage, as determined by complexities of social interaction. The rules for
the DM. resting are also in this chapter, along with a
discussion of the activities your character might
Each class gives proficiency in at least two saving pursue between adventures.
throws. The wizard, for example, is proficient
Whether adventurers are exploring a dusty
in Intelligence saves. As with skill proficiencies, dungeon or the complex relationships of a royal
proficiency in a saving throw lets a character add court, the game follows a natural rhythm, as
his or her proficiency bonus to saving throws outlined in the book’s introduction:
made using a particular ability score. Some
monsters have saving throw proficiencies as 1. The DM describes the environment.
well.
2. The players describe what they want to do.
The Difficulty Class for a saving throw is
determined by the effect that causes it. For 3. The DM narrates the results of their actions.
example, the DC for a saving throw allowed by a
spell is determined by the caster’s spellcasting Typically, the DM uses a map as an outline of the
ability and proficiency bonus. adventure, tracking the characters’ progress as
they explore dungeon corridors or wilderness
The result of a successful or failed saving throw regions.
is also detailed in the effect that allows the save.
Usually, a successful save means that a creature The DM’s notes, including a key to the map,
suffers no harm, or reduced harm, from an describe what the adventurers find as they enter
effect. each new area. Sometimes, the passage of time
and the adventurers’ actions determine what
happens, so the DM might use a timeline or a
flowchart to track their progress instead of a
map.

243

Time miles of echoing corridors to a chasm bridged by
a narrow stone arch.”
In situations where keeping track of the passage
of time is important, the DM determines the Sometimes it’s important, though, to know how
time a task requires. The DM might use a long it takes to get from one spot to another,
different time scale depending on the context of whether the answer is in days, hours, or
the situation at hand. In a dungeon minutes. The rules for determining travel time
environment, the adventurers’ movement depend on two factors: the speed and travel
happens on a scale of minutes. It takes them pace of the creatures moving and the terrain
about a minute to creep down a long hallway, they're moving over.
another minute to check for traps on the door at
the end of the hall, and a good ten minutes to Speed
search the chamber beyond for anything
interesting or valuable. Every character and monster has a speed, which
is the distance in feet that the character or
In a city or wilderness, a scale of hours is often monster can walk in 1 round. This number
more appropriate. Adventurers eager to reach assumes short bursts of energetic movement in
the lonely tower at the heart of the forest hurry the midst of a life- threatening situation.
across those fifteen miles in just under four
hours’ time. The following rules determine how far a
character or monster can move in a minute, an
For long journeys, a scale of days works best. hour, or a day.
Following the road from Baldur’s Gate to
Waterdeep, the adventurers spend four Travel Pace
uneventful days before a goblin ambush
interrupts their journey. While traveling, a group of adventurers can
move at a normal, fast, or slow pace, as shown
In combat and other fast-paced situations, the on the Travel Pace table. The table states how
game relies on rounds, a 6-second span of time far the party can move in a period of time and
described in chapter 9. whether the pace has any effect. A fast pace
makes characters less perceptive, while a slow
Movement pace makes it possible to sneak around and to
search an area more carefully (see the “Activity
Swimming across a rushing river, sneaking down While Traveling” section later in this chapter for
a dungeon corridor, scaling a treacherous more information).
mountain slope- all sorts of movement play a
key role in D&D adventures. Forced March. The Travel Pace table
assumes that characters travel for 8 hours in day.
The DM can summarize the adventurers’ They can push on beyond that limit, at the risk
movement without calculating exact distances of exhaustion.
or travel times: “You travel through the forest
and find the dungeon entrance late in the For each additional hour of travel beyond 8
evening of the third day.” Even in a dungeon, hours, the characters cover the distance shown
particularly a large dungeon or a cave network, in the Hour column for their pace, and each
the DM can summarize movement between character must make a Constitution saving
encounters: “After killing the guardian at the throw at the end of the hour. The DC is 10 + 1 for
entrance to the ancient dwarven stronghold, you each hour past 8 hours. On a failed saving throw,
consult your map, which leads you through a character suffers one level of exhaustion (see

244

appendix A). and ice-covered ground—all considered difficult
terrain.
Mounts and Vehicles. For short spans of
time (up to an hour), many animals move much You move at half speed in difficult terrain—
faster than humanoids. A mounted character moving 1 foot in difficult terrain costs 2 feet of
can ride at a gallop for about an hour, covering speed—so you can cover only half the normal
twice the usual distance for a fast pace. If fresh distance in a minute, an hour, or a day.
mounts are available every 8 to 10 miles,
characters can cover larger distances at this Special Types of Movement
pace, but this is very rare except in densely
populated areas. Movement through dangerous dungeons or
wilderness areas often involves more than
Characters in wagons, carriages, or other land simply walking. Adventurers might have to
vehicles choose a pace as normal. Characters in climb, crawl, swim, orjump to get where they
a waterborne vessel are limited to the speed of need to go.
the vessel (see chapter 5), and they don’t suffer
penalties for a fast pace or gain benefits from a Climbing, Swimming, and Crawling
slow pace. Depending on the vessel and the size
of the crew, ships might be able to travel for up While climbing or swimming, each foot of
to 24 hours per day. movement costs 1 extra foot (2 extra feet in
difficult terrain), unless a creature has a climbing
Certain special mounts, such as a pegasus or or swimming speed. At the DM’s option,
griffon, or special vehicles, such as a carpet of climbing a slippery vertical surface or one with
flying, allow you to travel more swiftly. The few handholds requires a successful Strength
Dungeon Master’s Guide contains more (Athletics) check. Similarly, gaining any distance
information on special methods of travel. in rough water might require a successful
Strength (Athletics) check.
Travel
Jumping
Pace Minute Hour Day Effect
Your Strength determines how far you can jump.
Fast 400 feet 4 30 -5 penalty to
miles miles passive Long Jump. When you make a long jump,
Wisdom you cover a number of feet up to your Strength
(Perception) score if you move at least 10 feet on foot
scores immediately before the jump. When you make a
standing long jump, you can leap only half that
Normal 300 feet 3 24 – distance. Either way, each foot you clear on the
miles miles jump costs a foot of movement.

Slow 200 feet 2 18 Able to use This rule assumes that the height of your jump
miles miles stealth doesn’t matter, such as a jump across a stream
or chasm. At your DM’s option, you must
Difficult Terrain succeed on a DC 10 Strength (Athletics) check to
clear a low obstacle (no taller than a quarter of
The travel speeds given in the Travel Pace table the jump’s distance), such as a hedge or low
assume relatively simple terrain: roads, open wall. Otherwise, you hit it.
plains, or clear dungeon corridors. But
adventurers often face dense forests, deep When you land in difficult terrain, you must
swamps, rubble-filled ruins, steep mountains, succeed on a DC 10 Dexterity (Acrobatics) check
to land on your feet. Otherwise, you land prone.

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High Jump. When you make a high jump, can move stealthily. As long as they’re not in the
you leap into the air a number of feet equal to 3 open, they can try to surprise or sneak by other
+ your Strength modifier if you move at least 10 creatures they encounter. See the rules for
feet on foot immediately before the jump. When hiding in chapter 7.
you make a standing high jump, you can jump
only half that distance. Either way, each foot you Noticing Threats
clear on the jump costs a foot of movement. In
some circumstances, your DM might allow you Use the passive Wisdom (Perception) scores of
to make a Strength (Athletics) check to jump the characters to determine whether anyone in
higher than you normally can. the group notices a hidden threat. The DM
might decide that a threat can be noticed only
You can extend your arms half your height above by characters in a particular rank. For example,
yourself during the jump. Thus, you can reach as the characters are exploring a maze of
above you a distance equal to the height of the tunnels, the DM might decide that only those
jump plus 11/2 times your height. characters in the back rank have a chance to
hear or spot a stealthy creature following the
Activity While Traveling group, while characters in the front and middle
ranks cannot. While traveling at a fast pace,
As adventurers travel through a dungeon or the characters take a - 5 penalty to their passive W
wilderness, they need to remain alert for danger, isdom (Perception) scores to notice hidden
and some characters might perform other tasks threats.
to help the group’s journey.
Encountering Creatures. If the DM
Marching Order determines that the adventurers encounter
other creatures while they’re traveling, it’s up to
The adventurers should establish a marching both groups to decide what happens next. Either
order. A marching order makes it easier to group might decide to attack, initiate a
determine which characters are affected by conversation, run away, or wait to see what the
traps, which ones can spot hidden enemies, and other group does.
which ones are the closest to those enemies
when a fight breaks out. Surprising Foes. If the adventurers
encounter a hostile creature or group, the DM
A character might occupy the front rank, one or determines whether the adventurers or their
more middle ranks, or the back rank. Characters foes might be surprised when combat erupts.
in the front and back ranks need enough room See chapter 9 for more about surprise.
to travel side by side with others in their rank.
When space is too tight, the marching order Other Activities
must change, usually by moving characters to a
middle rank. Characters who turn their attention to other
tasks as the group travels are not focused on
Fewer Than Three Ranks. If an watching for danger. These characters don’t
adventuring party arranges its marching order contribute their passive Wisdom (Perception)
with only two ranks, they are a front rank and a scores to the group’s chance of noticing hidden
back rank. If there’s only one rank, it’s threats. However, a character not watching for
considered a front rank. danger can do one of the following activities
instead, or some other activity with the DM’s
Stealth

While traveling at a slow pace, the characters

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permission. Falling

Navigate. The character can try to A fall from a great height is one of the most
prevent the group from becoming lost, making a common hazards facing an adventurer. At the
Wisdom (Survival) check when the DM calls for end of a fall, a creature takes 1d6 bludgeoning
it. (The Dungeon Master’s Guide has rules to damage for every 10 feet it fell, to a maximum of
determine whether the group gets lost.) 20d6. The creature lands prone, unless it avoids
taking damage from the fall.
Draw a Map. The character can draw a
map that records the group’s progress and helps Suffocating
the characters get back on course if they get
lost. No ability check is required. A creature can hold its breath for a number of
minutes equal to 1 + its Constitution modifier
Track. A character can follow the tracks (minimum of 30 seconds).
of another creature, making a Wisdom (Survival)
check when the DM calls for it. (The Dungeon When a creature runs out of breath, it can
Master’s Guide has rules for tracking.) survive for a number of rounds equal to its
Constitution modifier (minimum 1 round). At the
Forage. The character can keep an eye start of its next turn, it drops to 0 hit points and
out for ready sources of food and water, making is dying.
a Wisdom (Survival) check when the DM calls for
it. (The Dungeon Master’s Guide has rules for Splitting Up the Party
foraging.)
Sometimes, it makes sense to split an
The Environment adventuring party, especially ifyou want one or
more characters to scout ahead. You can form
By its nature, adventuring involves delving into multiple parties, each moving at a different
places that are dark, dangerous, and full of speed. Each group has its own front, middle, and
mysteries to be explored. The rules in this back ranks.
section cover some of the most important ways
in which adventurers interact with the The drawback to this approach is that the party
environment in such places. The Dungeon will be split into several smaller groups in the
Master’s Guide has rules covering more unusual event o f an attack. The advantage is that a small
situations. group of stealthy characters moving slowly
might be able to sneak past enemies that
clumsier characters would alert. A rogue and a
monk moving at a slow pace are much harder to
detect when they leave their dwarf paladin
friend behind.

For example, a creature with a Constitution of 14
can hold its breath for 3 minutes. If it starts
suffocating, it has 2 rounds to reach air before it
drops to 0 hit points.

Vision and Light

The most fundamental tasks of adventuring—
noticing danger, finding hidden objects, hitting
an enemy in combat, and targeting a spell, to

247

name just a few— rely heavily on a character’s Darkvision
ability to see. Darkness and other effects that
obscure vision can prove a significant hindrance. Many creatures in the worlds of D&D, especially
those that dwell underground, have darkvision.
A given area might be lightly or heavily Within a specified range, a creature with
obscured. In a lightly obscured area, such as dim darkvision can see in darkness as if the darkness
light, patchy fog, or moderate foliage, creatures were dim light, so areas of darkness are only
have disadvantage on Wisdom (Perception) lightly obscured as far as that creature is
checks that rely on sight. concerned. However, the creature can’t discern
color in darkness, only shades of gray.
A heavily obscured area—such as darkness,
opaque fog, or dense foliage—blocks vision Truesight
entirely. A creature in a heavily obscured area
effectively suffers from the blinded condition A creature with truesight can, out to a specific
(see appendix A). range, see in normal and magical darkness, see
invisible creatures and objects, automatically
The presence or absence of light in an detect visual illusions and succeed on saving
environment creates three categories of throws against them, and perceives the original
illumination: bright light, dim light, and form of a shapechanger or a creature that is
darkness. transformed by magic. Furthermore, the
creature can see into the Ethereal Plane.
Bright light lets most creatures see
normally. Even gloomy days provide bright light, Food and Water
as do torches, lanterns, fires, and other sources
of illumination within a specific radius. Characters who don’t eat or drink suffer the
effects of exhaustion (see appendix A).
Dim light, also called shadows, creates a Exhaustion caused by lack of food or water can’t
lightly obscured area. An area of dim light is be removed until the character eats and drinks
usually a boundary between a source of bright the full required amount.
light, such as a torch, and surrounding darkness.
The soft light of twilight and dawn also counts as Food
dim light. A particularly brilliant full moon might
bathe the land in dim light. A character needs one pound of food per day
and can make food last longer by subsisting on
Darkness creates a heavily obscured half rations. Eating half a pound of food in a day
area. Characters face darkness outdoors at night counts as half a day without food.
(even most moonlit nights), within the confines
of an unlit dungeon or a subterranean vault, or A character can go without food for a number of
in an area of magical darkness. days equal to 3 + his or her Constitution modifier
(minimum 1). At the end of each day beyond
Blindsight that limit, a character automatically suffers one
level of exhaustion.
A creature with blindsight can perceive its
surroundings without relying on sight, within a A normal day of eating resets the count of days
specific radius. Creatures without eyes, such as without food to zero.
oozes, and creatures with echolocation or
heightened senses, such as bats and true Water
dragons, have this sense.
A character needs one gallon of water per day,
or two gallons per day if the weather is hot. A
character who drinks only half that much water

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must succeed on a DC 15 Constitution saving Social Interaction
throw or suffer one level of exhaustion at the
end of the day. A character with access to even Exploring dungeons, overcoming obstacles, and
less water automatically suffers one level of slaying monsters are key parts of D&D
exhaustion at the end of the day. adventures. No less important, though, are the
social interactions that adventurers have with
If the character already has one or more levels other inhabitants of the world.
of exhaustion, the character takes two levels in
either case. Interaction takes on many forms. You might
need to convince an unscrupulous thief to
Interacting with Objects confess to some malfeasance, or you might try
to flatter a dragon so that it will spare your life.
A character’s interaction with objects in an The DM assumes the roles of any characters
environment is often simple to resolve in the who are participating in the interaction that
game. The player tells the DM that his or her don’t belong to another player at the table. Any
character is doing something, such a moving a such character is called a nonplayer character
lever, and the DM describes what, if anything (NPC).
happens.
In general terms, an NPC’s attitude toward you is
For example, a character might decide to pull a described as friendly, indifferent, or hostile.
lever, which might, in turn, raise a portcullis, Friendly NPCs are predisposed to help you, and
cause a room to flood with water, or open a hostile ones are inclined to get in your way. It’s
secret door in a nearby wall. If the lever is rusted easier to get what you want from a friendly NPC,
in position, though, a character might need to of course.
force it. In such a situation, the DM might call for
a Strength check to see whether the character Social interactions have two primary aspects:
can wrench the lever into place. The DM sets the roleplaying and ability checks.
DC for any such check based on the difficulty of
the task. Roleplaying

Characters can also damage objects with their Roleplaying is, literally, the act of playing out a
weapons and spells. Objects are immune to role. In this case, it’s you as a player determining
poison and psychic damage, but otherwise they how your character thinks, acts, and talks.
can be affected by physical and magical attacks
much like creatures can. The DM determines an Roleplaying is a part of every aspect of the
object’s Armor Class and hit points, and might game, and it com es to the fore during social
decide that certain objects have resistance or interactions. Your character’s quirks,
immunity to certain kinds of attacks. (It’s hard to mannerisms, and personality influence how
cut a rope with a club, for example.) Objects interactions resolve.
always fail Strength and Dexterity saving throws,
and they are immune to effects that require There are two styles you can use when
other saves. roleplaying your character: the descriptive
approach and the active approach. Most players
When an object drops to 0 hit points, it breaks. use a combination of the two styles. Use
whichever mix of the two works best for you.
A character can also attempt a Strength check to
break an object. The DM sets the DC for any
such check.

249

Descriptive Approach to Roleplaying though you still need to describe things that
can’t be reasonably acted out.
With this approach, you describe your
character’s words and actions to the DM and the Going back to the example of Chris roleplaying
other players. Drawing on your mental image of Tordek above, here’s how the scene might play
your character, you tell everyone what your out if Chris used active roleplaying:
character does and how he or she does it.
Speaking as Tordek, Chris says in a gruff,
For instance, Chris plays Tordek the dwarf. deep voice, “I was wondering why it
Tordek has a quick temper and blames the elves suddenly smelled awful in here. If I
of the Cloakwood for his family’s misfortune. At wanted to hear anything out of you, I'd
a tavern, an obnoxious elf minstrel sits at snap your arm and enjoy your screams.”
Tordek’s table and tries to strike up a In his normal voice, Chris then adds, “I
conversation with the dwarf. get up, glare at the elf, and head to the
bar.”
Chris says, “Tordek spits on the floor, growls an
insult at the bard, and stomps over to the bar. Results of Roleplaying
He sits on a stool and glares at the minstrel
before ordering another drink.” The DM uses your character’s actions and
attitudes to determine how an NPC reacts. A
In this example, Chris has conveyed Tordek’s cowardly NPC buckles under threats of violence.
mood and given the DM a clear idea of his A stubborn dwarf refuses to let anyone badger
character’s attitude and actions. her. A vain dragon laps up flattery.

W hen using descriptive roleplaying, keep the When interacting with an NPC, pay close
following things in mind: attention to the DM’s portrayal of the NPC’s
mood, dialogue, and personality. You might be
• Describe your character’s emotions and able to determine an NPC’s personality traits,
attitude. ideals, flaws, and bonds, then play on them to
influence the NPC’s attitude.
• Focus on your character’s intent and how
others might perceive it. Interactions in D&D are much like interactions in
real life. If you can offer NPCs something they
• Provide as much embellishment as you want, threaten them with something they fear,
feel comfortable with. or play on their sympathies and goals, you can
use words to get almost anything you want. On
Don’t worry about getting things exactly right. the other hand, if you insult a proud warrior or
Just focus on thinking about what your character speak ill of a noble’s allies, your efforts to
would do and describing what you see in your convince or deceive will fall short.
mind.
Ability Checks
Active Approach to Roleplaying
In addition to roleplaying, ability checks are key
If descriptive roleplaying tells your DM and your in determining the outcome of an interaction.
fellow players what your character thinks and
does, active roleplaying shows them. Your roleplaying efforts can alter an NPC’s
attitude, but there might still be an element of
When you use active roleplaying, you speak with chance in the situation. For example, your DM
your character’s voice, like an actor taking on a can call for a Charisma check at any point during
role. You might even echo your character’s an interaction if he or she wants the dice to play
movements and body language. This approach is
more immersive than descriptive roleplaying,

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