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Published by uygufguuydadsdas, 2022-10-01 06:36:46

EXPLORER'S GUIDE to the masquerade

EXPLORER'S GUIDE to the masquerade

Mounts __

You can use a Small or larger creature that has an The following Armor Class Progression charts
appropriate anatomy as a mount. "A willing creature that assume:
is at least one size larger than you and that has an
appropriate anatomy can serve as a mount..." (PHB, p. 1) The Tiny and Medium PCs are otherwise
198) identical.

Rules as Intended/Implied 2) The PCs' Class is Fighter.
Cover 3) Both PCs begins with a +3 Dexterity Modifier.
4) The Medium PC uses Heavy Armor and a
Your Cover options are improved. An obstacle that gives Shield.
half cover to a Small or Medium sized creature, gives you 5) The Tiny PC uses the Stealth proficiency
three-quarters cover; three-quarters cover would give you option included in this section.
total cover. Per the Cover section in the PHB, it is
reasonable that a Tiny creature would be provided more Medium AC Progression Stealth
cover by an obstacle than a larger creature.
PC Total
Spacing Level Armor Shield AC

You can occupy the same space as a non-hostile creature 1 Chain M. = +2 -- 18 Disadvantage
so long as you use them as a mount. Rules as Written, in 16 >
combat, creatures of any size are unable to end their
movement in another creature's space whether they be 5 Chain M. = +2 -- 18 Disadvantage
friendly or hostile. By these rules, a familiar (or Tiny PC) 16 >
is unable to occupy the same space as their master (or
ally). The Mounted Combat rules in the PHB offer an 10 Splint = 17 +2 -- 19 Disadvantage
exception to this rule, granting the ability to share another >
creature's space so long as they follow the mounting rules.
Additional Options For Tiny PCs 15 Plate = 18 +2 -- 20 Disadvantage
A majority of the rules provided above can be >
disadvantageous for Tiny player characters. Disadvantage on
Strength checks and Strength saving throws, weapon 20 Plate = 18 +2 -- 20 Disadvantage
damage reductions, limits for grappling and shoves, and a >
reduced arsenal of weapons can easily deter a player from
choosing to use a martial class. Tiny AC Progression
The following series of suggestions are a list of optional
rules (with various reasonings provided) intended to give PC Level Dex Mod Prof. Total AC Stealth
some noteable advantages to playing a Tiny character. 1 +3 +2 --> 15 Proficient
5 +4 +3 --> 17 Proficient
Stealth Proficiency 10 +5 +4 --> 19 Proficient
15 +5 +5 --> 20 Proficient
You are proficient in Dexterity (Stealth) checks. The most 20 +5 +6 --> 21 Proficient
humanoid of tiny creatures in DnD: the Sprite, Pixie, Imp,
and Quasit, all have proficiencies for Stealth in their
respective statblocks. It would stand to reason that a Tiny
player character would share this same benefit.

Fair Armor Restrictions

If the Tiny PC is unable to wear armor or shields (GM's
discretion on whether to use the Armor and Goods
Intended/Implied ruling listed above) add their proficiency
bonus to their Armor Class. This ensures that the
character maintains a reasonable Armor Class in relation
to the natural progression of armor throughout the course
of the game. This boost to their AC can be reasoned to
reflect the difficulty in hitting a Tiny creature with an
attack.

CHAPTER 6. ADDITIONAL MECHANICS

101

Humanoid-Powered Damage Threshold
Vehicles (HPVs)
Humanoid-powered vehicles are built for durability and use,
Humanoid-powered vehicles are equipment such as allowing them to endure minor damage. A vehicle with a
skateboards, roller blades, roller skates, scooters, bicycles, damage threshold has immunity to all damage unless it takes
and other equipment, which can augment a character's an amount of damage equal to or greater than its damage
movement. With GM approval, the definition of "Humanoid- threshold value, in which case it takes damage as normal.
powered vehicles" can be expanded to include other
unspecifed Humanoid-powered vehicles. Any damage that fails to meet or exceed the vehicle’s
damage threshold is considered superficial and doesn’t
When using a HPV, your speed increases by 5 feet for every reduce the self-propelled vehicle’s hit points.
10 feet of walking speed you possess; for example, if your
walking speed is 30 feet, your speed on a bicycle is 45 feet. In Additional Actions
addition, your vehicle is immune to poison and psychic A creature using a humanoid-powered vehicle gains several
damage. new actions.

Armor Class Jump. If your self-propelled vehicle moves at least 30 feet
A Humanoid-powered vehicle's Armor Class is determined by in a straight line, you can clear a distance of up to 60 feet
it's size. when jumping over a chasm, ravine, or other gap. Each foot
you clear on the jump costs a foot of movement.
Tiny Vehicle AC = 12 + your proficiency bonus + your
Dexterity modifier Trick. On your turn, as an action, you can perform a trick
using your vehicle, such as a wheelie. Before the trick can be
Small Vehicle AC = 10 + your proficiency bonus + your performed, the vehicle must move at least 10 feet. If you
Dexterity modifier succeed on a DC 10 Dexterity check, the trick is successful.
Otherwise, you are unable to perform the trick and can’t
Medium Vehicle AC = 8 + your proficiency bonus + your attempt another trick until the start of your next turn. If the
Dexterity modifier check fails by 5 or more, you fall prone as you wipe out,
coming to a dead stop.
Hit Points
A Humanoid-powered vehicle's Hit Points and Damage Juke. If your vehicle is able to move, you can use your
Threshold are determined by it's size. When a HPV drops to reaction to gain advantage on a Dexterity saving throw.
0 hit points, it ceases to function and remains so until
repaired. Mounting And Dismounting
Once during your move, you can mount or dismount a
Tiny Vehicle. humanoid-powered vehicle that is within 5 feet of you.

Hit Points = 8 (3d4) + your proficiency bonus You must spend at least 5 feet of movement to
Damage Threshold = 7 mount/dismount a Small vehicle, and mounting/dismounting
a Medium-sized vehicle costs an amount of movement equal
Small Vehicle. to half your speed. For example, if your speed is 30 feet, you
must spend 15 feet of movement to mount a bicycle.
Hit Points = 10 (3d6) + your proficiency bonus. Therefore, you can't mount it if you don't have 15 feet of
Damage Threshold = 8 movement left or if your speed is 0.

Medium Vehicle. If an effect moves your humanoid-powered vehicle against
your will while you're on it, you must succeed on a DC 10
Hit Points = 18 (4d8) + your proficiency bonus. Dexterity saving throw or fall off your vehicle, landing prone
Damage Threshold = 10 in a space within 5 feet of it. If you're knocked prone while
mounted, you must make the same saving throw.
Restoring Hit Points
If your humanoid-powered vehicle is reduced to 0 hit
A creature can spend 1 hour or more with a Humanoid- points, you can use your reaction to dismount it as it falls and
powered vehicle trying to repair and replace damaged parts. lands at your feet damaged. Otherwise, you are dismounted
The creature must be stationary, and have the spare parts to and fall prone in a space within 5 feet of it.
make the necessary repairs. After 1 hour of repair work, the
creature makes a DC 15 Dexterity check, adding its Wearing A Vehicle
proficiency bonus to the check if it’s proficient with the tools Donning and doffing humanoid-powered vehicles that are
used to make repairs. If the check succeeds, the Humanoid- worn takes 1 minute.
powered vehicle regains 2d4 + 2 hit points. If the check fails,
the vehicle regains no hit points, but the repair can be If an effect moves your humanoid-powered vehicle while
attempted again using the same replacement parts. you are wearing it or reduces its hit points to 0, you must
succeed on a DC 10 Dexterity saving throw or be knocked
If the mending spell is cast on a Humanoid-powered prone.
vehicle, it regains 2d6 hit points.
If your humanoid-powered vehicle is reduced to 0 hit points
while being worn, your speed decreases by 5 feet for every 10
feet of walking speed you possess.

CHAPTER 6. ADDITIONAL MECHANICS

102

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5. Representation of Authority to Contribute: If You are 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
contributing original material as Open Game Content, You 2000, Wizards of the Coast, LLC. System Reference
represent that Your Contributions are Your original creation Document 5.1Copyright 2016, Wizards of the Coast, Inc.;
and/or You have sufficient rights to grant the rights conveyed Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
by this License.
Rodney Thompson, Peter Lee, James Wyatt, Robert J.

Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Townshend, based on original material by E. Gary Gygax and
Dave Arneson.




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