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Icewind Dale Rime of the Frostmaiden House Rules _ GM Binder

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Published by goroiamanuci, 2023-05-11 05:34:10

Icewind Dale Rime of the Frostmaiden House Rules _ GM Binder

Icewind Dale Rime of the Frostmaiden House Rules _ GM Binder

The Great Old Ones Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. Warlock Level Feature 1st Expanded Spell List, Awakened Mind, Weight of Infinity 6th Unfathomable Blacklash 10th Thought Shield 14th Create Thrall Expanded Spell List The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spell Level Circle Spells 1st Dissonant Whispers, Tasha's Hideous Laughter 2nd Detect Thoughts, Phantasmal Force 3rd Claurvoyance, Sending 4th Dominate Beast, Evard's Black Tentacles 5th Dominate Person, Telekinesis Weight of Infinity Starting at 1st level, you can open the minds of your enemies to the terrifying vistas of reality, causing them to go mad with the revelation. When you hit a creature with an attack or a creature fails a saving throw against one of your spell, you can force the creature to make a Wisdom saving throw against your spell save DC. If they fail, they are frightened of you until the end of their next turn. You can use this feature an amount of times equal to your proficiency modifier, and you regain all expended uses when you complete a long rest. When you reach 6th level, if the creature fails the saving throw, you gain a choice of two afflictions that you can choose to impart unto the creature in place of the creature being frightened of you. Bleeding Mind. The creature takes 1d6 + half your warlock level as psychic damage. Trembling Feet. The creature's movement if decreased by 10 feet until the end of its turn. Awakened Mind Also at 1st level, your encounter with your patron gives you ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You do not need to share a language with the creature for it to understand your telepathic utterances but the creature must be able to understand at least one language. At 14th level, the range of this telepathy increases to 60 feet, and you no longer need to see the creature to communicate with it, though you must be aware of its presence. Unfathomable Blacklash At 6th level, you learn to turn the horrifying vistas of the unknown against those that seek to harm you. When a creature you can see within 60 feet makes an attack against you, or forces you to make an Intelligence, Wisdom or Charisma saving throw, you can use your reaction to deal psychic damage to it equal to 1d10 + half your Warlock level. Saving throws made to maintain concentration imposed by damage dealt this feature are made at disadvantage. You can use this feature once, and regain the ability to do so when you complete a short or long rest. At 14th level, you no longer need to see the creature to use this feature on it, but you must be aware of its presence. Thought Shield Starting at 10th level, your mind can't be read by telepathy or other means unless you allow it. You are immune to any effect that would sense your emotions, read your thoughts, or determine you are lying, unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Create Thrall At 14th level, you gain the ability to ingect a single humanoid's mind with the primordial magic of your patron. You can spend 10 minutes to prepare a ritual over an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use the feature again. Once you use this feature you cannot use it again until you finish 1d4 long rests. Additionally, as an action, you can gain the effects of a dominate person spell on your thrall for an hour. This effect requires no concentration and functions over any range so long as you both are on the same plane of existence. Once the spell's effrect end the charmed creature retains no memory of actions taken within the duration. Once you dominate your thrall you can't do it again until you've finished 1d4 long rests. 51


Great Old One Invocations Aberrant Metamorphosis Prerequisites: Pact of the Chain, Great Old One patron Otherworldly magic touches your familiar. Your familiar gains additional hit points equal to your warlock level, its creature type becomes aberration, and you can use your bonus action to make its appearance alien, or revert it to normal. While your familiar appears alien, it has advantage on Charisma (Intimidation) checks, and you can use your action to make it do something unnatural, such as gibber in maddening voices. Any creature within 10 feet of the familiar that sees this must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of the familiar for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Misdirection of Ulban Prerequisites: 7th level, Great Old One patron When you use Awakened Mind feature to communicate telepathically, you can alter your voice to sound however you wish. You can alter your mental pattern to appear as the voice of a creature that you have seen able to observe speaking in a language you understand for at least one hour. Secrets of Khirad Prerequisites: 7th level, Great Old One Patron. You use long forgotten knowledge to alter your magics, casting them with nothing but a thought. You can ignore the verbal component of a warlock spell as long as it also has a somatic component. If the spell is on your expanded spell list, it instead requires no components. Touch of Tharizdun Prerequisites: Pact of the Blade, Great Old One Patron. Your pact weapon becomes capable of carving through flesh and mind. Once per turn, when you hit a creature with a weapon attack made with your pact weapon, you can cause the attack to deal psychic damage instead of its regular type. Additionally, when you hit a creature with a weapon attack made with your pact weapon, you can glipse into its mind. You immediately learn if the creature is under any mind influencing effect and what those effects are, such as a geas spell, and learn the creature's greatest fears and desires. Once you glipse into a creature's mind, you can't do so again until you finish a long rest. Unfathomable Understanding Prerequisites: 9th level, Pact of the Tome, Great Old One patron Your Book of Shadows becomes linked to an aspect of your patron you can call upon for knowledge, at the risk of your sanity. You can cast contact other plane as a ritual. The spell doesn't count against your number of spells known. When you cast contact other plane, you make a saving throw using your warlock spellcasting ability instead of Intelligence, and the aspect writes its answers in your Book of Shadows, in arcane script only you can understand. The first time you fail your saving throw against the spell, you become insane for one hour instead of until the end of a long rest. Additionally, you can unerringly recall any information written in your Book of Shadows. Even if the book is not on your person, you can cantrips learned through it at will. Whispers Beyond the Veil Prerequisites: 3rd level, Great Old One patron You can draw your consciousness close to the veil between worlds, listening to whispers from denizens of the Far Realm. You can cast augury without spending a spell slot, and without material components. When cast this way, you can gain advantage on one attack roll or ability check of your choice that you make in the next hour, if it relates to the course of action you received an omen for. Once you cast augury this way, you can't do so again until you finish a short or long rest. Voice of Ulban Prerequisites: Great Old One patron Your ability to touch the minds of other creatures expands dramatically. When you use Awakened Mind feature to communicate telepathically, the range increases to 120 feet, and the creature can reply to your communication in a similar fashion to the message cantrip. In addition, you can communicate with a number of creatures equal to your Charisma modifier (minimum 1) simultaneously, and creatures without telepathy can respond to your telepathic messages, but can't initiate or terminate contact. 52


Combat Attacks of Opportunity The following conditions provoke an attack of opportunity from hostile creatures in addition to the ones listed on page 195 in the Player's Handbook: When you stand up from prone position. You may attempt an Strength (Athletics) or Dexterity (Acrobatics) check against DC 10 + 2 for each opponent that threatens you with an attack of opportunity. On a success, you stands up without provoking any opportunity attacks. When you use an item or interact with an object. You may attempt a Dexterity saving throw against DC 10 + 2 for each opponent that threatens you with with an attack of opportunity. On a success, you use the item without provoking any opportunity attacks. The DM may allow you to use Dexterity (Sleight of Hand) or Dexterity (Acrobatics) in place of Dexterity saving throw, depending on the provoking action uses manipulation of mobility. When adjudicating what creatures threaten an attack of opportunity, only count those creatures that have a reaction that hasn't been already used. Restraining and Pinning Anyone proficient in Athletics can restrain and pin creatures they successfully grappled. While you are grabbing a creature with one hand, you use another of your attacks with another free hand to attempt an opposed Grapple check against the same creature. If you succeed, the creature is Restrained by you. You can only restrain in that way if the creature is your size or smaller. A creature can be Restrained by multiple opponents and can use its action to Escape only one of its restrainers. While you are Restraining a creature with two hands, you may use another of your attacks to attempt an opposed Grapple check against the same creature. If you succeed, you Pin that creature against a hard surface or under your body weight while you and the creature are both prone. Pinned creatures cannot attack and can only use their action to attempt to Escape your grapple. While Restrained or Pinned, the creature always attempts to break the initial grapple of one opponent that has grappled it. If it succeeds, the creature escapes the Grappled, Restrained and Pinned condition from that opponent. Restrained creatures can cast spells with somatic component only if they succeed an opposed Grapple check against the creatures that are restraining it (or the DC of an restraining tool, such as manacles). Success on this check allows the spell-caster to cast a spell that requires a somatic component but does not remove the Grappled condition. Pinned creatures can still cast spells if they have abilities that allow them to cast using a bonus action. If the spell has somatic element, they are subject to the same rules as Restrained creatures. Disarming A creature can use a melee attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. The wielder of the item has advantage if it wields the item with more than two hands. The attacker has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller. If the attacker is successful, the attack causes no damage or other negative effect but the attacker can follow up with an opposed Strength check against DC 10 + Strength saving throw of the wielder. If the attacker also wins the Strength check, the weapon or item is dropped on the ground in an adjacent location. If the check fails to disarm, the wilder retains the item but its next attack with it is at disadvantage. The attacker can prevent the owner of the item to reclaim the weapon or item by moving in the adjacent location where the item is located. Gagging and Choking While you are grappling a creature of your size or smaller, you can use another attack and make an opposed Grapple check to either cover its mouth and prevent it from making noise or choke it to unconsciousness. If you succeed, the creature suffers the Gagged or Choked condition until the end of its next turn. In order to continue Gagging or Suffocating your target, you must use at least one of your attacks during your turn to repeat the Grapple check and maintain your grip. If you fail to maintain it, the opponent escapes your grapple and releases from the Gagged or Choked condition. The opponent can use its action to Escape your grapple as normal. If it is also Restrained or Pinned, it must first remove these conditions before attempting to Escape being gagged or choked. Bonus Action Grappling In addition to two weapon fighting rules (pg. 195, Player's Handbook) you can use your bonus action to make a special attack used to Grapple, Shove, or Trip attempt. This attempt is always at disadvantage, that cannot be ignored with advantage except during a surprise round. Versatile weapons count as one handed weapons for the purpose of allowing to use your bonus action as unarmed attack or to make a Grapple check. Two-Handed Weapon Damage If you wield a melee weapon with the Two-Handed and Heavy properties, your bonus to damage is equal to one and a half times your Strength modifier (rounded up). Why the massive improvement? In core rules, twohanded weapons only benefit from +1 damage on average, while shields users gain additional 10% chance to be missed on an attack. This house rule makes two-handed weapons useful for martials. 53


Charging When you or your mount uses its Dash action and moves more than 20 feet in a straight line towards a hostile creature, you may spend your bonus action to make a special attack. You cannot charge through difficult terrain and any attack of opportunity that hits you makes you unable to finish your special attack with options from the list below. If you finish your charging attack within reach of your target, you may follow it with one of these options: Strike You make a single melee weapon attack with advantage. If the attack fails, you provoke an attack of opportunity from your target. If the attack hits, the attack deals 1 additional damage equal for each 5 feet of charging distance, up to your Strength or Constitution modifier (your choice, minimum of 1). If you are riding a mounted animal, you may use the mount's Strength or Constitution instead your own. Slam You perform the Shove action (Player's Handbook, pg. 195). The target of your Charge may only use the Dexterity (Athletics) skill to oppose you. If you succeed, the creature is shoved twice the normal distance, or shoved as normal then knocked prone. You must also move up to five feet in the direction you are shoving your target. If you fail to Shove, you provoke an attack of opportunity from your target. Tackle You make a single Grapple attempt. The target of your Charge may only use the Dexterity (Athletics) skill to oppose you. If you succeed, both you and your opponent are knocked prone and your target is subjected to the Grappled condition. If the Grapple fails, you provoke an attack of opportunity from your target and are knocked prone. Aim If your target hasn't used any of its movement during its previous turn or hasn't been moved from its previous position, you can spend your full movement to stand still and hold your breath to aim with a ranged weapon. Until the end of this turn, your next ranged weapon attack against that target within close shooting range benefits from advantage. If you are moved willingly by force, you lose the advantage from Aim until the end of your next turn. Flanking You can flank a hostile creature as long as you aren't flanked by hostile creatures at the same time. Give Ground When you are hit with a melee attack and you haven't moved during your last turn, you can use your reaction to move 5 feet away from the creature, reducing the damage you take by 1d6 points (minimum of 1). You can do so as long as your movement speed is greater than 0. This movement does not provoke an opportunity attack from the attacker but can provoke from other hostile creatures, and the attacker may immediately follow you into the space you just vacated if it has remaining movement. You cannot Give Ground while you are grappled by any creature, or knocked prone. You cannot Give Ground if you are already on, or would walk into difficult terrain Tumble Through As part of your movement, you may attempt to force your way through space occupied by a hostile creature. As an action or bonus action, the mover makes a Strength (Athletics) check against DC 10 + Strength saving modifier of the creature, or Dexterity (Acrobatics) against DC 10 + Dexterity saving modifier of the creature. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If you succeed, it can move through the hostile creature's space once this turn, treating the occupied space as difficult terrain. You also do not provoke attack of opportunity from the hostile creature until the end of this turn. Grab an Edge As a reaction, you can attempt to grab with a free hand an edge to prevent falling to your death in a chasm or falling out of a vehicle. Attempt a Dexterity saving throw or a Grapple check using Dexterity (Acrobatics) against a DC chosen by the DM based on the availability of items or surfaces to grab on. The table below provides some difficulty examples. DC Examples 12 A rope or safety railing near the edge of the cliff. 15 Strong roots and protruding stones on the cliff side 18 Small protruding stones ont he cliff side 20+ Rough surface with barely any surface to hold to. 54


New and Updated Conditions Choked The flow of air into your body is cut. You have limited reserve of air before you risk to fall unconscious equal to 3 plus your Constitution modifier (see pg. 183, Player's Handbook). At the start of your turn, if you took any amount of hit points damage since your last turn, you lose 1 round of air. Each critical hit you take makes you lose 1 extra round. At the end of your turn, if you are still being Choked, you lose 1 round of air. Each time you attempt to speak, cast a spell with verbal component, or say a command you lose 1 round of air. When you have no more rounds of air left, make a Constitution saving throw against DC 10 at the end of each of your turns. On failure, you fall unconscious. Each time you repeat the check, the DC is increased by 5. You have advantage to attempt to Escape being choked if you can use your both hands to struggle, unless you are Restrained or Pinned. Frostbitten Characters who are exposed to extreme cold without being prepared can experience both hypothermia and frostbite. If a character fails multiple consecutive Constitution saving throws against cold or extreme cold weather, he suffers the Frostbitten condition and suffers the following: Two failures. The creature's skin itches and becomes numb. Yellow and white patches form. The creature suffers disadvantage on checks that require fine manipulation, and on checks to resist being disarmed. The DC to resist disarming is decreased by 5. Three or more failures. Your skin develops black blisters, and your body is numb. You don’t feel the cold anymore, but you don’t feel much at all. Any manipulative activity like drawing or sheathing a weapon, taking something from a bag or pouch, or making an attack, requires a successful DC 12 Dexterity check to accomplish without fumbling and dropping the item. The Frostbitten condition is removed by any source of magical healing, or at the end of a full day's rest in conditions that provide immunity to cold weather. Gagged Your mouth is covered and you are preventing from speaking clearly, casting spells with a verbal component or speaking command words to activate magic items. You can only make muffled sounds heard up to 15 feet range. The DM may increase the rage if your voice is particularly loud. You have advantage to attempts to Escape being gagged, unless you are Restrained or Pinned Grappled A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. The condition ends if the Grappler is incapacitated (see the condition). The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect, such as when a creature is hurled away by the Thunderwave spell. The condition ends when you successfully Escape from a Grapple. This also removes the Restrained and Pinned conditions. Pinned You are prone or pressed against hard surface while also restrained by an opponent who uses its body weight to keep you immobilized and restrained. You are both Grappled and Restrained while Pinned. You can use your action only to attempt to Escape the grappled condition. If you succeed, you are also no longer Grappled or Restrained by the opponent. Restrained A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. The creature has disadvantage on Dexterity Saving Throws. Unstable In a snow sled vehicle that is moving at more than half its maximum speed through difficult terrain, you are constantly bracing against shaking and thrashing. You gain the Unstable condition. While you are unstable: You suffer -2 penalty to your Armor Class and to attack rolls with melee weapons. You suffer disadvantage to ranged attacks unless you spend your action to aim. The aiming negates the disadvantage of your following ranged attack. You suffer disadvantage to Strength and Dexterity saving throws, as well as any Dexterity ability checks. You treat the space within the sled vehicle as difficult terrain. Standing up or sitting down while in the sled consumes your whole movement. A creature can attempt a proficient DC 15 Dexterity (Acrobatics) check at the start of its turn to negate the effect of Unstable condition until the end of its turn. 55


Vision These rules expand the vision rules in Player's Handbook and add additional realism to handling low light conditions. The Everlasting Night This entire adventure takes place in dim light (from 10:00 until 14:00) or darkness (the rest of the time). Each month, between 1st and 12th, and 18th and 30th, during night there is sufficient moonlight conditions. During nights without moonlight, Auril's borealis between 23:00 and 3:00 count as such. Perception Checks The DM will call for two types of Wisdom (Perception) checks - Short and Long Range checks. Short Range checks are normally within 60 feet or as long as bring sight extends (warlock's Devil Sight is considered bright sight of 120 feet). Especially indoors, these checks are made normally. Long Range checks involve noticing something outside of 60 feet or as long as visibility extends. By default, all Long Range checks in Icewind Dale outdoor environments are made with disadvantage, or are impossible in darkness unless it is moonlit. Perception Clarifications All creatures that are considered nocturnal (active and hunting during night) and don't have Darkvision by default, have Darkvision of 15 feet. In darkness, they are still able to navigate using other senses such as smell or hearing outside their visibility range but cannot target creatures they cannot see. Dim Light Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding Darkness. The soft light of twilight and dawn also counts as dim light. Most creatures can recognize terrain and shapes of objects and individuals they recognize, but cannot notice fine detail. Your Perception suffers in dim light conditions. You suffer -2 penalty to your Passive Perception and a disadvantage to your Wisdom (Perception) checks in such conditions. Darkvision allows you to ignore these effects. Darkness Darkness creates a heavily obscured area. Creatures that face Darkness outdoors at night suffer the Blinded condition unless there's sufficient moonlight such as full moon, or at least half moon and reflective surfaces such as thick snow. Auril's aurora counts as a half moon equivalent. In outdoor darkness, creatures that enter solid shadows cast by creature or structure that is at least two sizes larger than it, or merges its silhouette with that of such creature or object that is more than 120 feet away from you, allow it to appear fully obscured and impossible to target with ranged attacks and spells. 56


E x h a u s t i o n T h e E x h a u s t i o n c o n d i t i o n w i l l b e e x p a n d e d i n t h e Rim e o f th e Fro s tm a i d e n c a m p a i g n. E x h a u s t i o n i s b r o ke n i n t o t w o t y p e s - L i g h t a n d H e avy. L i g h t E x h a u s t i o n a c c u m u l a t e s w i t h s t r e n u o u s p hy s i c a l a c t i v i t y s u c h a s h e avy l a b o r d ay o r t r av e l a c r o s s d i ffi c u l t t e r r a i n. H e avy E x h a u s t i o n u s u a l l y c o v e r s t h e i l l e ffe c t o f d i s e a s e s, l i fe d r a i n, a n d c a n u l t i m a t e l y k i l l y o u. Forcing yourself to keep going despite exhaustion requi r e s s t r o n g w i l l a n d d e t e r m i n a t i o n. W h e n y o u a t t e m p t a n a c t i o n t h a t h a s a c h a n c e t o i n c r e a s e y o u r E x h a u s t i o n t o a l e v e l t h a t h a s a l i s t e d I g n o r e D C, y o u m u s t m a ke e i t h e r a C o n s t i t u t i o n s av i n g t h r o w t o m u s t e r t h e s t r e n g t h t o d o i t, o r a W i s d o m s av i n g t h r o w t o ke e p g o i n g o n d e s p i t e s t r u g g l i n g. I f y o u fa i l, you find an excuse not to do it but rather rest. Light Exhaustion Level Ignore Effect 1 – Disadvantage on Strength and Dexterity Ability and Skill checks. 2 – Disadvantage on all Ability and Skill checks. Sp e e d h alv e d. 3 12 Disadvantage o n A t t a c k r olls a n d Sa vin g T h r o w s. R ollin g 1 o n a t t a c k r olls a n d s kill check leads to critical fumbles (up to the DM). Heavy Exhaustion Level Ignore Effect 4 15 You can only take an action or a bonus ac tio n d u rin g y o u r t u r n, a n d y o u c a n't t a k e r e a c tio n s. You're limited to simple mental tasks. 5 20 Sp e e d r e d u c e d t o 5. Y o u a r e o n t h e v e r g e o f p a s sin g o u t. Y o u c a n n o t c o n c e n t r a t e o r c a s t s p ells r e q uirin g C o n c e n t r a tio n. Y o u h a v e blu r r y visio n, t u n n el visio n, o r v e r tig o a n d m a y e x p e rie n c e h allu cin a tio n s ( u p t o D M ). 6 25 You are Dying. Any additional Exhaustion counts as two failed death saves. Exhaustion Recovery At the end of a short rest, if you have exactly one level of Exhaustion you lose that level. At the end of a long rest as long as you have consumed enough ration and water needed by your race to sustain life and have been able to sleep or similar restorative process, you lose one level of exhaustion. You can skip sleep and stay up one night but you lose the ability to recover exhaustion during short rest until you have a full sleep. You can skip sleep and stay up two or more nights in a row, but each night after the first you gain one level of exhaustion and must roll a saving throw to avoid falling asleep against the Ignore DC. 5 7


Updated Feats Actor Skilled at mimicry and dramatics, you gain the following benefits: Increase your Charisma score by 1, to a maximum of 20. You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to create a false impression of yourself to someone who doesn't know you, or pass yourself off as a different person to someone who is not familiar with the person you are impersonating. You have advantage on Wisdom (Insight) checks to tell if a person is creating a false impression of himself, or acting off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 10 minutes. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. The use of a disguise kit, illusion spells, creative use of light or heavy obscured areas and cover can allow to expand the cases where the Actor feat can fool someone familiar with the person you are impersonating. The Master of Disguise feat allows to make even more life-like disguises but they should not work as well as illusions. Alert Always on the lookout for danger, you gain the following benefits: Increase your Wisdom score by 1, to a maximum of 20. You gain a bonus to initiative rolls equal to twice your proficiency bonus. You can't be surprised when you are conscious. Other creatures don't gain advantage on attack rolls as a result of being hidden from you. Armor Mastery (Light) Prerequisite: Dexterity of 13 or higher You have trained how to protect yourself wearing light armor to gain the following benefits: Increase your Strength or Dexterity score by 1, up to a maximum of 20. You gain proficiency with light armor, if you don't already have it. If you aren't incapacitated, you can use your reaction and add a +2 bonus to one Dexterity saving throw you make against a spell or other harmful effect that targets only you. You can use your bonus action to protect yourself with the padded parts of your body, gaining a +1 bonus to your AC until your next turn. Armor Mastery (Medium) Prerequisite: Strength of 13 or higher, proficiency with light armor You have trained how to protect yourself wearing medium armor to gain the following benefits: Increase your Strength or Dexterity score by 1, up to a maximum of 20. You gain proficiency with medium armor, if you don't already have it. Wearing medium armor doesn't impose disadvantage on Dexterity (Stealth) checks. When wearing medium armor, any slashing and piercing damage you take from non-magical weapons is reduced by 2. When wearing medium armor, the maximum Dexterity modifier to AC you can apply increases to 3, instead of 2. Armor Mastery (Heavy) Prerequisite: Strength of 15 or higher, proficiency with medium armor You have trained how to protect yourself wearing heavy armor to gain the following benefits: Increase your Strength or Constitution score by 1, up to a maximum of 20. You gain proficiency with heavy armor, if you don't already have it. Wearing heavy armor doesn't impose disadvantage on Dexterity (Stealth) checks. When wearing heavy armor, bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by your Constitution modifier (minimum of 3). You can take long rest while wearing heavy armor. However at the end of the long rest, you do not recover Exhaustion, and you recover hit points equal to half your maximum hit points rather than all lost hit points. Athlete You have undergone extensive physical training to gain the following benefits: Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. You gain proficiency in the Acrobatics or Athletics skill (your choice). You ignore the effect of Exhaustion as long as you have exactly one level of Exhaustion. When you are prone, standing up uses only 5 feet of your movement and you add +5 to checks to stand up without provoking an opportunity attack. You gain a swimming and climbing speed equal to your walking speed. You count as if you were one size larger for the purpose of determining your carrying capacity. 58


Barbed Hide Prerequisites: Tiefling One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: Increase your Constitution or Charisma by 1, to a maximum of 20. As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. You deal the same damage to a creature when it successfully grapples, restrains or pins you. The barbs retract when you lose consciousness or become incapacitated. You gain proficiency in the Intimidation skill. While the barbs are out, you add double your proficiency bonus to checks you make with the skill. Blade Mastery You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them: You gain a +1 bonus to attack rolls you make with the weapon. On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon. When you make an opportunity attack with the weapon, you have advantage on the attack roll. Brawler Prerequisite: Strength 13 or higher Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20. Your unarmed strike uses a d4 for damage. If your target is Pinned, prone or pressed against hard surface your unarmed strikes use d6 for damage. You are proficient with all improvised weapons. Attacks with improvised weapons use d6 for damage and have the versatile (d8) property. When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Burglar You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits: Increase your Dexterity score by 1, to a maximum of 20. You become proficient in Thieves' Tools and Trapmaking Craft if you aren't already. You double your proficiency bonus on any check that involves unlocking doors and containers, disabling traps and interacting with unattended objects without drawing unnecessary attention or making noise. If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you benefit of any cover. You cannot pass through difficult terrain or interact with objects as part of your move. You can use your bonus action to use the Dexterity (Sleight of Hand) check to interact with a small object (up to DM's clarification) carried or worn by a creature within 5 feet from you. You cannot do this if the creature wields the object or you need to make an additional interaction (such as open its purse). Charger You've become a master of charging headlong into combat, improving the rules of the Charge action (pg. 7). You gain the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20. Difficult terrain and opportunity attacks that hit you do not cancel your charge. Failing on a Charge check does not provoke opportunity attack from your target. When you Strike after a Charge and you beat the AC of your target by 5 or more, you deal one extra weapon die of damage. When you Slam after a Charge and you succeed on the Shove action by 5 or more, you both shove your target twice the normal distance then knock it prone. When you Tackle after a Charge and you succeed on the opposed Grapple check by 5 or more, the target is both Grappled and Restrained. Chef Time and effort spent mastering the culinary arts has paid off. You gain the following benefits: Increase your Constitution or Wisdom by 1, to a maximum of 20. You gain proficiency with Cooking and Brewing Craft if you don't already have it. As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it. As part of a short rest, you can prepare special treats, provided you can spice the contents of a single ration. You can prepare enough a number of treats equal to 2 + your proficiency bonus. At the end of the short rest, for each treat eaten any creature can spends one Hit Dice to regain hit points equal to the maximum value that can be rolled. These treats expire their savory taste after the short rest. With one hour of work or when you finish a long rest, you can spend the contents of one ration and prepare a number of compact treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to the half value of one of their Hit Dice (rounded up), without adding Constitution modifier to that value. 59


Coldstrider Prerequisite: Goliath You have an uncanny resilience against cold, ice, and snow. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. You have immunity to cold and extreme cold weather. You ignore difficult terrain when moving on slippery ice or thick snow., and treat greater difficult terrain as difficult terrain you cannot ignore. You automatically succeed on Dexterity saving throws to avoid falling prone on slippery ice, and you are considered to weigh half as much when accounting for the weight tolerance of thin ice. Critter Friend Prerequisites: Gnome (forest) or Any Race (see text) Your friendship with animals mystically deepens. You gain the following benefits: Increase your Wisdom or Charisma by 1, to a maximum of 20. You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. You learn the speak with animals spell and can cast it once until a short rest, without expending a spell slot. You also learn the animal friendship and animal messenger spells, and you can cast them once with this feat, without expending a spell slot. If you are Forest Gnome you cast them twice instead of once, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. You can also cast the spell using any spell slots you have. Intelligence is your spellcasting ability for these spells. Only if you are Forest Gnome, the spells animal friendship and animal messenger are cast as if using one level higher than normal. Crossbow Expert Thanks to extensive practice with the crossbow, you gain the following benefits: You ignore the loading quality of crossbows with which you are proficient. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with crossbows. When you use the Attack action and attack with a onehanded melee weapon, you can use a bonus action to attack with a hand crossbow you wield in your off hand. When a weapon requires ammunition, you don’t need a free hand to retrieve the ammunition. 60


Crusher You are practiced in the art of crushing your enemies, granting you the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20. Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. This movement doesn't provoke opportunity attacks. If the creature had not moved during its previous turn it can attempt to brace against being moved by using its reaction and attempting a Strength saving throw against DC 8 + your proficiency bonus + your Strength modifier. You can use your reaction to move 5 feet into the space a creature had vacated as part of being moved against its will such as Shoved or by your attack that deals bludgeoning damage. When you score a critical hit that deals bludgeoning damage to a creature, the creature is dazed by the blow. Its movement is halved, and it can make only one attack with its action, and cannot use bonus action or reactions. At the end of each of its turns, the creature can attempt a Constitution saving throw against DC 8 + your proficiency bonus + your Strength modifier to recover. Dawncaller Prerequisite: Goliath You learn the sacred ways of the dawncallers — the goliaths responsible for watching over their kin throughout the night and awakening them at dawn. You gain the following benefits: Increase your Wisdom score by 1, to a maximum of 20. You have darkvision out to a range of 60 feet. You can see in dim light within this range as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. You have advantage on all checks to find direction and to navigate in a wilderness you are familiar with during the night suing the stars as your guide. During a long rest, you only need to sleep for 4 hours; you can perform light activity (e.g. reading, talking, eating, or standing watch) for the remaining 4 hours. Defensive Duelist Prerequisites: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and hostile creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss. If this causes the attack to miss you then you may instantly make a single melee weapon attack against the creature. Delver Alert to the hidden traps and secret doors found in many dungeons as well as hazards that could harm you or your allies, you gain the following benefits: Increase your Dexterity or Intelligence score by 1, to a maximum of 20. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of hidden traps, potential natural hazards with effect similar to traps, secret doors or compartments. You have advantage on saving throws made to avoid or resist traps or natural hazards with effects similar to traps. You can spend your reaction bestow a friendl creature within 5 feet from you the same beenfit. You have advantage on Dexterity and Intelligence checks to disable traps. You have resistance to bludgeoning, percing and slashing damage dealt by traps. Dragon Breath Prerequisites: Dragonborn Your inner draconic power swells, amplifying the capabilities of your breath weapon. You gain an additional use of Breath Weapon. The number of uses increases to three at 11th level. You regain one expended use of your Breath Weapon when you finish a short rest and all expended uses when you finish a long rest. The damage of your Breath Weapon increases by 2d6. The DC of your Breath Weapon increases by 1. The area of effect of your Breath Weapon increases: breath weapons with a size of 5 by 30 feet increase to a 5 by 60 feet and breath weapons with a size of a 15-foot cone increase to a 20-foot cone. Dragon Fear Prerequisites: Dragonborn When angered, you radiate menace. You gain the following benefits: Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. 61


Dragon Hide Prerequisites: Dragonborn You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them or succeed on an opposed Grapple check, you deal slashing damage equal to 1d4 + your Strength modifier. Using your claws, you benefit from advantage to Climbing checks against uneven surface. Dragon Wings Prerequisites: Dragonborn You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity. Drow High Magic Prerequisites: Elf (drow) You learn more of the magic typical of dark elves. You learn the Detect Magic spell and can cast it once per short rest, without expending a spell slot. You also learn Levitate and Dispel Magic, and you can cast each of them once per long rest, without expending a spell slot. You can also cast the spell using any spell slots you have. Charisma is your spellcasting ability for all three spells. Dual Wielder You master fighting with two weapons, gaining the following benefits: Increase your Dexterity by 1, to a maximum of 20. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren't light. You can still grapple creatures even when you are wielding a separate weapon in each hand. When you use your reaction to make an opportunity attack, you can make one attack with each weapon you are holding. Dwarven Fortitude Prerequisites: Dwarf You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). Elven Accuracy Prerequisites: Elf or half-elf The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. Choose an attribute between Dexterity, Intelligence, Wisdom, or Charisma. You gain the following benefits: Increase your chosen attribute by 1, to a maximum of 20. Whenever you have advantage on an attack roll using your chosen attribute and you do not suffer from a penalty to attack rolls, you can reroll one of the dice once. You can do this times twice until you complete a short or a long rest. The number of uses increase to three at 6th level, four at 11th level, and five at 16th level. Whenever you roll damage with an attack using your chosen attribute, you can reroll one die if the result was 1 or 2, but you must keep the new roll. Escape Artist You master the martial art of breaking grapple locks and holds, as long as you aren't fully pinned down. You gain the following benefits: Increase your Strength or Dexterity by 1, to a maximum of 20. When you use your action to Escape being grappled or restrained, you have advantage on the Strength (Athletics) or Dexterity (Acrobatics) check you make. You can use your reaction to Help a friendly creature within 5 feet from you Escape being grappled, restrained or pinned by a hostile creature. When you Escape a grapple, you can use your reaction to make a one unarmed strike or strike with a Light weapon, or a Grapple check against the same creature. Elemental Adept Prerequisites: The ability to cast at least one spell When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 or 2 on a damage die as a 3. You can select this feat multiple times. Each time you do so, you must choose a different damage type. Eldritch Adept Prerequisites: Spellcasting or Pact Magic feature Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you're a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class. 62


Everybody's Friend Prerequisites: Half-Elf You develop your magnetic personality to ease your way through the world. You gain the following benefits: Increase your Charisma score by 1, to a maximum of 20. You gain proficiency in the Deception and Persuasion skills, if you do not have them. If you're already proficient in Deception and Persuasion skills, your proficiency bonus is doubled for any check you make when interacting with non-hostile creatures who meet you for the first time, as long as they can see you and understand the language you are speaking in. Once they establish an opinion for you (either friendly or hostile), this benefit no longer applies. Fade Away Prerequisites: Gnome Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits: Increase your Dexterity or Intelligence by 1, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn. If you are not immobilized you may also move 5 feet in any adjacent free space and become Hidden from all hostile creatures. You remain invisible until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest. Fell Handed You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them: You gain a +1 bonus to attack rolls you make with the weapon. Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit. When you make an opportunity attack with the weapon and it hits a creature wielding a shield, you knock the target's shield momentarily. The creature doesn't benefit from the +2 bonus to AC from its shield until the end of its next turn. Fey Teleportation Prerequisites: Elf (high) or Any Race (see text) Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. You learn the misty step spell and can cast it once without expending a spell slot. Only if you are High Elf, you can cast it twice in that way instead of once. At 11th level, you can cast it one additional time in that way. You regain the ability to cast it in this way when you finish a short or long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. When used without expending a spell slot and only if you are a High Elf, your misty step range is 50 feet instead of 30 feet. Flail Mastery The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits: You gain a +1 bonus to attack rolls you make with a flail. As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets' shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield. When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Flames of Phlegethos Prerequisites: Tiefling You learn to call on hellfire to serve your commands. You gain the following benefits: Increase your Intelligence or Charisma by 1, to a maximum of 20. When you roll fire damage for a spell you cast, you can reroll any roll of 1 or 2 on the fire damage dice, but you must use the new roll. Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. This fire damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. 63


Grappler Prerequisite: Strength 13 or higher You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: You have advantage on Attack rolls against a creature you are Grappling. When you succeed on a Grapple check against a creature to Grapple, Restrain or Pin, you may also deal your unarmed attack damage to the creature. When a creature provokes an attack of opportunity from you and you have a free hand, you may attempt an opposed Grapple check at disadvantage instead of attacking. Great Weapon Master You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. Grudge-Bearer Prerequisites: Dwarf You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs, and you need DM's approval to choose prevalent races such as humans or elves) that generally lean towards an alignment opposite to yours. You gain the following benefits: Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20. During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. When you hit your chosen foes with a melee weapon, you deal +2 additional weapon damage to any of them. The additional damage increases to +3 on 9th level, and +4 on 16th level. When you score a critical hit against your chosen foe, instead of adding additional dice to the attack the target of your attack has vulnerability to your damage. When you bring your chosen foe to 0 hit points, you can use your bonus action to make a battle cry. You regain hitpoints equal to half the size of one of your hit dice (rounded up), and all other friendly creatures with the Grudge-Bearer feat have advantage to their next melee attack. 64


Healer You are an able physician, allow you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point and also suffers 1 level of Exhaustion. You can spend 1 minute and spend one use of a healer's kit to administer an emergency medication to a willing creature that is not unconscious. The creature regains the maximum amount of hit points it can regain from a hit die, without spending a hit die. The creature cannot receive such healing until it completes a short or long rest. Human Determination Prerequisites: Human You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: Increase one ability score of your choice by 1, to a maximum of 20. When you make an attack roll, an ability check, a saving throw, or a Death saving throw, you can roll a determination die that is d4 and add it to the result. Once you use this ability, you can't use it again until you finish a short or long rest. The determination die increases to d6 at 11th level, and to d8 at 16th level. Inspiring Leader Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, all friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. The friendly creatures also gain a d4 morale die that can be added to one attack roll that would miss making the attack potentially hit, and if the attack hits the same amount is added to damage. The morale die can also be added to one saving throw that would fail making it potentially succeed. The morale die is lost when the friendly creature or their leader falls unconscious, or at the end of a combat. Keen Mind You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: Increase your Intelligence score by 1, to a maximum of 20. You always know which way is north and the number of hours left before the next sunrise. The time needed to read or learn information, or add new spells to a spellbook is halved. You can accurately recall anything you have seen or heard within the past week. This includes the contents of a scroll or spellbook, but they can be only used to be scribed into another spellbook. You have advantage on any Intelligence checks to recall information about creatures, places, events, spells, or rituals you've ever learned about. Linguist You have studied languages and their use to hide information or manipulate others, gaining the following benefits: Increase your Intelligence score by 1, to a maximum of 20. You learn two languages of your choice plus a number of additional languages equal to your intelligence modifier. Whenever your intelligence modifier increases, you can choose to learn another language. You can add your Intelligence modifier to all Charisma checks made while conversing with a creature in its native tongue, other than common language. You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. Lucky Increase one ability score by 1, up to maximum of 20. Your uncanny luck generates one additional inspiration point for the party at the end of each session. For you, inspiration points gets a new use. You can spend inspiration point to force the DM to reroll one attack roll that would hit you or saving throw against spell or effect cast by you, and you get to choose between the two resuts. Lucky Emanation Prerequisites: Halfling, or Any Race with Lucky feat Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. Increase one ability score by 1, up to maximum of 20. Your uncanny luck generates one additional inspiration point for the party at the end of each session. When an ally you can see within 30 feet of you rolls a 1 or 2 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. Mage Slayer You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits: When a creature within 30 feet of you casts a spell, you can use your reaction to make a weapon attack against that creature if it is in reach of your weapon. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. You can use your reaction to gain advantage on a saving theow against a spell cast by a creature within 30 feet of you that you can see. 65


Magic Initiate Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. You may choose to exchange one cantrip gained from this feat for an additional 1st-level spell from the same list that you can cast that way. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, paladin or warlock; Wisdom for cleric, druid or ranger; or Intelligence for wizard. Martial Adept You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If you have superiority dice, you add one more to your existing pool; otherwise, you have two superiority dice, which are a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Master of Disguise Increase your Wisdom or Charisma score by 1, to a maximum of 20. You gain proficiency with the Disguise and Camouphlage Craft. If you spend 10 minute observing a non-hostile creature, you learn its mannerism and can appeal to its preferences when making a first impression. You have advantage to any Wisdom (Insight) and Charisma (Deception or Persuasion) checks with observed creature that meets you for the first time and understand the language you are speaking in. The time spent interacting with the creature counts as observing it, learning additional information about its behavior and intent, as long as not kept secret. If you spend 1 hour observing a creature and its behavior, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Your disguise will not pass a closer inspection or fool creatures familiar with the exact individual you mimic who can see or hear you speak without mimicing its voice and sounds as well. You must use a disguise kit but may need additional resources (such as animal pelt to fool a beast you are hunting). You must make checks as normal to disguise yourself, but you can assume the disguise as an action. Metamagic Adept Prerequisites: Spellcasting or Pact Magic feature You've learned how to exert your will on your spells to alter how they function. You gain the following benefits: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. Mobile You are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. When you use the Dash action, difficult terrain (but not greater difficult terrain) doesn't cost you extra movement on that turn. When you make a melee attack against a creature, opportunity attacks from that creature suffer from a disadvantage for the rest of the turn, whether you hit or not. Mounted Combatant You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits: You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. If you both enter and leave the reach of one unmounted creature as part of your move, that unmounted creature has disadvantage to opportunity attacks against you and your mount when leaving its reach. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Observant Quick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom by 1, to a maximum of 20. You ignore the effect of dim light when making a Wisdom (Perception) check. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores if you spend 1 minute or longer carefully observing a location, a creature on an object. 66


Orcish Fury Prerequisites: Orc or Half-Orc Your fury burns tirelessly. You gain the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20. When you hit with an attack using a simple or martial melee weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability once, you can't use it again until you finish a short or long rest. The number of uses increase to twice at 11th level. If you are below half your hit point maximum at the start of your turn, anytime you deal damage with a melee weapon you may reroll one weapon damage die that rolled 1 and take the new result. You can use your Relentless Endurance trait twice before you must finish a Long rest. Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. Piercer You have achieved a penetrating precision in combat, granting you the following benefits: Increase your Strength or Dexterity by 1, to a maximum of 20. Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes. You can then choose to lodge your weapon into the creature's body. If you choose so, you release weapon if you were wielding it, and it remains in the creature's body. At the start of the creature's turn, it takes damage equal to the weapon's damage die. You can reroll one of the attack's damage dice of the lodged weapon, and you must use the new roll. The creature can dislodge and the weapon with two free hands and a Strength saving throw against saving throw against DC 8 + your proficiency bonus + your Strength modifier. Every time it attempts to dislodge it, it first takes damage equal to the weapon's damage die, and you cannot reroll that damage. Poisoner You can prepare and deliver deadly poisons, granting you the following benefits: When you make a damage roll that deals poison damage, it ignores resistance to poison damage. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials per single dose, you can create a number of doses of potent poison up to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw against DC 12 + your proficiency modifier, or take 2d8 poison damage and become poisoned for 1 minute. The poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the condition on a success. On a failure, the creature takes 1d8 poison damage and remains poisoned. The initial poison damage increases to 3d8 at 9th level, 4d8 on 13th level, and 5d8 at 16th level. Polearm Master You can keep your enemies at bay with reach weapons. You gain the following benefits: When you take the Attack action and attack with only a glaive, halberd, pike, quarterstaff or spear that you hold in both hands, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. 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, quarterstaff or spear in both hands, other creatures provoke an opportunity attack from you when they enter your reach. Resilient Increase one ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. Ritual Caster Prerequisites: Intelligence or Wisdom 13 or higher You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. You can also add ritual spells to your ritual book that you observe cast by a friendly creature that allows you to study and learn from their ritual. If you do so, make an Arcana check using your spellcasting ability against DC equal to 15 + the level of the ritual spells. 67


T h e p r o c e s s o f c o p y i n g t h e s p e l l i n t o y o u r r i t u a l b o o k t a ke s 2 h o u r s p e r l e v e l o f t h e s p e l l, a n d c o s t s 5 0 g p p e r l e v e l. T h e c o s t r e p r e s e n t s m a t e r i a l c o m p o n e n t s y o u e x p e n d a s y o u e x p e r i m e n t w i t h t h e s p e l l t o m a s t e r i t, a s w e l l a s t h e fi n e i n k s y o u n e e d t o r e c o r d i t. Sentinel You have mastered te c h n i q u e s t o t a ke a d v a n t a g e o f e v e r y d r o p i n a ny e n e my's g u a r d, g a i n i n g t h e fo l l o w i n g b e n e fi t s: When you hit a creature with an opportunity attack, th e c r e a t u r e's s p e e d b e c o m e s 0 fo r t h e r e s t o f t h e t u r n. Creatures provoke opportunity attacks from you ev e n i f t h ey t a ke t h e D i s e n g a g e a c t i o n b e fo r e l e av i n g y o u r r e a c h. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Shadow Touched Your exposure to the Shadowfell's magic has changed you, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Sharpshooter You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Also, you do not suffer disadvantage when attacking at close range in dim light. Your ranged weapons ignore half cover and treats three- quarters cover as +2 bonus to AC instead of +5 to AC. Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage. Shield Master You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: You gain proficiency with shields, if you don't already have it. You can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you succeed by 5 or more, te creature also suffers disadvantage to its first attack on its next turn. If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. I fD e u s s a a n I fus S k i Yo u h fo l l o w I nYothYoChthskanmsu S k u P r e r e Yo u a fo l l o wYoat coYobeWrayoDi or S la Yo u'v g r a n t I n20On detaWtocrhi fre suyobl 6 8


Spear Mastery Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits: You gain a +1 bonus to attack rolls you make with a spear. When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. This benefit has no effect if another feature has already improved the weapon's die. As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn. You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear's reach on its next turn, you can make a melee opportunity attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. Spell Sniper Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: When you cast a spell that requires you to make an attack roll, the spell's range is doubled. In addition, you do not suffer disadvantage when attacking in dim light in the spell's original range. Your ranged spell attacks ignore half cover and threequarters cover. You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard. Squat Nimbleness Prerequisites: Dwarf or a Small race You are uncommonly nimble for your race. Increase your Strength or Dexterity by 1, to a maximum of 20. Increase your walking speed by 5 feet. You gain proficiency in the Acrobatics or Athletics skill (your choice). When you take the Dodge action, attempts to Grapple you are made at disadvantage. When you provoke an opportunity attack from a hostile creature, that creature cannot choose to make a Grapple check against you. You have advantage on any Strength (Athletics) check you make to Tumble Through a hostile creature's space, and you ignore disadvantage due to size difference. When you use your action or bonus action, you can Tumble Through twice as part of your movement instead of once. Each Tumble requires a separate check. Stonehands Prerequisite: Goliath Your hands become as strong as mountain stone. Increase your Strength or Constitution modifier by 1, to a maximum of 20. Your unarmed strike uses a d6 for damage. On a critical hit, add one additional unarmed strike die to the damage total. When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to shove the target. When you shove a target, you can push the target up to 10 feet away from you When you shove a target, you mark that creature until the end of your next turn or until you attack or grapple another target. When a target that is marked enters your range, you can use your reaction to make an opportunity attack against it. Superior Attacker You are have a keen eye for enemy weaknesses in combat and dealing vicious wounds, and gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. Once per turn when you hit a creature with a weapon attack, you may reroll the weapon’s damage dice again and use either total. On a critical hit, you may also reroll all extra damage dice. Tandem Tactician Your presence in a scrap tends to elevate your comrades. You gain the following benefits: Increase your Wisdom or Charisma score by 1, to a maximum of 20. You can use the Help action as a bonus action if you aid an ally within 5 feet. When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Telepathic You awaken the ability to mentally connect with others and manipulating items with simple thought. You gain the following benefits: Increase your Intelligence score by 1, to a maximum of 20. You gain proficiency in one skill of your choice from the following list: Deception, Insight, Intimidation, or Persuasion. You can communicate telepathically with any creature you can see within 30 feet of you. If it understands at least one language, it can respond to you telepathically. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. 69


Tough Hardy and resilient, you gain the following benefits: Increase your Consitution score by 1, to a maximum of 20. Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point. When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). You have advantage on rolls to resist alcohol, simple poisons and common disease. You roll a success on a Death Save if you roll 9 or higher. Trapper You have spent time hunting creatures and honed your skills, gaining the following benefits: Increase your Wisdom score by 1, to a maximum of 20. You learn the hunter's mark spell. You can cast it twice as a 1st level spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for this spell. You have advantage on Wisdom (Survival) checks to track and hunt beasts and other creatures with Intelligence score 8 or lower. You have advantage on any checks to skin, extract and preserve precious organs from creatures you have researched for at least a week of downtime, or hunted for a week of downtime in your past. War Caster Prerequisites: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Weapon Master You have practiced extensively with a variety of weapons, gaining the following benefits: Increase your Strength or Dexterity by 1, to a maximum of 20. You gain proficiency with all simple or martial weapons. You learn one Fighting Style from the Fighter class. You can't choose a Fighting Style twice, regardless of where you gain it from. Drawing and sheathing a weapon on your turn is a free action for you. Wonder Maker Prerequisites: Gnome (rock) You master the tinker techniques of your people. You gain the following benefits: Increase your Dexterity or Intelligence by 1, to a maximum of 20. Select three Crafts you are proficient in. When making checks to craft or repair, you double your proficiency bonus to the check. When you make a device with your Tinker trait, you have the following additional options for what you make: Alarm. This device senses when a creature moves to within 15 feet of it without knowing the exact method to bypass the alarm chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1d4 rounds and can be heard from up to 100 feet away. Lifter. This device can be used as a block and tackle, allowing its user to hoist three times the weight the user can normally lift. Timekeeper. This pocket watch keeps accurate time, down to exact quarter of an hour. Weather Sensor. When used as an action, this device predicts the change in weather conditions in a 1-mile radius within the next 12 hours. Wood Elf Magic Prerequisites: Elf (wood) You learn the magic of the primeval woods, which are revered and protected by your people. You learn to cast Longstrider spell and can cast it once per short rest, without expending a spell slot. You also learn the Pass Without Trace and Erupting Earth spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for all three spells. 70


Magic and New Spells Identifying Magical Items During a short or a long rest, you can spend time examining an item and try to detect any magical property. As long as the item has a perceptible magical effect and does not require a command to activate it, you learn whether the item is magical or not and the DM may provide hints at the item's properties. The DM may ask for additional skill checks such as Wisdom (Perception or Insight) or Intelligence (Investigation or Arcana) to detect any barely perceptible effects. During a short or a long rest, any player may attempt to identify a magical item with a proficient Intelligence (Arcana) check. The DC of the check is 15 + half the player level that the item is intended for (rounded up). On a failure, you can try again after your next long rest. On a success, you learn the item's magical properties and whether it requires attunement or not. However, if the item has a command such as word or gesture, you do not learn that word or gesture. Only the identify spell lets you learn the item's properties and how to use them, reveals the command needed to use it, whether it requires attunement to use, and how many spell charges it has, if any, and if the item is cursed. The table below provides example Arcana DC for magic items of specific rarity based on the level tier they become widely available to players during adventuring. Identify DC by Magic Item Rarity DC Rarity 15 Common 17 Uncommon 19 Rare 23 Very Rare 25 Legendary Attunement with Magical Items You can only attune to items that you know their magical properties and that they require attunement, as that knowledge also reveals what kind of ritual is needed to complete that bonds you with the magic item. You can only attune during the one hour of light activity during long rest. Recognize Spell When a hostile creature casts a spell, you do not immediately recognize its name and effect unless it is very common and has a recognizable visual effect (such as a fireball spell). Uncommon spells that do not have visual effect or their effect cannot be recognized (such as empowering their caster) are only possible to recognize if you can detect and observe their somatic or verbal component. If you can observe the somatic or verbal component of a spell, or observe the whole process of a ritual casting, or can see a magical item that is being activated with a command or gesture (but not a thought), or a magical item has a visual effect, you can attempt to recognize it as a free action. If it is a spell you already know and you observe the verbal component, you recognize it immediately without a check. In all other cases, you must make a proficient Arcana check. If the spell is on your class list or a feat or feature makes it available to you, the DM will grant you advantage on that check. The DC of the spell is 10 + two times the spell level (cantrips are considered 1st level for the DC calculation). If you succeed, you learn the spells name. If you beat the DC by 5 or roll a natural 20 on the die, you also learn the level it is heightened to and the targets it is aimed at, and other specifics of its casting, if any. Bonuses or penalties to Wisdom (Perception) checks apply to your attempt to recognize a spell. In dim light, you suffer -2 to your Arcana check against somatic components, and in moonlit darkness you suffer -5 to your Arcana check against the same component. You suffer -2 in a noisy environment against verbal components, and in loud and crowded space you suffer -5 to your Arcana check. Hiding Spell Casting In some situations you may attempt to hide the act of casting spells, cast them in a non-threatening manner, or disguise the use of specific components as part of the spell casting from prying eyes. To cast in a stealthy manner you must make a check for each component the spell has against the highest Passive Perception among all creatures who are actively watching you. Any observer who is proficient in Arcana can make an Intelligence (Arcana) check and choose between the result and its Passive Perception to oppose your checks. Failure to one check only reveals only suspicious activity unless the observer is proficient in Arcana. Failure to two or more checks reveals unmistakable evidence of casting magic to anyone even if they are not proficient in Arcana. If a spell has a Verbal component, attempt a Intelligence or Wisdom (Stealth) check. Loud background noise (such as a full tavern or a marker crowd) gives you advantage to the your roll. If a spell has a Somatic component, attempt a Dexterity (Stealth) check. If you benefit from half-cover or there is a lot of nearby movement (such as a moving crowd or passing patrons in a tavern) you get advantage to your roll. If a spell has a Material component, attempt a Dexterity (Sleight of Hand). If you benefit from half-cover (such as sitting at a table in a tavern, with your hands under the table) you get advantage to your roll. 71


Animal Companions These rules expand on the concept of animal pets and companions provided by backgrounds, classes and subclasses, or purchased and trained during the course of an adventure. The goal of these rules is to improve the odds of survival of animal companions by introducing hit points and attack progression, and allow adventurers to train companions and animal pets to follow complex commands. Pets vs. Companions Unless your class or subclass grants you with an animal companion with listed abilities that the companion is trained to do, any animal that follows you as part of your background or character concept is a pet. Pets are tamed creatures, they recognize you as their master and they respond to the name that you gave them. The pet starts with a number of learned Simple tricks (see Training, pg. 25), and the DM should allow its instincts and abilities to be beneficial to you and spells such as speak with animals can allow them to roughly understand simple instructions. Pets will not fight for you until trained to do so, and although they might stand by you in hope you could protect them, they are generally too weak to present any challenge. Taming Animals If you have proficiency with the Animal Handling skill, you can attempt to tame a creature with Intelligence score of 5 or lower. Creatures with higher Intelligence cannot be tamed. Also creatures with Challenge Rating higher than your level cannot be tamed unless they are friendly towards you and willingly subject themselves to a mutural co-existence. If at any time the animal becomes hostile, a stronger beast would leave or turn against the character. Taming a wild creature takes a number of days of downtime or living together equal to the creature's Challenge rating, multiplied by 100. The period cannot be shorter than 50 days. If you or someone else raised the creature from birth, Challenge rating is multiplied by 50 and the period cannot be shorter than 25 days. Additionally, reduce the time by 10% if you and the creature are both good-aligned, and another 10% if you and the creature are both lawful-aligned. Reduce the time by 10% if you are proficient in Nature, and by another 20% if you have expertise in either Animal Handling or Nature, or you have studied Lore related to that creature. Increase the time by 20% if the creature is evil-aligned, and by another 50% if the creature is chaotic-aligned. Once you have tamed a creature, you may spend a downtime with it to teach it new tricks or important commands that it will willingly follow when following you during your adventuring career. Taming Expenses For each day during taming a creature, you must provide it with adequate food and water, in volume related to creature's size. The price for food is up to the DM, but below is a reference for common animals. Creature Needs Size Food Water Tiny 1/4 lb. 1/4 gallon Small 1 lb. 1 gallon Medium 1 lb. 1 gallon Large 4 lbs. 4 gallons Huge 16 lbs. 12 gallons Gargantuan 48 lbs. 24 gallons Animals require different food if they are herbivore or carnivore, or any food if omnivore. Certain unique animals may have highly specialized diets that require imported feed. Creature Foods Food Price 1 lb. of hay 1 cp 1 lb. of quality wheat 3 cp 1 lb. of meat 1 sp 1 lb. of quality meat 3 sp 1 lb. of rare meat 1+ gp You must also care for the creature by keeping it somewhere safe. The larger the creature is or grows to be, the more expensive it is to provide it shelter. Animal Kennel Size Price Tiny 5cp/day Small 1sp/day Medium 2sp/day Large 5sp/day Huge 1gp/day Gargantuan 5gp/day Once a creature has been tamed, it will behave peacefully toward you, your allies and other non-hostile people around them, follow in their general area, and mostly behave itself as much as its personality allows. Tamed Endurance A tamed creature gains 2 hit dice that increase its maximum hit points by twice the size of its Hit dice and two times its Constitution modifier. This represents the experience gained during the weeks it has spent struggling against your will or building relationship with you. 72


T ra i n i n g A ft e r y o u t a m e a c r e a t u r e, i t s t a r t s o u t w i t h n u m b e r o f l e a r n e d t r i c k s e q u a l t o i t s I n t e l l i g e n c e m o d i fi e r p l u s 5. Fo r e x a m p l e, a d o g w i t h a n I n t e l l i g e n c e m o d i fi e r o f - 3 s t a r t w i t h j u s t 2 t r i c k s a ft e r b e i n g t a m e d. T h e t r i c k s a r e u p t o p l ay e r's c h o i c e, b u t t h ey c a n o n l y b e S i m p l e t r i c k s. You can spend effort and additional expe n s e s t o t e a c h i t s n e w p e t n e w S i m p l e o r C o m p l e x t r i c k s. A c r e a t u r e c a n k n o w a t o t a l n u m b e r o f t r i c k s e q u a l t o i t s I n t e l l i g e n c e s c o r e ( n o t t h e m o d i fi e r ). Fo r e x a m p l e, a s i m p l e d o g c a n k n o w u p t o 3 t r i c k s. Training a new trick to a creature is far simpler and c h e a p e r t h a n t a m i n g i t i n t h e fi r s t p l a c e. Yo u n e e d t o fo o t t h e b i l l fo r t h e c r e a t u r e's fo o d a n d s h e l t e r fo r n u m b e r o f d ay s e q u a l t o 1 0 m i n u s t h e c r e a t u r e's I n t e l l i g e n c e m o d i fi e r ( m i n i m u m o f 1 ). I f t h e t r i c k i s a C o m p l e x o n e, m u l t i p l y t h a t n u m b e r b y 3. Fo r e x a m p l e, a d o g w o u l d t a ke 7 d ay s t o l e a r n a S i m p l e t r i c k a n d 2 1 d ay s t o l e a r n a n e w C o m p l e x t r i c k. Tricks Come and Heel (Simple). This issue is more than just having an creature return when you call it. This comma n d w i l l c a u s e t h e c r e a t u r e t o a c t a g a i n s t i t s o w n d e s i r e s. T h e c r e a t u r e w i l l c o m e t o y o u, e v e n i f y o u a r e s t a n d i n g i n a d a n g e r o u s p l a c e. T h e c r e a t u r e w i l l s i t a n d s t ay s t i l l, e v e n i f i t r e a l l y w a n t s t o g o c h a s e o r k i l l a n o t h e r c r e a t u r e. Attack (Complex). This command will cause t h e c r e a t u r e t o m e r c i l e s s l y a t t a c k w h o e v e r y o u a r e d i r e c t i n g i t t o w a r d. Teaching the creature this trick also allows them to add a proficiency bonus to their attacks. It is unlikely to relent u n t i l t h e t a r g e t i s r u i n e d, o r a c o m e a n d h e e l c o m m a n d i s g i v e n. Fetch (Simple). This command will send the creature to s t r i v e t o o b t a i n w h a t e v e r y o u a r e d i r e c t i n g i t t o w a r d. I f t h e c r e a t u r e c a n n o t d o i t, i t w i l l a t t e m p t t o o p e n u p a ny b a r r i e r s w h i c h p r e v e n t y o u fr o m g e t t i n g i t y o u r s e l f. Ride (Simple). If the creature is at least o n e s i z e l a r g e r t h a n y o u o r a b l e t o c a r r y l i ke a s i t i t i s o n e s i z e l a r g e r t h a n y o u, a s w e l l a s o f a p p r o p r i a t e a n a t o my, i t c a n b e t r a i n e d t o b e a m o u n t. P r i o r t o t h i s t r a i n i n g, t h e c r e a t u r e j u s t a c t s o f i t s o w n a c c o r d, t o l e r a t i n g y o u r p r e s e n c e o n i t s b a c k. J u s t b e c a u s e i t i s t r a i n e d d o e s n o t n e c e s s a r i l y m e a n t h a t y o u k n o w h o w t o r i d e i t t h o u g h. Perform (Simple). This i s o n e a m u s i n g t r i c k y o u r c r e a t u r e d o e s. A b a c k fl i p o n c o m m a n d, p l ay i n g d e a d, s p e a k i n g o n c o m m a n d, e t c. W h e n u s e d fo r p r a c t i c a l p u r p o s e s, t h i s i s t h e s a m e a s t h e c r e a t u r e h av i n g t h e I n t e l l i g e n c e ( P e r fo r m ) s k i l l. Find (Complex). The creature can use its unique senses t o s e a r c h fo r t h i n g s a n d t r a c k o r h u n t a m a r k. I t i s a l s o t r a i n e d t o g i v e a w a r n i n g c a l l w h e n i t s p o t s i t s m a r k. T h e c r e a t u r e m u s t b e t r a i n e d t o h u n t s p e c i fi c t a r g e t s ( s u c h a s h u m a n s, o r fi n d a n d fo l l o w t r a c k s o f b l o o d ) t o b e g i v e n a c l u e fo l l o w e d w i t h a s e n s e t h a t t h e c r e a t u r e h a d a d v a n t a g e o n P e r c e p t i o n c h e c k s ( s u c h a s t h e s m e l l o f y o u r t a r g e t's c l o t h e s, fo r a w o l f ). Enlighten (Complex). You spend a great deal of time g e t t i n g t h e c r e a t u r e t o u n d e r s t a n d t h e s u b t l e t i e s o f y o u r e x p r e s s i o n, s u c h t h a t i t h a s a h i g h e r u n d e r s t a n d i n g o f p e o p l e a n d w h a t t h ey a r e t a l k i n g a b o u t. A s a n e x a m p l e, a n u n e n l i g h t e n e d c r e a t u r e w i l l fe e l g o o d i f y o u t a l k t o i t i n a h a p p y t o n e, e v e n i f y o u r w o r d s a r e h a r s h, b u t a n e n l i g h t e n e d c r e a t u r e w i l l g e t t h e h i n t t h a t y o u'r e b e i n g fa c e t i o u s. T h i s i s r e p r e s e n t e d b y a o n e - t i m e + 2 I n t e l l i g e n c e s c o r e i m p r o v e m e n t fo r t h e c r e a t u r e. 7 3


Work (Simple). The creature can be trained to carry, haul, and tow loads. While you could theoretically strap bags to the side of any creatures, this also applies to things like pulling carts, drawing a line to lift a load by a pulley, or tilling with a plow, which actually do normally require some training to be done well. Help (Complex). Your creature has been trained to remember directions and the locations of important things - like local hospitals, or friendly people. If you are ever injured or lost, you could send your creature to seek help - it will always return to you. creatures trained in this trick will also find their way to you if you are separated. Talent (Complex). This teaches the creature a skill or tool proficiency. It is up to the DM if the proficiency is something the creature can learn or manipulate with its limbs or jaws. For example, using a harp may seem doable for a large rat, but using a kettle drum would not. Deliver (Complex). You have taught the creature how to navigate its way back to known settlements, and return to you, as well as how to carry and deliver written messages or small parcels. Hunt (Complex). Predatory creatures, such as hawks or dogs, can be taught to hunt on their own and bring the kill back to you, rather than eating it for themselves. This is the same as the creature foraging independently of you. Complications Each ten-day week you raise an animal pet or work towards training it, there is a 5 percent chance that your pet will get into a mess and get you involved along with it. The table below lists few examples for inspiration only. Complication Examples d8 Complication 1 You are given an offer to sell your pet. The buyer is a person of power and is not taking no for an answer. 2 Your pet got scared and harmed an obnoxious person. He is now demanding for its death or drive you out. 3 Your pet was wounded by another. It cant train until healed. You have a beef with the other pet's owner. 4 Your pet got confused and scared women or children. People are wary towards you now. 5 Your pet uncovered a corpse. You don't know the person but the scene is gruesome. 6 Your pet's senses alert it of a nearby crime. You have the option to get involved or not. 7 Your pet's senses have found a lost item or a tiny fortune. You can keep it or track its owner. 8 Your pet has found a mate, and its loyalty to you and primal instincts are conflicting. Companions An animal that is tamed and trained has already increased endurance and the willingness to learn new tricks to appease to its master. However, when your class or subclass provides you with a companion, the bond goes beyond the recognition of you as its master. It is a friendship by equals partners, and the companion feels genuine care about your safety and your goals even if it doesn't fully understand them. This allows the companion to levels up with you and improve its attributes during your adventuring career. Companions are considered to be friendly to you and your allies, as well as non-hostile creatures of your or its choice. They are trained in two Simple tricks and automatically come trained in Enlighten trick that increases their Intelligence score by 1. In addition, companions level up as you do and improve their abilities. Companion Advancement At 3rd level and each odd level after that (5th, 7th, 9th,...), your companion gains an additional hit die that and increases its hit points maximum with the average value of that hit die plus companion's Constitution modifier. The maximum hit dice that a companion can have depend on its size. When the maximum hit dice is met, on each following odd level increase the companion's maximum hit points by its Constitution modifier. Companion Size Max. Hit Doce Tiny 5 Small 7 Medium 9 Large 11 Huge 13 Gargantuan 15 At 5th, 9th, 13th and 17th level when you proficiency bonus increases, your companion gains the following benefits: Choose one of the companion's attributes and increase it by 1. If this changes the attribute modifier, apply the increase to any skills, attack rolls and damage rolls related to that attribute. For each skill that the companion is proficient in, increase its modifier by 1. For each attack that the companion is trained to make, increase its to-hit bonus by 1. At 13th level, your companion gains the following legendary benefits: The companion's size increases to the next larger size category but its maximum hit dice does not change. The companion movement speed increases by 5 feet. The companion gains two legendary actions, or its legendary actions increase by one if it already has any. It can use its legendary attack to make one attack, to move up to its speed, or to attempt to recharge one ability. Companion Death When your companion is reduced to 0 hit points, it benefits from the Death saves mechanic in the same way as a player character. But if the inevitable moment comes that your companion is dead, there is no ritual and no magical trick to bring it back to life for cheap. Unless spell or ritual exists that the DM has approved, companions are raised back to life in the same way as player characters. Alternatively, you can let go and retain the good memories and eventually find and tame a new animal that the DM allows to convert into companion once tamed and trained in the Enlighten trick. 74


New Equipment Clothing Item Price Weight Furred Coat 10 gp 8 lbs Furred Coat, Masterwork 45 gp 8 lbs Hide Gambeson 8 gp 12 lbs Rawhide Cloak 6 gp 5 lbs Balaclava 7 sp 1 lb Reinforced Boots 4 gp 4 lbs Eelskin Snowshoes 2 gp 2 lbs Wooden Ski boards 12 gp 6 lbs Furred Coat. Thick set of arctic explorer's clothing including a two layered elk hide coat with a furred cloak, set of woolen stockings, a scarf and a hat, and ordinary thick boots. While not wet, these clothes provide immunity to cold weather and resistance to extreme cold weather. When the furred cloak over your face, your identity remains hidden unless someone succeeds on a DC 15 Wisdom (Perception) check. You can wear light armor under the coat but not medium or heavy armor. Furred Coat, Masterpiece. Etched decorations and use of pelts from rare animals make this set of arctic clothing fit for a successful crafter or merchant, a Ten-Town speaker or their advisors. You draw attention and in some situations it may grant you a bonus to Charisma checks to impress strangers with your social status equal to your proficiency modifier. Hide Gambeson. This underlay is made of rawhide medium armor stripped of most of its worn out outer layers. This allows to reuse what is left as a makeshift coat and put another set of medium armor on top of it. While not wet, these clothes provide resistance to cold weather but do not protect against extreme cold weather. Rawhide Cloak A heavy rawhide cloak from a bear or a thunderbeast can be worn over medium or heavy armor and provide partial coverage of the body against cold weather. When resting, it can provide resistance against cold weather but not extreme cold weather. On request, a cloak can be sewn into the pelt and when cloak is over your face your identity remains hidden unless someone succeeds on a DC 15 Wisdom (Perception) check. Balaclava. A woolen facial mask that covers all area of the head except the mouth, the nostrils and the eyes. It will protect your face from frostbite and gives +2 bonus to Ignore DC checks to continue marching despite Exhaustion. Wearing one, your identity is hidden unless someone succeeds on a DC 17 Wisdom (Perception) check. Reinforced Boots. These boots have multiple layers of soles that allow to attach spiked chains or small nails that serve as ice grippers. Simple spiked chain attachment is included in the price. When attached, the DC to fall prone when walking over slippery ice is decreased by your proficiency modifier. Eelskin Snowshoes. Large padded footwear made of oiled eel skin and knitted sticks that negates the problems of trying to walk on soft snow. You can ignore the effect of difficult terrain but not greater difficult terrain in Thick Snow terrain. A pair of snowshoes will wear off and become unusable in 10 days of use even with regular repairs. If you Dash while wearing snowshoes, there's 50% chance they will break. Wooden Ski boards. A pair of wooden ski made of chiseled boards of maple or ash wood, poolished and oiled for enhanced friction over uncompacted snow. Wearing ski on reinforced shoes increase your speed by 10 feet over Thick Snow terrain. You can ignore the effect of difficult terrain in Thick Snow Terrain, and greater difficult terrain in such terrain is treated as difficult terrain that cannot be ignored. On incline slopes, you can take the Dash action to quadruple your speed instead of doubling it. Camping Equipment Item Price Weight Insulated two-person tent 40 gp 35 lbs Insulated six-person tent 250 gp 70 lbs Sack of coal rocks (bag of 5 uses) 3 gp 15 lbs Cooking pot 2 gp 10 lbs Shovel, normal 2 gp 5 lbs Shovel, retractable 3 gp 4 lbs Ration (1 day), summer 5 sp 1 lbs Ration (1 day), winter 9 sp 1 lbs Ration (1 day), scarse winter 12 sp 1 lbs Insulated Two-Person Tent. This tent protects two Medium or smaller creatures inside of it against the elements. While inside of the tent, a creature has immunity to extreme cold weather. Insulated Six-Person Tent. This tent protects two Large, six Medium or Small creatures inside of it against the elements. While inside of the tent, a creature has immunity to extreme cold weather. Sack of coal rocks. Black coal rocks mined in the region between Mirabar and the Evermoors is sold in rough burlap sacks. Coal from that region is associated with stigma of cruel slave labor where captured goblins and kobolds are forced to work under inhumane conditions to mine it. Still, rocks of coal burn twice longer than dry wood and are far more compact than carrying stacks of wood or relying on foraging before camping especially during the arctic winter. A single sack contains enough to maintain 5 campfires. Cooking pot. Hot soup is one the the few pleasures that arctic travelers look for by the end of the day. Shovel. In Icewind Dale, shovels are made with a wider head so they can be both used to shovel dirt and snow. Retractable shovels are small enough to even be hanged on your belt. 75


R a t i o n . R a t i o n s c o n s i s t o f d r y fo o d s s u i t a b l e fo r e x t e n d e d t r av e l, i n c l u d i n g j e r ky, d r i e d fr u i t, h a r d t a c k, a n d n u t s. I n I c e w i n d D a l e, fo o d c a n b e s c a r c e d u r i n g w i n t e r s e s p e c i a l l y l o n g a n d h a r s h o n e s. P r i c e s v a r y w i d e l y d e p e n d i n g o n t o w n r e s e r v e s a n d t h e r e's n o c e i l i n g p r i c e a l t h o u g h t h e a u t h o r i t i e s o f Te n -To w n s c l a m p s d o w n o n a t t e m p t s t o i n fl a t e p r i c e s t o l o c a l s. S t r a n g e r s h o w e v e r c a n fi n d t h e m s e l v e s a t t h e m e r cy o f m e r c h a n t s. Local T o o l s o f T r a d e Item P r i c e W e i g h t E n g r a v e r's t o ols 2 5 g p 2 lb s. Raw schrimshaw 10 gp 1 lb. Fisher's supplies 20 gp 6 lbs. Fishing tackle 5 gp 4lb Engraver’s tools. Used for etching designs and words int o i v o r y, m e t a l, s t o n e, a n d w o o d. T h ey a r e t h e p r e fe r e d m e t h o d o f c r e a t i n g s c r i m s h aw a r t w o r k s. A s e t o f e n g r av e r’s t o o l s i n c l u d e s s e v e r a l c h i s e l s o f d i ffe r e n t s i z e s, a c l a m p, 8 o u n c e s o f p o l i s h i n g fl u i d, a r a g, s a n d p a p e r, a s t a m p, a n d a h a m m e r. Engraving: As part of a long rest, you can engrave a desig n i n t o w o r k a b l e m a t e r i a l. T h e d e s i g n m ay b e fi l i g r e e, i m a g e o r a m e s s a g e. G i a n t r u n e s a r e a l s o e n g r av e d, b e l i e v e d t o w i e l d a n c i e n t p o w e r. M a ke a I n t e l l i g e n c e o r W i s d o m (A r t i s t r y C r a ft ) a g a i n s t t h e D C o f t h e m a t e r i a l u s e d. Material Engraved D C W o o d, iv o r y, s c rim s h a w 1 2 St o n e 1 5 M e t al 1 8 Ca r vin g. Yo u c a n c a r v e e l a b o r a t e d e c o r a t i v e fi g u r i n e s o r i t e m s, m a d e o f s c r i m s h aw i v o r y o f g r e a t v a l u e i n t h e S o u t h. Choose design complexity from the table below to set the base price per pound of scrimshaw used if the carving is successful. As part of a long rest, you can make one DC 13 Intelligence or Wisdom (Artisty Craft) to work on that figurine. Each time you fail by 5 or more, you leave a noticeable defect and if two defects are made, the figurine i s s p o i l e d a n d h a s n o v a l u e fo r s a l e. E a c h t i m e y o u s u c c e e d b y 5 o r m o r e, y o u i n c r e a s e t h e v a l u e o f y o u r w o r k b y 5 %. E a c h c r i t i c a l s u c c e s s r a i s e s t h e v a l u e o f y o u r w o r k b y 2 0 %. Complexity of Carving Su c c e s s e s Si m ple c r u d e, p r a c tic al fo r m. B a s e c o s t 1 5 g p. 2 C o m ple x fig u rin e. B a s e c o s t 4 0 g p. 3 Lifelik e fig u rin e. B a s e c o s t 1 2 0 g p. 5 M a s t e r pie c e s c e n e fig u rin e. B a s e c o s t 4 5 0 g p. 7 Fi s h e r ’s s u p p l i e s . a r e u s e d fo r c a t c h i n g fi s h t h a t c a n p r o v i d e fo o d a n d o t h e r m a t e r i a l s, s u c h a s i v o r y fr o m t h e k n u c k l e h e a d t r o u t t h a t p o p u l a t e t h e l a ke s o f Fr o z e n fa r. T h e s e t o o l s c o n s i s t o f a fi s h i n g n e t, a b u c ke t, a n d a fi s h i n g p o l e w i t h a l i n e, h o o k, and several pieces of tackle. Fishing. Check the fishing rules at the end of the Travel section. If you have Fishing Lore, failing by less than 5 points grants you +2 to the next Fishing check. T h e B a sic s o f C ra f tin g E a c h t r a d e h a s it s own c r a ftin g r ule s t h a t a r e v e r y simila r t o e a c h o t h e r. If y o u wa n t t o p r a c tic e a t r a d e b u t r ule s d o n't e xis t fo r it y e t, u s e t h e followi n g g uid elin e s. You must b e p r o ficie n t in a C r a ft o r L o r e r ela t e d t o t h a t t r a d e. M o s t t r a d e s a slo r e q uir e a s e t o f t o ols o r s p e cial fa cilit y s u c h a s wo r k s h o p. P r a c ticin g a c r a ft r e q uir e s m a kin g a n In t ellig e n c e ( C r a ft ) c h e c k. if t h e C r a ft in v olv e s a d e g r e e o f a r tis t r y y o u m a y u s e Wis d o m in s t e a d o f In t ellig e n c e. Y o u c a n m a k e o n e c r a ftin g c h e c k a s p a r t o f a lo n g r e s t, o r t h r e e c r a ftin g c h e c k s a s p a r t o f o n e d a y o f d own tim e. Each trade may have one or more activities that can be simple or complicated. Simple activity su c h a s r e p air s r e q uir e s ju s t o n e c r a ftin g c h e c k a g ain s t D C 1 2 t o 1 5, d e p e n din g o n t h e diffic ult y o f t h e c r a ft. Y o u a r e allowe d t o m a k e r e p air s e v e n if y o u lack the proficiency int he Craft, but the DC is increased by 2, and failing it by 5 or more causes irreparable damage to the item. Complicated activities involve creating somethin g fr o m r aw m a t e rials, a n d r e q uir e s o n g oin g m ultiple c r a ftin g c h e c k s a g ain s t D C 1 3 t o 1 6, d e p e n din g o n t h e diffic ult y o f t h e c r a ft ( u s u ally b a s e d o n t h e sim ple a c tivit y D C, in c r e a s e d b y + 1 o r + 2, u p t o D M ). If y o u fail o n a c h e c k y o u wa s t e t h e tim e a n d m a k e a n y p r o g r e s s, b u t if y o u als o faile d b y 5 o r m o r e y o u c a u s e a d e fe c t t o t h e it e m y o u a r e wo r kin g o n. If y o u s u c c e e d o n t h e c h e c k y o u m a k e o n e s u c c e s s t owa r d s y o u r p r o g r e s s, a n d if y o u s u c c e e d b y 5 o r m o r e y o u als o im p r o v e t h e d e sig n increasing the selling price of the item by 5%. Any critical success on a crafting check improves the selling price of the item by 20% instead of 5%, and removes one defect from the item. In order to complete the item you are working on, you must get 2 to 7 successes before you make two defects at the item at which point it is flawed and loses its selling value. If you roll natural 1 on a crafting check, you damage your crafting tools and further checks cannot be made with it until you spend gold equal to one fifth of the tool price to resupply the broken equipment. The minimum profit you can make on the item you create depends on the base cost of all materials needed and the number of successes that the item needs before accumulating two defects. Depending on the demand of the item the values can be further increased, even exponentially so for items requiring high level of artistry. Remember that these profits are not automatic or guaranteed and you must find a market for it, such as a trader to buy the crafted goods from you and sell them at a markup price. BSMCA 7 6


Fishing Tackle. This includes the components required to repair a set of fisher’s supplies in the event of them breaking. Explorer's Herbal Aids Item Price Weight Dried Alathorne berriies (bag of 10 doses) 1 gp 1 lb. Juniper Berries (bag of 20 doses) 5 sp 1 lb. Kanishta root (one dose) 2 gp 1 oz. Kanishta root, powdered (one dose) 3 sp 1 oz. Dried Alathorne berriies. These tiny green-hued berries can be brewed into a strong tea that helps those not acclimated to cold environments stave off the cold. Consuming it removes the Frostbitten conditio and allows to recover Exhaustion during short rest even in cold and extreme cold weather. Juniper berries. These bitter, sour berries are a well-known antitoxin and stimulant for those near death. They are so common in the wild that they can be found in nearly any town and a bag of the berries is always recommended for anyone adventuring in the wild. When chewed and put into the mouth of an unconscious or sleeping creature, the berries juice stimulate their senses and bring them to consciousness. They can also cure hangovers and stomach ache. Kanishta Root. Chewing on an ounce of the bitter, dry kanishta root staves off the effects of extreme cold. Once consumed, for the next hour you don't have to roll Constitution saving throws to resist gaining a level of Exhaustion or falling asleep and freezing to death, unless you are naked or wet. Prolonged consumption of the root is addictive (DC 14 to resist). People who rely on kanishta root to endure the elements can be recognized by their greenyellow teeth. Withdrawal symptoms occur in 1d4 days of no consumption and include depression, blurred vision and loss of smell and taste. Long-term use causes deterioration of the liver, stomach and colon. Kanishta Root, Powdered. Desperation forces the poor folk to snort powder from already cherwed root spittle, driend and ground to dust. Once snorted, for the next hour you gain advantage to Constitution saving throws to resist gaining a level of Exhaustion or falling asleep and freezing to death, unless you are naked or wet. Kanishta root powder is even more addictive (DC 16 to resist) and long-term use damages the brain, causing hallucination and loss of memory. Mounts Item Price Speed Capacity Sled dog, puppy 40 gp 10 ft. 1 lb. Sled dog, adult 50 gp 40 ft. 135 lb. Sled dog, adult, trained 70 gp 40 ft. 195 lb. Sled dog, adult, trained, leader 80 gp 40 ft. 180 lb. Reindeer 80 gp 50 ft. 480 lb. Reindee, draft 150 gp 50 ft. 540 lb. Axebeak 60 gp 50 ft. 135 lb. Axebeak, trained 90 gp 50 ft. 180 lb. Sled dogs. Select breeds such as Heteff (similar to Siberian Huskies), Okteff (similar to Alaskan Malamute) and Moorhounds (similar to Tibetan Mastiffs) make perfect sled dogs. Their puppies are sold at a premium especially if purebred. Every snow sled needs a number of trained dogs to fill its swing, point and wheel positions, as well as one or two leaders depending on where it is a one-lead (with up to 4 dogs) or two lead (up to 12 dogs) Reindeer. Reindeer or caribou (also called klantars in the Realms) were a larger variety of deer. The variety of caribou in Angalpuk on the Great Glacier weigh upwards of 600 pounds and are about 6 feet (2 meters) from the ground to the tops of their heads when upright. They have arching antlers, thick coats, long snouts, and wide hooves. Their coat is brown or grey. Reindeer are crucial to the survival of the northern tribes of the Hordelands. 77 Sled Dog Medium beast, unaligned Armor Class 12 Hit Points 11 (2d8 + 2) adult, 22 (4d8 + 4) trained Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) Saving Throws Strength +3, Constitution +3 if trained Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 1/4 (50 XP) Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The dog has advantage on an attack roll against a creature if at least one of the dog’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Vehicles Vehicles have the following additional properties: Crew: The minimum number of creatures that are piloting the vehicle at all times. Passengers: Additional number of creatures that can safely use the vehicle for transportation. Cargo The total weight that the vehicle can carry safely, excluding the weight of the crew and the passengers but including their belongings. If the amount is exceeded, the vehicle suffers a -1 mile/hour to speed, all maneuvers checks are made at disadvantage, and the creatures (usually mounts) that pull the vehicle suffer an additional level of exhaustion at the end of a day of work. If the total weight exceeds double the Cargo limit, the vehicle suffers a -2 miles/hour to speed, and a failure on a maneuver check leads to the vehicle breaking or the cargo spilling (up to DM). Mounts that pull the vehicle suffer an additional level of exhaustion at the end of a travel leg (4 hours of work). Damage Threshold Any damage that deals less than the Damage Threshold of the vehicle, deals no damage to it. Dogsled. Dogsleds vary in size, from personal sleds used to travel between towns or in sled competitions, to boat-sized wagons meant to transport large amount of provisions. A dog sled can be pulled by any adult dogs, but unless half or more of the dogs are trained, the sled suffers disadvantage to all maneuver checks. For each row, at least one dog must be a leader or the sled is impossible to control. Dog sleds provide no protection from cold or extreme cold weather. Dog sleds ignore difficult and greater difficult terrain in snow and ice, and its passengers only suffer the Unstable condition (see pg. 11) while the snow sled moves in greater difficult terrain. Wagons Wagons used in the arctic tundra are preferred because they offer closed interior that provides immunity to cold and extreme cold weather. Sleeper wagons are larger and half of its compartment is repurposed for sleeping bunks for its passengers. Mounts are usually draft horses, reindeer or thunderbeasts. Vehicles Land Vehicless Cost Speed Crew Passengers Cargo AC HP Damage Threshold Dogsled, 4-dog 40 gp 4 miles/hour 1 2 500 lbs. 12 50 5 Dogsled, 6-dog 50 gp 4 miles/hour 1 3 700 lbs. 12 50 5 Dogsled, two-row, 8-dog 70 gp 4 miles/hour 2 4 1000 lbs. 12 50 5 Dogsled, two-row, 10-dog 80 gp 4 miles/hour 2 6 1300 lbs. 12 50 5 Dogsled, Dwarven 40 gp 2 miles/hour 1 — — 20 50 15 Traveller Wagon, two mounts 125 gp 5 miles/hour 1 3 500 lbs. 15 80 5 Sleeper Wagon, four mounts 250 gp 5 miles/hour 1 5 600 lbs. 15 100 8 Water Vehicless Cost Speed Crew Passengers Cargo AC HP Damage Threshold Canoe 50 gp 2 miles/hour 2 2 — 11 50 — Fishing boat 350 gp 2 miles/hour 1 5 1,000 15 50 15 78 Reindeer Large beast, unaligned Armor Class 10 Hit Points 13 (2d10 + 2), 26 (4d10 + 4) if draft Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2) Saving Throws Strength +5, Constitution +3 if draft Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Charge. If the reindeer moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.


Travel 79


Travel Speed The typical marching speed of a humanoid in 3 miles per hour, or a total of 24 miles during a 8-hour travel day. If you ride mounts such as horses during summer or dog sleds during winter the travel speed increases to 5 miles per hour, or 40 miles daily total. The DM may change the speed based on the breed of the mount. If your mount is carrying or pulling cart or sled with more than half its maximum capacity, decrease the speed by hour by 1 mile. Travel Pace You may choose between fast, normal and slow pace. Your chosen pace of travel changes your speed and affects how easy it is to do things during your daily travel legs. Fast Pace. Your travel speed increases by 1 mile per hour, or 2 miles if you ride a mount. You or your mount suffers one extra level of exhaustion at the end of each travel leg. You cannot use fast pace through difficult terrain or if terrain's Navigation DC is 15 or higher. Slow Pace. Your travel speed decreases by 1 mile per hour. You benefit from advantage to Keep Watch, Navigate, Scout and Track activities. Travel Activities Your chosen pace of travel affects how easy it is to do things during your daily travel legs. Favored Activities. Favored activities may be made with advantage when traveling at this pace. Associated Activities. Associated activities are typical activities for the corresponding pace. Hindered Activities. Hindered activities must be made with disadvantage when traveling at this pace. Forbidden Activities. These activities cannot be taken when traveling at this pace. Forced March Players can safely travel for 8 hours in a day before risking exhaustion. For each additional hour of travel beyond that, each player or their mounts must make a Constitution saving throw at the end of every hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, the player or its mount suffers a level of exhaustion and may have to roll against Ignore DC to continue to march willingly. If the party is moving at a slow pace, they gain a +5 bonus to the check, and a fast pace imposes a disadvantage to the check. Terrain Several activities during travel refer to the Navigation DC. This DC is dependent on the terrain you are traversing. The harder the terrain, the slower your group will advance during your travel, up to a point where you must concentrate on actually moving, rather than paying attention to other activities. If difficult terrain slows your pace to 0 miles or less, you can still move but at ½ a mile per hour. Terrain Difficulty DC Speed Modifier Tundra, Lively 8 —— Tundra, Snow-Covered 12 -1 mile/hour Mountain, low or medium 13 -2 miles/hour Forest, light or medium 13 -1 mile/hour Forest, heavy 14 -2 miles/hour Glacier, frozen lakes or rivers 16 -2 mile/hour Mountain, high 18 -3 miles/hour In addition the following terrain properties and climate modify your Navigation DC and travel speed. If the travel speed has two values, the second one is applied to fast pace. Terrain Modifiers DC Speed Modifier Any terrain, travel by trail -3 –/+1 mile/hour Any terrain, travel by road -5 +1/+2 miles/hour Heavy snowfall, lightly onscured +3 -1 mile/hour Blizard, heavy obscured +5 -2 miles/hour Travel Activities For each travel leg, players may choose one of the following activities in accordance with your chosen travel pace. Each activity has an associated Skills or Lores you need to use to determine your success or failure during the travel leg. Activities are also marked with special icons described below. Dangerous Activities Several activities are noted as Dangerous. Performing one of these activities usually means having to separate from the group with a risk of being attacked or trapped without help. Travel Speeds and Activities ----------------------------------------------------------------- Travel Activities ----------------------------------------------------------------- Pace Average Speed Favored Associated Hindered Forbidden Fast 4 miles per hour; 16 miles per leg 32 miles per day ——— ——— Keep Watch, Navigate, Scout, Track Draw a Map, Hunt & Forage, Sneak Normal 3 miles per hour; 12 miles per leg 24 miles per day ——— Keep Watch, Navigate, Scout, Track Draw a Map, Hunt & Forage, Sneak ——— Slow 2 miles per hour; 8 miles per leg 16 miles per day Keep Watch, Navigate, Scout, Track Draw a Map, Hunt & Forage, Sneak ——— ——— 80


Distracting Activities Some activities are so demanding that you can't pay much attention to your surroundings. If you perform a Distracting activity, you suffer a -5 penalty to your Passive Wisdom (Perception) score for the whole travel leg. Exhausting Activities Some activities are much more tiresome that simple travel. If you perform more than one Exhausting activity during the same day, you suffer one level of Exhaustion and cannot perform any more Exhausting activities. Focused activities Most activities can be performed by any number of players. However, the Focused activities can only be performed by a maximum of 2 players, and you only use the higher of the two check results to determine their effect. Draw a Map Skill: proficient Intelligence (Survival) or Caligraphy and Mapmaking Craft While your companions keep watch, hunt for food and guide the party, you focus on documenting your journey. Drawing a map won't help you on your journey forward, but might prove useful once you try to find your way back. Good maps are also a highly sought-after commodity. Make a check against the Navigation DC. If your guide succeeded on their Navigation check, you gain a +5 bonus to your check. If they failed by less than 5, you suffer a -5 penalty. If you got lost, your check automatically fails. For each travel leg, note if you succeeded or failed your cartography check. Once you have reached your destination, divide the number of successful cartography checks by the total number of legs travelled, and compare the result on the following table: Success per Travel Leg Result ~ 0.75 Detailed Map ~ 0.5 Simple Map ~ 0.25 Crude Map < 0.25 Wasted Effort Hunt & Forage Skill: proficient Wisdom (Survival) or Hunting Lore During your travels, you keep an eye out for nearby sources of food such as hunting small game or finding editable roots and vegetation. Make a check and compare the result with the tundra season on the following table to determine the number of fresh rations (for 1 day) you manage to provide. Hunt and Foraging on the go is not the same as Hunting. Hunting for big game that provides many more rations is its own set of rules explained at the end of this chapter. ----------------- Number of Rations ---------------- Abundance 1 2 3 4 5 6 7 8 Summer 12 13 14 16 18 20 25 30 Spring/Fall 13 15 17 20 25 30 – – Winter 15 18 21 25 30 – – – Glacier 18 23 30 – – – – – Keep Watch Skill: Wisdom (Perception) You keep your eyes peeled and your ears open for any sign of approaching danger, as well as signs of close by pursuers. The DM determines the Stealth result of any threat or the DC to notice other suspicious activity along your path and compares it to the result of all watching players. Navigate Skill: proficient Wisdom (Survival) or Navigation or Tundra Geography Lore More often than not, a location of interest for a group of adventurers is not situated along a well trodden path, but hidden in the wilds behind obscure hints and directions. If you wish to find your way through the wilds towards a specific location, you need to make a Navigation check at the Navigation DC of the terrain you want to pass through, or the DC set by the DM if the location is of unknown location. The Navigation DC is additionally modified by the information you possess to reach your destination: Detail of information DC Detailed map with exact travel hints -5 Simple map, as long as not very outdated -2 Crude Map or general directions (e.g. 40 miles north-west, near a small lake) +2 or more Obscure information (e.g. follow the rising sun for 2 moons as the owl flies) +5 or more If your navigation check fails by less than 5, you roughly travel towards your target, but not in the most direct way. Your travel distance towards your destination is halved (rounded down) for this travel leg. If your navigation check fails by 5 or more, you got lost and make no progress. Depending on the nature of your surroundings, getting lost might entail additional complications and dangers. Scout Skill: proficient Intelligence (Investigation) in civil environment, proficient Intelligence (Nature) or Wisdom (Survival) in wild environment, or Scouting Lore. If your travel information is rather vague, or you are simply curious to see what else there is to see, you can scout ahead of the group. Make a. If you are approaching stealthily, also make a Dexterity (Stealth) check but you travel at half your speed. The DM determines the DC for any noticeable things in the vicinity and whether you are noticed scouting. You might find such things as creatures waiting in ambush, favorable paths, or hidden locations. 81


Sneak Skill: proficient Dexterity (Stealth) or Disguise and Camoufaging Craft Sometimes you need to move quietly for a while to avert the eyes and ears of nearby enemies or to cover your tracks and take detours to shake off possible pursuers. The DM sets the check DC or the Scouting result of any hostile creatures. Every player who can perform the Sneak activity makes the check against the DC or Scouting result. On a success, the player earns one sneak point for the party. On a critical success or beating the DC by 5 points or more, the player earns two sneak points for the party. To successfully sneak or lose your pursuers, the party must gather sneak points equal to half the number of players in the party (rounded up). On a successful sneak, the party can also try to cover its tracks by selecting one player who makes a Wisdom (Survival) check. The result is the Sneak DC against any attempt by pursuers to track you down. Track Skill: proficient Wisdom (Survival) or Scouting Lore Sometimes you don't try to find a specific location, but follow or chase another creature or group. Instead of the Navigation activity, make a Wisdom (Survival) check against the terrain DC to find and follow the tracks of your quarry. If your quarry is trying to cover their tracks, use the higher of their Sneak result or the terrain DC. If your check fails by less than 5, you are having trouble following your quarry. Your travel speed is halved (rounded down) for this travel leg. If your check fails by 5 or more, you have made a mistake. Your travel speed is halved (rounded down) for this travel leg, however, you moved away from your quarry. If you rolled a total of 5 or lower, you got lost. Depending on the nature of your surroundings, getting lost might entail additional complications and dangers. A different use for the Track activity is to read the tracks your group crosses during their travel, in order to glean what kind of creatures are roaming nearby. Make a Wisdom (Survival) check. The DM determines the DC for any possible tracks you might find and to which creatures they might belong. Perils of Travel Weather There are two distinct arctic conditions that imperil the travel - cold and extreme cold weather. Clothes and equipment that only provide resistance to a weather condition convert it to the milder version. For example, a furred coat provides resistance to extreme cold and will make extreme cold weather feel as cold weather but will not completely remove extreme cold effect. Equipment or magical effects that provide immunity to a weather condition protect completely from it and its milder version, if any. Resistance to cold damage does not grant resistance to cold weather, but immunity to cold damage does make you immune to cold weather. 82


Cold Whenever the temperature at at or below -10° Celsius, a creature exposed to the cold without resistance or immunity to cold damage finds it difficult to rest in one place. It cannot recover exhaustion during short rest. At the end of the long rest it only recovers hit points equal to half its maximum hit points rather than all its hit points, unless it benefits from comfortable camp location (such as a mountain lee or a cave). A naked or wet creature that lacks resistance or immunity to cold weather is instead exposed to extreme cold effect until clothed or dried and warmed. Extreme Cold Whenever the temperature is at or below -30° Celsius, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion and must roll against Ignore DC to continue their physical activity. Te DM may increase the DC to 12 or higher if the extreme cold is caused by magical or supernatural means. Creatures naturally adapted to extreme cold weather or with resistance to cold damage roll with advantage. Creatures immune to cold damage automatically succeed on the saving throw. Creatures without resistance or immunity to cold damage find it impossible to recover under extreme cold conditions and are lured into falling asleep. You cannot spend hit dice during short rest, and during long rest you must make a Constitution saving throw against DC 10 + 1 for each level of Exhaustion you have to avoid falling asleep. If you fail the roll, you start to slowly lose consciousness freezing to death. At the end of every hour, repeat the same Constitution saving throw. Failure on each repeated check causes you to take 2d6 cold damage, and your maximum hit points decreases with the same amount. If yout hit point maximum reaches 0, you freeze to death. If you succeed, you are awaken. You only need to make physical activity for an hour to recover your lost hit point maximum, but not your lost hit points. Terrain There are variety of terrain complications in the tundra, but this section will cover only the most common ones. Thick Snow Any snow-covered terrain with snow thickness over one foot is considered difficult terrain during combat encounters. If the snow thickness is over three feet, the terrain is greater difficult terrain (15 feet of movement is spent to move across 5 feet of terrain). Slippery Ice Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone. A creature can ignore the difficult terrain property of ice, but then the DC is increased to 15 (or more, up to DM). Thin Ice Thin ice has a weight tolerance of 3d10 × 10 pounds per 10- foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through. Heavy Snowfall Heavy snowfall imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on seeing. Anything past 20 feet is lightly obscured and as if behind half-cover, and anything past 40 feet is heavily obscured (but still noticeable as a faint silhouette) and as if behind three-quarters cover. Any tracks made during heavy snowfall benefit from DC 12 if older than 10 minutes, DC 15 if older than one hour, or DC 20 if older than 8 hours. Strong Wind A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in arctic tundra can create a snowstorm that imposes the same effect as Heavy Snowfall. Frigid Water A creature can be immersed in frigid water for a number of rounds equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water counts as one hour exposed in extreme cold weather. Even if the creature is removed from frigid water, it remains wet for 2d6 minutes unless administered proficient first aid help and new set of clothes which halves the time (or negates the extreme cold condition, up to DM). The creature keeps suffering by the extreme cold condition until it is fully dry. High Altitude Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (up to 8 hours per day, unless using forced march). Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Breathing creatures can't become acclimated to elevations above 20,000 feet unless they are native to the environment. Hazards No adventuring party is safe from hazards such as blizzards, hailstorms, avalanches and earthquakes. Pick the appropriate tier of your player group and the danger level of the hazard: setback, dangerous or deadly. Each hazard has a saving throw ( Dexterity or Constitution) that the players must make. If they fail, they take damage appropriate for their level tier. If they succeed, they take half of that damage. If they critically fail, they suffer vulnerability to the full damage. If they critically succeed, they have resistance to the half damage. Hazards Save DCs and Attack Bonuses Hazard Danger Level Save DC Setback 10-11 Dangerous 12-15 Deadly 16-20 83


Damage Severity by Level Character Level Setback Dangerous Deadly 1st-4th 1d10 2d10 4d10 5th-10th 2d10 4d10 10d10 11th-16th 4d10 10d10 18d10 17th-20th 10d10 18d10 24d10 Avalanches and Rockfalls Any Level of Hazard Any character in the area where the hazard occurs must make a Dexterity saving throw. On a failed save, a creature takes bludgeoning damage and is buried by the hazard, or half as much damage on a successful one and is not buried. The area is filled with snow, ice and rubble. Any buried creature is considered suffocated, and it can dig through to free itself. To do so, the creature must succeed a number of Strength (Athletics) checks, as shown in the following table. Hazard Level Number of Checks Setback 2 Dangerous 3 Deadly 4 You can read more about suffocating rules in chapter 8 of the Player's Handbook. Blizzard or Hailstorm Setback Hazard (Blizzard), Dangerous Hazard (Hailstorm) The area affected by a blizzard is considered difficult terrain, or if it is difficult terrain already it becomes greater difficult terrain (15 feet of movement is spent to move across 5 feet of terrain). It also becomes affected from the Strong Wind weather condition. When a creature without proper shelter is in the area affected by the blizzard for one hour or more, it must make a Constitution saving throw, taking cold damage on a failed save or half as much damage on a successful one. If a creature is wearing clothing that provide resistance to cold or extreme weather, it has advantage on the saving throw. Hailstorm are similar to Blizzard but instead every hour, the check must be made every 30 minutes and clothing that provide resistance to cold or extreme weather, do not provide advantage against hailstorms. Earthquakes Any Level of Hazard A powerful tremor shakes the area; each creature on the ground in that area must make a Dexterity saving throw or be knocked prone. If the creature is on ice, it cracks or shatters if thin. The hazard level is determined by the proximity to the epicentre or the intensity of the earth tremor: Setback. Far from the epicentre or light earthquake. Dangerous. Near the epicentre or moderate earthquake. Deadly. Very close to the epicentre or severe earthquake. Making Camp Skill: proficient Intelligence (Nature) or Wisdom (Survival), or Hunting or Scouting Lore When it's time to make camp for the night, the players need to start looking for a suitable camping location. Up to two players can spend up to an hour of time and make the check. If you had players Scout on the last leg, they can use their Intelligence (Investigation) check result instead their Making Camp check. Depending on the best result the campsite has one or more randomly selected properties. Campsite properties Search Result 0 1–8 +1st Property 9–11 +2nd Property 12–15 Campsite properties Search Result +3rd Property 16–20 Improve 1st 21–25 Improve 2nd 26+ The DM rolls a d6 on the table below to decide what campsite properties are found first, second and third. d6 1st Property 2nd Property 3rd Property 1 Comfortable Defendable Hidden 2 Comfortable Hidden Defendable 3 Defendable Comfortable Hidden 4 Defendable Hidden Comfortable 5 Hidden Comfortable Defendable 6 Hidden Defendable Comfortable If you are not content with the campsites you found, you must travel on for another hour (risking a forced march), in order to search again. Once night sets in, all Making Camp checks are made at disadvantage. Comfortable The campsite is reasonably protected against all but the harshest weather. You ignore the effect of cold weather, and extreme cold weather affects you as if it were cold weather. You ignore the effect of climate conditions such as strong wind, heavy snowfall, blizzard and hailstorm. Comofrtable camp allows to lit and maintain a campfire during long rest. Defendable The campsite has a natural barrier or is otherwise difficult to reach (e.g. inside the canopy of a large tree or up on a rock ledge). The party entering the camp for the first time and other approaching creatures need to succeed on a DC 15 Strength (Athletics) check to enter the camp. This property can be improved on a Search Result of 20 and more, increasing the DC to enter the campsite to 20. Hidden The campsite is removed or obscured from prying eyes (e.g. a cave behind a waterfall or under the leaves of a huge willow tree). Approaching creatures need to succeed on a DC 15 Intelligence (Investigation) or Wisdom (Perception) check to find your camp. This property can be improved on a Search Result of 20 or more, increasing the DC to find the campsite to 20. 84


Camp Activities Once a party sets down to rest, players can choose one or more of the following activities. Each activity takes roughly 1 hour, and each player can perform one of these activities during a short rest, or two activities during a typical long rest of 8 hours (6 hours of sleep and 2 hours of light activity). You may always expend hit dice to regain lost hit points, but you can take a special camp activity to accelerate your recovery (Tend to the Wounded). Camouflage Camp Skill: Dexterity (Stealth) You can gather and use natural materials like rocks or foliage to hide your campsite. A successful DC 15 Dexterity (Stealth) check adds the Hidden property to your campsite if it doesn't have it. The DM may increase the DC of the check due to terrain or climate complications. Cook Hearty Meal Skill: Cooking and Brewing Craft, Comfortable camp A good night's rest is not guaranteed when camping in the wilds and a fine cooked meal can go a long way to remedy this fact. Make a DC 15 Wisdom (Cook's utensils) check. You need one fresh ration of food for every person that will partake of the meal, as well as a reasonable amount of seasoning. If you provide at least 20% more fresh rations than necessary (rounded up), you gain advantage on this check. If you can only provide half the required amount of rations (but not less), you gain disadvantage. If you succeed, each person partaking of your meal gains 3 temporary hit points per each point of their proficiency bonus (6 temp hp if proficiency +2, 9 temp hp if proficiency +3, and so on). The temporary hit points last for 24 hours. If you fail, the meal is edible, but not refreshing. If you rolled a total of 5 or lower, the whole meal is spoiled and its rations are wasted. You can only benefit from one hearty meal per long rest. Fortify Camp Skill: Strength (Athletics) You can use wooden spikes or large boulders to barricade your campsite or dig a ditch and build ramparts. A successful DC 15 Strength (Athletics) check adds the Defendable property to your campsite if it doesn't already have it. The DM may increase the DC of the check due to terrain or climate complications. Hunt & Forage Skill: Wisdom (Survival) Gather food and water or hunt local game. This is the same action as the Hunt & Forage travel activity. However, since you are not traveling at this point but you have very limited time before sunset, you may make the corresponding Wisdom (Survival) check with advantage but the number of rations found are decreased by 1. If you choose not to rest but hunt all night, you ignore the decrease in ration number. 85


Keep Watch Skill: Wisdom (Perception) or Scouting Lore A long rest requires at least 6 hours of sleep and 2 hours of light activity. Depending on the size of the traveling party, you are advised to take shifts keeping watch whilst the others try to gain some sleep. Make a Wisdom (Perception) check. If your result is 5 or lower, you can take 6 instead. Players who perform one of the other camp activities (i.e. not sleeping or keeping watch) do not benefit from a minimum of 8 on the roll. The DM determines the DC for any threat or approaching danger (hostile creatures or natural phenomena) and compares it to all Wisdom (Perception) results. On a success, the watchers are able to wake and warn the rest of the party, and prevent being surprised. Set up Traps Skill: Wisdom (Survival) You can set a number of small traps like caltrops, slings, and small pits around your camp. Make a Wisdom (Survival) check. The DC to find these traps with an Intelligence (Investigation) or Wisdom (Perception) check, as well as the DC for any saving throw made to resist their effects is equal to the result of your Wisdom (Survival) check. These traps do 2d4 damage if triggered and enough noise for guards to hear them, or sleeping creatures to attempt Constitution saving throws to be alarmed and awakened. Talk to The Group Skill: proficient Charisma (Deception or Persuasion), a camp with Comfortable and one additional property You gather your allies around the campfire and encourage them with your determination and leadership, sharing stories of the past or discussing the plan ahead. The DM sets a DC based on on the situation you and your allies find themselves in, and the stress level of your allies. If you succeed, at the end of the long rest each ally recovers one additional hit die. If you beat the DC by 5 or more, you also grant each ally a determination die that is d4. Until the start of the next long rest, that die can be rolled and added to any skill check that would otherwise fail, making it potentially succeed. DC Examples 15 Prepare yourselves for a challenge ahead. 20 Times a hard, and sacrifice are required. 25 All has failed, and a certain deaths awaits us all. Tend to the Weary Skill: proficient Wisdom (Medicine), a Comfortable camp You go around camp, making sure that the wounds and condition of up to six creatures other than yourself have taken all precautions against extreme weather. For each ally, spend a use of healer's kit and make a check against DC 15. At the end of the long rest, every tended creature that removed level of Exhaustion during its long rest and still has three or more levels of Exhaustion, removes an additional level of Exhaustion. Optional Mounted Travel The basic travel rules already cover travel by foot and mounts. However, these optional rules provide more variety and depth to travel by mounts and mounted vehicles. The table below contains various mount animals native to the tundra, each with their standard cost, weight capacity and slightly modified travel leg distance. If you want to add mount variety to your game, use that travel leg distance as base rather than calculating mount speed per hour. Pace Cost Travel Leg Distamce Capacity Musk Ox 30 gp 16 miles 700 lb Giant Boar 400 gp 17 miles 300 lb Donkey 8 gp 17 miles 420 lb Riding Horse 75 gp 20 miles 480 lb War Horse 400 gp 22 miles 540 lb Draft Horse 50 gp 18 miles 540 lb Mammoth 700 gp 18 miles 1500 lb Carriage 100 gp 16 miles 1500 lb Cart, wagon 15 gp 18 miles 480 lb Animals need feed (per day) or can find some themselves with a Wisdom (Survival) check at a DC based on the Hunt & Forage table for 1 Ration. Animals who hunger or thirst for longer than 2 days suffer one level of Exhaustion per day at the end of their long rest. Feed Type Cost Weight Herbivores (hay, barley) 5cp 10 lb. Omnivore (disposed food) 10cp 5 lb. Carnivore (by-products, entrails) 25cp 3 lb. Mounts can pull five times their typical carrying capacity minus the weight of the vehicle. Mounts pulling carts or wearing armor may not travel more than two travel legs in a row without rest and suffer a disadvantage to the Forced March check. Travel groups that use wagons have access to the Drive Wagon travel activity, below. Drive Vehicle Skill: proficient Dexterity (Animal Handling) skill or Farming Lore, or Sled Vehicle Building or Sled Animal Breeding if the vehicle is a snow sled. You stay at the front of the vehicle, maintaining a steady pace for the animals and avoiding road obstacles that slow down or damage the carriage. Make the check against Navigation DC. Increase the DC by 5 if you are traveling off-road, without a clear trail or road. If your check succeeds by 5 or more, you may increase the travel pace by 1 mile per hour for the rest of the travel leg. If your check fails by 10 or more or is a critical failure, the vehicle breaks. Repairing it is a Focused activity requiring a successful DC 15 Intelligence or Craft check related to repair or building that kind of vehicle and takes a full travel leg. 86


Blizzard Travel Icewind Dale: Rime of the Frostmaiden, pg. 10-11 The blizzards that ravage Icewind Dale and harry travelers on the mountain pass are reflections of Auril’s self- imposed isolation. A blizzard in Icewind Dale typically lasts 2d4 hours, and whenever the characters are caught in one, the following rules apply until the blizzard ends. The blizzard’s howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom (Perception) checks that rely on hearing. The wind extinguishes open flames, disperses fog, erases tracks in the snow, and makes flying by nonmagical means nearly impossible. A flying creature in the wind must land at the end of its next turn or fall. Visibility in the blizzard is reduced to 30 feet. Creatures without goggles or other eye protection have disadvantage on Wisdom (Perception) checks that rely on sight due to blowing snow. Any creature that is concentrating on a spell during combat in the blizzard must, at the end of its turn, succeed on a DC 10 Constitution saving throw or lose its concentration on the spell unless the creature is sheltered against the elements (for example, in an igloo). Blizzards on the Open Tundra On the open tundra, it’s easy to veer off course while traveling through a blizzard, and it’s also easy for party members to become separated from one another, which is why the wisest course of action is to stay put and wait for the blizzard to pass. If the characters travel during a blizzard, have the players designate one party member as the navigator. At the start of the blizzard, the DM makes a DC 15 Wisdom (Survival) check on behalf of the navigator. On a successful check, the party stays on course. On a failed check, the party wanders off course, putting its members no closer to their destination than they were when the blizzard started. If the check fails by 5 or more and the party members aren’t tied together, one randomly determined party member becomes lost in the blizzard and separated from the others at a time of the DM’s choosing. When the blizzard passes, have the characters (including the missing one) make a DC 15 Wisdom (Survival) group check at the end of each hour. If this group check succeeds, the missing party member is found, but no progress is made reaching the group’s intended destination. The group check can be repeated after each hour spent searching for the missing party member. 87


Hunting Hunting is the practice of seeking, pursuing, and capturing or killing wild animals. Hunting wildlife or feral animals is most commonly done for the gathering of raw materials and meat in order to sustain oneself or for trade. The process of Hunting consists of three stages. Locate. Use your Intelligence (Nature) or Wisdom (Survival) skill to locate animals in your surrounding area. On success, will locate one or several hunting opportunities. Track. Use your Wisdom (Survival or Perception) skill to follow the tracks of animals to approach them. On success, you will approach the animal in hunting range. Kill. Use your Stealth to approach and an attack roll (usually ranged) to kill the animal. On success, you take down the animal and your hunt is successful. Anyone can attempt to hunt, however if the DC to locate, track or approach the animal is 17 or higher should only be possible to do by those proficient in the appropriate skill or weapon used to kill the animal. Locating Prey Any number of creatures can work together to locate hunting opportunities. All creatures spend one hour scouting and each makes a Intelligence (Nature) or Wisdom (Survival) check. Any creature that has applicable Lore such as Hunting, Geography or Beasts related to the region has advantage to its roll. The highest result among all checks is compared on the table below to locate one or several hunting opportunities nearby, depending on the season and the terrain. Abundance 1 2 3 4 5 6 7 8 Summer 12 13 14 16 18 20 25 30 Spring/Fall 13 15 17 20 25 30 – – Winter 15 18 21 25 30 – – – Glacier 18 23 30 – – – – – For each hunting opportunity, the DM roll d20 secretly and determines the time needed to tracks and the outcome. d20 You Find Time Required 01-02 False tracks or encounter 1 hour 03 Tiny Game 1 hour 04-05 Tiny Stealthy Game 1 hour 06-08 Small Game 1 hour 09-11 Small Stealthy Game 2 hour 09-13 Medium Game 1 hour 14-15 Medium Stealthy Game 2 hour 16-17 Large Game 2 hour 18 Large Stealthy Game 3 hour 19-20 Huge Game 3 hour Tracking Prey Any number of creatures can track a hunting opportunity. If the Locate checks found more than one opportunity, players can spread into multiple hunting parties increasing their chance of success by the end of the hunt. During tracking, all members of a hunting party make multiple Intelligence (Investigation) or Wisdom (Survival or Perception) checks against the prey's Passive Stealth. If any member has Hunting or Scouting Lore, they get advantage to their check. If at least one member beats the Passive Stealth, the hnting party has a success. If the animal has a Stealthy behavior, double its proficiency modifier to its Passive Stealth if it is proficient, or add its proficiency bonus to Passive Stealth if it isn't. Creatures native to the terrain that have natural camouflage have their Passive Stealth increased by 5. Some terrains are difficult to track through and have a Minimum value which is used instead of Passive Stealth for the check, in cases where the animal's Passive Stealth will be lower. Depending on the terrain and weather conditions, the hunting party must succeed at a number of tracking rounds scoring a success following the tracks before they accumulate two failures where not even one member of the hunting party can beat the Passive Stealth of the creature. Terrain Difficulty Successes Minimum Tundra, Lively 2 – Tundra, Snow-Covered 3 12 Mountain, low or medium 3 12 Forest, light or medium 3 15 Forest, heavy 4 17 Glacier, frozen lakes or rivers 4 12 Mountain, high 4 17 ...after snowfall +1 +2 ..after blizzard +2 +5 Kill Prey Once you have your quarry spotted, it is time to land the killing blow or attemp to wound the animal and capture it. Usually, all it takes is one well-aimed ranged attack roll against the Kill DC based on the animal size to land the killing blow. If you have Hunting Lore, you can double your proficiency with the attack roll. If the animal is Stealthy, you have disadvantage to that attack. You may attempt to attack a creature in a nonlethal way meant to weaken or slow it, so it can be captured. If you choose to do so, your attack roll must be against the Capture DC rather than the Kill DC. You can attempt one or two consecutive Dexterity (Stealth) checks against the creature's Passive Perception. If the creature has advantage to Perception checks, it's Passive Perception is icreased by 3. If you succeed once, you ignore the disadvantage imposed by the creature's Stealthy behavior. If the creature is not Stealthy, you gain advantage to your ranged attack to Kill or Capture it. 88


If you decide to attempt another Dexterity (Stealth) check and you also succeed, you gain advantage to a ranged attack roll, or you can attempt a melee attack roll or a grapple check, such as to mount it. If any of the Stealth checks fail, the animal detects your presence and may choose to escape. If you fail your Stealth check by 5 or more, the creature is bold enough to attempt to attack or trample you, dealing damage listed in the table below. If the creature is also a monstrous creature, the creature may initiate combat rather than escape. Size Kill DC Capture DC Damage Tiny DC 12 DC 15 — Small DC 14 DC 17 — Medium DC 16 DC 19 2d4 Large DC 18 DC 21 2d8 Huge DC 20 DC 23 3d12 Harvesting and Preparing After killing an animal, its meat, hide and exotic organs may be harvested. Separate supplements will be used by the DM to decide what can be harvested from the carcass. If a check is required, Beasts Lore or Medicine and Surgery Craft give advantage to the roll. Before your meat can be eaten or sold it must be properly prepared. You need two lbs of meat in order to prepare a ration. When harvesting an animal, refer to the following list to determine how much meat is obtainable and long it will take to properly prepare it. You can prepare multiple rations during this time. Raw meat that is not cooked within 24 hours begins to spoil. In cold weather the period to spoil is increased to 48 hours, and in extreme cold weather it is 72 hours. Size Lbs of Meat Time Required Tiny 1d4 1 hour Small 2d6 2 hours Medium 4d12 4 hours Large 6d20 8 hours Huge 10d20 16 hours Starvation A creature can survive a number of days without food equal to 3 + Constitution (minimum of 4) modifier without ill effects other than the discomfort starvation. During this period of growing hunger, you no longer can recover exhaustion during short rests, and long rests recover only half your maximum hit points instead of all your hit points. Once the period of hunger expires, you start to starve. You gain the first level of exhaustion if you don't have it and you can no longer remove that first level. At the start of a long rest, make a DC 12 Constitution saving throw. Each additional day you continue without food, increase the DC by 2. If you succeed, you make another tortuous day without food. If you fail, your long rest recovers no hit points or hit dice, and the highest attribute score between your Strength and Constitution scores by 1d4. If either your Strength score or Constitution score becomes 0, you die of starvation. Attributes scores lost via starvation recover slowly. For each day of full recovery and access to enough food and water, you attempt a DC 12 Constitution saving throw. If you succeed, you can increase either your Strength or Constitution score by 1d4, up to its original value before the effects of starvation. 89


DM's Corner The rules in this section are for the DM only. They are no secret for the players and can grant insight behind DM's decision process and encounter design. Difficulty Classes The following tables expand on the Ability and Skill Check DC found on pg. 174 in Player's Handbook, and introduces proficiency requirements to checks above Medium difficulty in order to avoid relying on lucky roll instead of skill. DC Task Difficulty < 10 Elementary. If you are proficient in the skill or have Lore associated with the check, you succeed without a check. 10 Simple task. You don't need proficiency to attempt to make this check. If you have Lore associated with the check, you succeed without a check. 12 Involved simple task. You don't need proficiency to attempt to make this check. 15 Normal skilled task. The DM may rule you must have proficiency to attempt this check. 17 Challenging skilled task. You must have proficiency in the skill or related Lore to attempt this check. 20 Hard skilled task. You must have proficiency in the skill or related Lore to attempt this check. 25 Very hard skilled task. You must have proficiency in the skill or related Lore to attempt this check. The DC by Tiers of Play allows the DM to set values by intended difficulty and the tier of play the check is meant to be attempted with equal chance for success. The DM may choose to require or not proficiency for the whole process, or only for DC values of 15 or higher. For example, the rules to identify a magic item with a proficient Arcana check use the Challenging difficulty progression matched with the tier of play magical items of specific rarity are meant to be introduced to the game. As the process is highly dependent on an esoteric skill all checks require proficiency, not only checks with DC 15 or higher. Tier of Play Simple Moderate Challenging Extreme Lv. 1-4 10 12 15 18+ Lv. 5-10 12 15 17 20+ Lv. 11-16 13 17 19 23+ Lv. 17-20 14 19 21 25+ Partial Success Missing a Challenging or harder skill check by 1 or 2 may still count as a partial success but with a complication. If the DM grants partial success, the check must be followed by another that must resolve the complication. The DC to resolve the complication has to be the same or higher, and either or both the skill or the attribute should be different from the initial check. Boss Encounters Too often, the whole party will face a solitary hostile creature of any challenge rating, or a group of creatures led by a single more powerful creature. If this encounter must present an increased challenge to the players (so called Boss encounter), the creature will be modified with a Boss template and gain the following additional properties: Boss creatures gain additional hit points equal to its Challenge Rating multiplied by 5. Challenge rating below 1 is considered to be 1 for this calculation. Boss creatures add their proficiency modifier to their Initiative rolls as long as they are not surprised. Boss creatures have a number of Boss actions. These are legendary actions, renamed to avoid the high tier of play definition, and are used in the same way. Solitary boss creatures usually have between two and three Boss actions, while boss creatures commanding a group of minions usually have between one and two Boss actions. The list of legendary actions is unique to each creature. However, several standard types of legendary actions can be found frequently on Boss creatures: Make one attack against the last hostile creature that acted before the legendary action. Move up to its speed. Command an allied non-Boss creature to move up to its speed and attack once. Use an ability that allows for a saving throw from its targets. The DC is usually decreased by 2 compared to creature's normal DC. Roll 1d6 to recharge one ability that requires a recharge. Boss creatures of higher tiers of play may also have Boss Reactions. These follow the same rules as Legendary Reactions and have a number of uses per day, usually between one and three. Below are several standard examples of Boss reactions: Until the start of the next turn, can make one opportunity attack without spending a reaction. Incredible Resistance: if the creature rolls 1 or 2 on a saving throw, it may reroll the saving throw and take the new result. Indomitable Resistance: if the creature fails a saving throw, it may reroll the saving throw and take the new result, even if it is lower. Invulnerable Resistance: if the creature fails a saving throw, it can choose to succeed instead. Creatures with a Boss template do not change their CR rating even if they become more difficult to defeat as the template is necessary to balance the encounter against a group of players, especially if the party contains more than the suggested number of players. However, if the encounter presents its expected difficulty, the XP gained for defeating a Boss creature is increased by 30%. 90


Creature Health On average, creatures in Medium and harder encounters have 75% (rounded up) of their max health points. Boss creatures have 100% of their max health points. Experience Gain At the end of each session every player receives an equal share of all experience points gained by the party. The party gains experience points by: Participation. Showing up at the session earns each player a tiny amount of experience. This allows the party to progress even duing sessions where they just do roleplay and develop their characters with no challenges or combat. Combat Encounters. The time-proven method of accumulating experience in heroic fantasy. Defeating hostile creatures in encounters at Medium and higher difficulty rewards with experience points based on their Challenge Rating. Killing helpless bystanders or causing combat encounters at Easy difficuty will not reward with any experience points. Creative Solutions. Smart planning, snap decisions and creative roleplaying will allow players to avoid oldfashioned combat, or greatly improve their odds in Hard or higher difficulty combat. In such situations the players will be rewarded with extra XP based on their level, not based on the Challenge Rating of the enemy. While these rewards are smaller than defeating combat encounter of Hard or higher difficulty, such approach avoids wasting resources and lowers the risk of defeat for the party. Assistance from numerous or powerful allies and overwhelming the opponent to a point where a potential conflict would be of Easy difficulty or less, does not count as creative solution and reward as such. Closing a Campaign Arc Progressing the campaign plot will not earn the party small rewards but one large lump of reward at the end of a campaign arc. A campaign arc is defined by the DM as a significant plot development over long period of sessions (at least 6 to 10 sessions long). In a published adventure, a one or several connected chapters would make a campaign arc. Campaign Arc rewards are available to players of level 3 and higher. Combat XP Modifiers In Dungeons and Dragon 5th Edition the number of actions available on each side of a conflict (also known as action economy) decides the winner before the combat has even drawn to a close. This is why when swarmed by enemies in a combat encounter, players should be awarded additional experience for surviving against overwhelming odds. Less than one hostile creature per two players. The players gang and overwhelm the enemy with ease. In order for the combat encounter to retain Medium difficulty or higher to reward experience points, the hostile creature will often have Boss or Legendary actions. Less than one hostile creature per player. When overwhelming a more powerful enemy, players have an edge but still must struggle to defeat it. Players gain the normal amount of experience points at the end of the combat encounter. One or more hostile creatures per player. When matched in number or barely outnumbered, combats tend to get harder than usual and tactics are more unpredictable. Players gain 20% more experience points at the end of the combat encounter. One and a half, or more hostile creatures per player. When vastly outnumbered by enemies, the players gain 50% more experience points. Note that the combat still needs to be of Medium or harder difficulty to award any experience. Level Participation Creative Solution / Puzzle Campaign Arc 1st 25 40 — 2nd 50 75 — 3rd 75 115 500 4th 125 190 650 5th 250 375 1,450 6th 300 450 1,800 7th 350 550 2,200 8th 450 675 2,750 9th 550 825 3,100 10th 600 900 3,650 11th 800 1,200 4,700 12th 1,000 1,500 5,850 13th 1,100 1,650 6,650 14th 1,250 1,875 7,400 15th 1,400 2,100 8,300 16th 1,600 2,400 9,350 17th 2,000 2,950 11,450 18th 2,100 3,150 12,250 19th 2,400 3,650 14,150 20th 2,800 4,250 16,500 Level Up While your character is 1st level, when you reach 2nd level you immediately gain that level. After the 1st level, you gain that level only after you complete a long rest. Adventuring Day In typical fantasy campaigns without dungeon delving, each adventuring day presents few combat encounters at most. These encounters need to be either Hard or Deadly difficulty in order to provide enough challenge, but each such combat needs to be followed by opportunity for short rest. If rest is not available, additional combat encounters until rest should be either Easy or Medium. Typical adventuring day with two short rests and one long rest should consist of: 1-2 Deadly encounters; 1 Deadly, and either 1 Hard or 2 Medium encounters; 1-2 Hard, and up to 2-4 Medium encounters; 6- 91


Minions Minions are creatures too weak to be of any challenge to the party, and usually provide protection or support to a solitary Boss creature for at least two rounds. As long as their number and placement allows the players to eliminate them, reduce them to a non-threat or shut down their effect within two turns, they do not count against the CR encounter balance. Usually, up to two minions per player character is the acceptable amount that the players can deal with. The table below gives guidelines for creatures that may classify as minions. Tier Minion Maximum HP Tier 1 nothing is a minion Tier 2 28hp or less can be a minion Tier 3 45hp or less can be a minion Tier 4 100hp or less can be a minion Magic Item Levels Dungeons and Dragons 5th Edition is balanced without a requirement for the party to own and use magical items. Campaigns where players accumulate passive magical items usually become easier for the players and harder for the DM to balance challenging encounters. To account for passive magic effects, the rules below allow the DM to increase the effective level of a player character using such items for the purpose of encounter CR balance. Check the tables below. Sum all effective level increases that apply to a character, but the maximum increase of the effective level should not exceed 3. Only increase levels if the items would be effective in the upcoming encounter. Item that deal damage Effect Effective Level Increase +1d per turn (not attack) +1 level +1d per attack and player level is 5+ and has Multiattack +2 levels +1 weapon and player level is 5+ and has Multiattack +1 level +2 weapon and player level is 11+ and has Multiattack +2 levels +3 weapon and player level is 17+ and has Multiattack +3 levels Item that protect or heal Effect Effective Level Increase grants or heals 15 hp +1 level +1 AC +1 level if AC over 18 resistance to damage type +1 level if type is useful Item that cast spells Effect Increase Casts multiple per day, spell level at least one level below highest the player can cast +1 level Casts once per day, spell level highest the player can cast +1 level Casts multiple per day, spell level highest the player can cast +2 level Casts once per day, spell level above player's casting capabilities +3 level 92


Long Live the Queen of Cold and Frost. Icewind Dale has become trapped in a perpetual winter. Ferocious blizzards make the mountain pass through the Spine of the World exceedingly treacherous, and this land has not felt the warmth of the sun in over two years. In fact, the sun no longer appears above the mountains, not even in what should be the height of summer. In this frozen tundra, darkness and bitter cold reign as king and queen. Most dale residents blame Auril the Frostmaiden, the god of winter's wrath. The shimmering aurora that weaves across the sky each night is said to be her doing--a potent spell that keeps the sun at bay. This campaign is maintained by Apostol Apostolov for personal use with his group. Feedback and suggestions are greatly appreciated. WWW.GMBINDER.COM


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