Variant Rules

## Action Options
  This section provides new action options for combat. They can be added as a group or individually to your game.
  #### Climb onto a Bigger Creature
  If one creature wants to jump onto another creature, it can do so by grappling. A small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.
  As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it.
  The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.
  #### Disarm
  A creature can use a weapon 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) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
  The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
  #### Mark
  This option makes it easier for melee combatants to harry each other with opportunity attacks.
  When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the *shocking grasp* spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.
  #### Overrun
  When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. 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 the mover wins the contest, it can move through the hostile creature's space once this turn.
  #### Shove Aside
  With this option, a creature uses the special shove attack from the *Player's Handbook* to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.
  #### Tumble
  A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.
  ---
  ## Adamantine Weapons
  Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft *adamantine armor*, the metal is also used for weapons.
  Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an *adamantine weapon* or piece of *ammunition* hits an object, the hit is a critical hit.
  The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.
  ---
  ## Alien Technology
  When adventurers find a piece of technology that isn't from their world or time period, the players might understand what the object is, but the characters rarely will. To simulate a character's ignorance about the technology, have the character make a series of Intelligence checks to figure it out.
  To determine how the technology works, a character must succeed on a number of Intelligence checks based on the complexity of the item: two successes for a simple item (such as a cigarette lighter, calculator, or revolver) and four successes for a complex item (such as a computer, chainsaw, or hovercraft). Then consult the Figuring Out Alien Technology table. Consider making the item break if a character fails four or more times before taking a long rest.
  A character who has seen an item used or has operated a similar item has advantage on Intelligence checks made to figure out its use.
  ##### Figuring Out Alien Technology | Int. Check Total | Result | |------------------|---------------------------------------------------------------------------------------------------| | 9 or lower | One failure; one charge or use is wasted, if applicable; character has disadvantage on next check | | 10-14 | One failure | | 15-19 | One success | | 20 or higher | One success; character has advantage on next check |
  ---
  ## Alternatives to Epic Boons
  You might decide to grant one of the following rewards to a 20th-level character, instead of awarding an epic boon. These two options can be awarded to a character more than once.
  ***Ability Score Improvement.*** The character can increase one ability score by 2 or increase two ability scores by 1 each. The ability score can now be increased above 20, up to a maximum of 30.
  ***New Feat.*** The character gains a new feat chosen by the player, but subject to your approval.
  ---
  ## Automatic Success
  Sometimes the randomness of a d20 roll leads to ludicrous results. Let's say a door requires a DC 15 Strength check to batter down. A fighter with Strength 20 might helplessly flail against the door due to bad die rolls. Meanwhile, the rogue with a 10 Strength rolls a natural 20 on her first check and knocks the door from its hinges.
  If such results bother you, allow automatic success on checks for characters with high ability scores. Under this optional rule, a character automatically succeeds on any ability check with a DC less than or equal to the relevant ability score minus 5. So in the above example, the fighter would automatically kick in the door. This rule doesn't apply to contests, saving throws, or attack rolls.
  The downside of this approach is its predictability. Once a character's ability score reaches 20, checks of DC 15 and lower using that ability become automatic successes. Smart players will then always try to match the character with the highest ability score against any given check. If you want some risk of failure, you need to set higher DCs. Doing this, though, can merely aggravate the problem you're trying to solve: higher DCs require higher die rolls, and thus rely even more on luck.
  You can modify this rule to account for proficiencies using an additional option. If a character can apply a proficiency bonus to the check, he or she automatically succeeds if its DC is less than or equal to the relevant ability score. If you don't mind predictability, and you can resist the temptation to increase DCs, you might find that this variant speeds up play and focuses attention on truly difficult, tense situations.
  ---
  ## Cleaving Through Creatures
  If your player characters regularly fight hordes of lower-level monsters, consider using this optional rule to help speed up such fights.
  When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.
  ---
  ## Crashing
  A spelljammer can run their ship into another object or a creature by moving the ship into the target's space and making a special attack roll (1d20 + the spelljammer's proficiency bonus) against the target's Armor Class. If the attack roll hits, a crash occurs; otherwise, the target moves out of the ship's path, avoiding the crash. If the DM decides that a crash is unavoidable, no attack roll is necessary, and the crash occurs automatically.
  When a spelljamming ship crashes into something that could reasonably damage it, both the ship and the creature or object it struck take bludgeoning damage based on the size of the struck object, as shown in the Crash Damage table. If the ship runs into something that doesn't have hit points (such as a planet or a moon), apply the damage only to the ship. The ship stops after crashing into a Gargantuan or immovable creature or object; otherwise, the ship can continue moving if it has any movement left, and whatever it struck moves to the nearest unoccupied space that isn't in the ship's path.
  After resolving the effect of the crash, determine whether the ship's gravity plane is suppressed (see "*Overlapping Gravity Planes*" earlier in the chapter). If the suppression of a ship's gravity plane would cause the creatures on or inside that ship to fall, they fall in whatever direction is appropriate for the sudden change in gravity. To determine the damage from a fall, see the *falling* rules in the *Player's Handbook*.
  ##### Crash Damage | Size of Creature or Object Struck | Bludgeoning Damage | |:---------------------------------:|:------------------:| | Large | 4d10 | | Huge | 8d10 | | Gargantuan | 16d10 |
  ---
  ## Crew
  The standard crew complement for a spelljamming ship includes one captain to give orders, one spelljammer to pilot the ship, and one or more crew members to operate its weapons. Some ships carry extra crew (such as troops and back-up spelljammers) or passengers. A ship that has more than a standard crew complement will degrade the quality of its air supply more quickly.
  A spellcaster typically charges at least 50 gp per day to operate a *spelljamming helm*.
  ---
  ## Customizing Ability Scores
  At your Dungeon Master's option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.
  You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.
  This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.
  ##### Ability Score Point Cost | Score | Cost | |:-----:|:----:| | 8 | 0 | | 9 | 1 | | 10 | 2 | | 11 | 3 | | 12 | 4 | | 13 | 5 | | 14 | 7 | | 15 | 9 |
  Alternatively, see the [statgen.html#pointbuy](Point Buy Calculator.)
  ---
  ## Customizing Your Origin
  At 1st level, you choose various aspects of your character, including ability scores, race, class, and background. Together these elements help paint a picture of your character's origin and give you the ability to create many different types of characters. Despite that versatility, a D&D race that has the Ability Score Increase trait includes little or no choice—a lack that can make it difficult to realize certain character concepts. The following subsections address that lack by adding choice to your character's race if it includes the Ability Score Increase trait, allowing you to customize your ability scores, languages, and certain proficiencies to fit the origin you have in mind for your character. Character race in the game represents your character's fantasy species, combined with certain cultural assumptions. The following options step outside those assumptions to pave the way for truly unique characters.
  #### Ability Score Increases
  The Ability Score Increase trait in a race reflects an archetypal bit of excellence in the adventurers of this kind in D&D's past. For example, if you're a dwarf, your Constitution increases by 2, because dwarf heroes in D&D are often exceptionally tough. This increase doesn't apply to every dwarf, just to dwarf adventurers, and it exists to reinforce an archetype. That reinforcement is appropriate if you want to lean into the archetype, but it's unhelpful if your character doesn't conform to the archetype.
  If you'd like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character. Here's how to do it: take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can't apply those increases to the same ability score, and you can't increase a score above 20.
  For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1.
  #### Languages
  If your character's race has the Languages trait, that trait includes languages that your character is assumed to know, usually Common and the language of your ancestors. For example, a halfling adventurer is assumed to know Common and Halfling. Here's the thing: D&D adventurers are extraordinary, and your character might have grown up speaking languages different from the ones in your Languages trait.
  To customize the languages you know, you may replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Primordial, Sylvan, or Undercommon.
  Your DM may add or remove languages from that list, depending on what languages are appropriate for your campaign.
  #### Proficiencies
  Some races that include the Ability Score Increase trait also grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.
  ##### Proficiency Swaps | Proficiency | Replacement Proficiency | |----------------|-------------------------------| | Skill | Skill | | Armor | Simple/martial weapon or tool | | Simple weapon | Simple weapon or tool | | Martial weapon | Simple/martial weapon or tool | | Tool | Tool or simple weapon |
  For example, high elf adventurers have proficiency with longswords, which are martial weapons. Consulting the Proficiency Swaps table, we see that your high elf can swap that proficiency for proficiency with another weapon or a tool. Your elf might be a musician, who chooses proficiency with a *musical instrument*—a type of tool—instead of with longswords. Similarly, elves start with proficiency in the Perception skill. Your elf might not have the keen senses associated with your kin and could take proficiency in a different skill, such as Performance.
  The "*Equipment*" chapter of the *Player's Handbook* includes weapons and tools suitable for these swaps, and your DM might allow additional options.
  #### Personality
  The description of a race might suggest various things about the behavior and personality of that people's archetypal adventurers. You may ignore those suggestions, whether they're about alignment, moods, interests, or any other personality trait. Your character's personality and behavior are entirely yours to determine.
  > ##### Custom Lineage > >Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them: > >- **Creature Type.** You are a humanoid. You determine your appearance and whether you resemble any of your kin. >- **Size.** You are Small or Medium (your choice). >- **Speed.** Your base walking speed is 30 feet. >- **Ability Score Increase.** One ability score of your choice increases by 2. >- **Feat.** You gain one feat of your choice for which you qualify. >- **Variable Trait.** You gain one of the following options of your choice: (a) darkvision with a range of 60 feet or (b) proficiency in one skill of your choice. >- **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
  ---
  ## Diagonals
  The *Player's Handbook* presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you're moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat.
  When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you're counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.
  For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet.
  ---
  ## Downtime Activity: Building a Stronghold
  A character can spend time between adventures building a stronghold. Before work can begin, the character must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a royal charter (a legal document granting permission to oversee the estate in the name of the crown), a land grant (a legal document bequeathing custody of the land to the character for as long as he or she remains loyal to the crown), or a deed (a legal document that serves as proof of ownership). Land can also be acquired by inheritance or other means.
  Royal charters and land grants are usually given by the crown as a reward for faithful service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 gp or as much as 1,000 gp. A large estate might cost 5,000 gp or more, if it can be bought at all.
  Once the estate is secured, a character needs access to building materials and laborers. The Building a Stronghold table shows the cost of building the stronghold (including materials and labor) and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but each day the character is away adds 3 days to the construction time.
  ##### Building a Stronghold | Stronghold | Construction Cost | Construction Time | |-------------------------|------------------:|------------------:| | Abbey | 50,000 gp | 400 days | | Guildhall, town or city | 5,000 gp | 60 days | | Keep or small castle | 50,000 gp | 400 days | | Noble estate with manor | 25,000 gp | 150 days | | Outpost or fort | 15,000 gp | 100 days | | Palace or large castle | 500,000 gp | 1,200 days | | Temple | 50,000 gp | 400 days | | Tower, fortified | 15,000 gp | 100 days | | Trading post | 5,000 gp | 60 days |
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  ## Downtime Activity: Buying a Magic Item
  Purchasing a magic item requires time and money to seek out and contact people willing to sell items. Even then, there is no guarantee a seller will have the items a character desires.
  #### Resources
  Finding magic items to purchase requires at least one workweek of effort and 100 gp in expenses. Spending more time and money increases your chance of finding a high-quality item.
  #### Resolution
  A character seeking to buy a magic item makes a Charisma (Persuasion) check to determine the quality of the seller found. The character gains a +1 bonus on the check for every workweek beyond the first that is spent seeking a seller and a +1 bonus for every additional 100 gp spent on the search, up to a maximum bonus of +10. The monetary cost includes a wealthy lifestyle, for a buyer must impress potential business partners.
  As shown on the Buying Magic Items table, the total of the check dictates which table in the Dungeon Master's Guide to roll on to determine which items are on the market. Or you can roll for items from any table associated with a lower total on the Buying Magic Items table. As a further option to reflect the availability of items in your campaign, you can apply a -10 penalty for low magic campaigns or a +10 bonus for high magic campaigns. Furthermore, you can double magic item costs in low magic campaigns.
  Using the Magic Item Price table, you then assign prices to the available items, based on their rarity. Halve the price of any consumable item, such as a potion or a scroll, when using the table to determine an asking price.
  You have final say in determining which items are for sale and their final price, no matter what the tables say.
  If the characters seek a specific magic item, first decide if it's an item you want to allow in your game. If so, include the desired item among the items for sale on a check total of 10 or higher if the item is common, 15 or higher if it is uncommon, 20 or higher if it is rare, 25 or higher if it is very rare, and 30 or higher if it is legendary.
  ##### Buying Magic Items | Check Total | Items Acquired | |:-----------:|---------------------------------------| | 1–5 | Roll 1d6 times on Magic Item Table A. | | 6–10 | Roll 1d4 times on Magic Item Table B. | | 11–15 | Roll 1d4 times on Magic Item Table C. | | 16–20 | Roll 1d4 times on Magic Item Table D. | | 21–25 | Roll 1d4 times on Magic Item Table E. | | 26–30 | Roll 1d4 times on Magic Item Table F. | | 31–35 | Roll 1d4 times on Magic Item Table G. | | 36–40 | Roll 1d4 times on Magic Item Table H. | | 41+ | Roll 1d4 times on Magic Item Table I. |
  ##### Magic Item Price | Rarity | Asking Price* | |-----------|----------------------:| | Common | (1d6 + 1) × 10 gp | | Uncommon | 1d6 × 100 gp | | Rare | 2d10 × 1,000 gp | | Very rare | (1d4 + 1) × 10,000 gp | | Legendary | 2d6 × 25,000 gp | *Halved for a consumable item like a potion or scroll
  #### Complications
  The magic item trade is fraught with peril. The large sums of money involved and the power offered by magic items attract thieves, con artists, and other villains. If you want to make things more interesting for the characters, roll on the Magic Item Purchase Complications table or invent your own complication.
  ##### Magic Item Purchase Complications | d12 | Complication | |:---:|--------------------------------------------------------------------------------------------------| | 1 | The item is a fake, planted by an enemy.* | | 2 | The item is stolen by the party's enemies.* | | 3 | The item is cursed by a god. | | 4 | The item's original owner will kill to reclaim it; the party's enemies spread news of its sale.* | | 5 | The item is at the center of a dark prophecy. | | 6 | The seller is murdered before the sale.* | | 7 | The seller is a devil looking to make a bargain. | | 8 | The item is the key to freeing an evil entity. | | 9 | A third party bids on the item, doubling its price.* | | 10 | The item is an enslaved, intelligent entity. | | 11 | The item is tied to a cult. | | 12 | The party's enemies spread rumors that the item is an artifact of evil.* | *Might involve a rival
  ---
  ## Downtime Activity: Carousing
  Characters can spend their downtime engaged in a variety of hedonistic activities such as attending parties, binge drinking, gambling, or anything else that helps them cope with the perils they face on their adventures.
  A carousing character spends money as though maintaining a wealthy lifestyle (see chapter 5, "*Equipment*," of the *Player's Handbook*). At the end of the period spent carousing, the player rolls percentile dice and adds the character's level, then compares the total to the Carousing table to determine what happens to the character, or you choose.
  ##### Carousing | d100 + Level | Result | |:------------:|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 01-10 | You are jailed for 1d4 days at the end of the downtime period on charges of disorderly conduct and disturbing the peace. You can pay a fine of 10 gp to avoid jail time, or you can try to resist arrest. | | 11-20 | You regain consciousness in a strange place with no memory of how you got there, and you have been robbed of 3d6 × 5 gp. | | 21-30 | You make an enemy. This person, business, or organization is now hostile to you. The DM determines the offended party. You decide how you offended them. | | 31-40 | You are caught up in a whirlwind romance. Roll a d20. On a 1–5, the romance ends badly. On a 6–10, the romance ends amicably. On an 11–20, the romance is ongoing. You determine the identity of the love interest, subject to your DM's approval. If the romance ends badly, you might gain a new flaw. If it ends well or is ongoing, your new love interest might represent a new bond. | | 41-80 | You earn modest winnings from gambling and recuperate your lifestyle expenses for the time spent carousing. | | 81-90 | You earn modest winnings from gambling. You recuperate your lifestyle expenses for the time spent carousing and gain 1d20 × 4 gp. | | 91-100 | You make a small fortune gambling. You recuperate your lifestyle expenses for the time spent carousing and gain 4d6 × 10 gp. Your carousing becomes the stuff of local legend. |
  ---
  ## Downtime Activity: Carousing
  Carousing is a default downtime activity for many characters. Between adventures, who doesn't want to relax with a few drinks and a group of friends at a tavern?
  #### Resources
  Carousing covers a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility.
  A character with the noble background can mingle with the upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a *disguise kit* and the Deception skill to pass as a noble visiting from a distant city.
  #### Resolution
  After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check using the Carousing table.
  ##### Carousing | Check Total | Result | |:-----------:|-------------------------------------------| | 1–5 | Character has made a hostile contact. | | 6–10 | Character has made no new contacts. | | 11–15 | Character has made an allied contact. | | 16–20 | Character has made two allied contacts. | | 21+ | Character has made three allied contacts. |
  Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to bear a grudge. A hostile contact works against the character, placing obstacles but stopping short of committing a crime or a violent act. Allied contacts are friends who will render aid to the character, but not at the risk of their lives.
  Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town.
  Middle-class contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.
  Upper-class contacts are nobles and their personal servants. Carousing with such folk covers formal banquets, state dinners, and the like.
  Once a contact has helped or hindered a character, the character needs to carouse again to get back into the NPC's good graces. A contact provides help once, not help for life. The contact remains friendly, which can influence roleplaying and how the characters interact with them, but doesn't come with a guarantee of help.
  You can assign specific NPCs as contacts. You might decide that the barkeep at the Wretched Gorgon and a guard stationed at the western gate are the character's allied contacts. Assigning specific NPCs gives the players concrete options. It brings the campaign to life and seeds the area with NPCs that the characters care about. On the other hand, it can prove difficult to track and might render a contact useless if that character doesn't come into play.
  Alternatively, you can allow the player to make an NPC into a contact on the spot, after carousing. When the characters are in the area in which they caroused, a player can expend an allied contact and designate an NPC they meet as a contact, assuming the NPC is of the correct social class based on how the character caroused. The player should provide a reasonable explanation for this relationship and work it into the game.
  Using a mix of the two approaches is a good idea, since it gives you the added depth of specific contacts while giving players the freedom to ensure that the contacts they accumulate are useful.
  The same process can apply to hostile contacts. You can give the characters a specific NPC they should avoid, or you might introduce one at an inopportune or dramatic moment.
  At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character's Charisma modifier (minimum of 1). Specific, named contacts don't count toward this limit—only ones that can be used at any time to declare an NPC as a contact.
  #### Complications
  Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town. As a rule of thumb, a character has a 10 percent chance of triggering a complication for each workweek of carousing.
  ##### Lower-Class Carousing Complications | d8 | Complication | |:---:|------------------------------------------------------------------------------------------------------------------------------| | 1 | A pickpocket lifts 1d10 × 5 gp from you.* | | 2 | A bar brawl leaves you with a scar.* | | 3 | You have fuzzy memories of doing something very, very illegal, but can't remember exactly what. | | 4 | You are banned from a tavern after some obnoxious behavior.* | | 5 | After a few drinks, you swore in the town square to pursue a dangerous quest. | | 6 | Surprise! You're married. | | 7 | Streaking naked through the streets seemed like a great idea at the time. | | 8 | Everyone is calling you by some weird, embarrassing nickname, like Puddle Drinker or Bench Slayer, and no one will say why.* | *Might involve a rival
  ##### Middle-Class Carousing Complications | d8 | Complication | |:---:|---------------------------------------------------------------------------------------------------------------------| | 1 | You accidentally insulted a guild master, and only a public apology will let you do business with the guild again.* | | 2 | You swore to complete some quest on behalf of a temple or a guild. | | 3 | A social gaffe has made you the talk of the town.* | | 4 | A particularly obnoxious person has taken an intense romantic interest in you.* | | 5 | You have made a foe out of a local spellcaster.* | | 6 | You have been recruited to help run a local festival, play, or similar event. | | 7 | You made a drunken toast that scandalized the locals. | | 8 | You spent an additional 100 gp trying to impress people. | *Might involve a rival
  ##### Upper-Class Carousing Complications | d8 | Complication | |:---:|------------------------------------------------------------------------------------------| | 1 | A pushy noble family wants to marry off one of their scions to you.* | | 2 | You tripped and fell during a dance, and people can't stop talking about it. | | 3 | You have agreed to take on a noble's debts. | | 4 | You have been challenged to a joust by a knight.* | | 5 | You have made a foe out of a local noble.* | | 6 | A boring noble insists you visit each day and listen to long, tedious theories of magic. | | 7 | You have become the target of a variety of embarrassing rumors.* | | 8 | You spent an additional 500 gp trying to impress people. | *Might involve a rival
  ---
  ## Downtime Activity: Crafting
  You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with *smith's tools* needs a forge in order to craft a sword or suit of armor.
  For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.
  Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.
  While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5 for more information on lifestyle expenses).
  ---
  ## Downtime Activity: Crafting a Magic Item
  Magic items are the DM's purview, so you decide how they fall into the party's possession. As an option, you can allow player characters to craft magic items.
  The creation of a magic item is a lengthy, expensive task. To start, a character must have a formula that describes the construction of the item. The character must also be a spellcaster with spell slots and must be able to cast any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item's rarity, as shown in the Crafting Magic Items table. For example, a 3rd-level character could create a *wand of magic missiles* (an uncommon item), as long as the character has spell slots and can cast *magic missile*. That same character could make a *+1 weapon* (another uncommon item), no particular spell required.
  You can decide that certain items also require special materials or locations to be created. For example, a character might need *alchemist's supplies* to brew a particular potion, or the formula for a *flame tongue* might require that the weapon be forged with lava.
  ##### Crafting Magic Items | Item Rarity | Creation Cost | Minimum Level | |-------------|--------------:|:-------------:| | Common | 100 gp | 3rd | | Uncommon | 500 gp | 3rd | | Rare | 5,000 gp | 6th | | Very rare | 50,000 gp | 11th | | Legendary | 500,000 gp | 17th |
  An item has a creation cost specified in the Crafting Magic Items table. A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each day of work until the total cost is paid. The character is assumed to work for 8 hours each of those days. Thus, creating an uncommon magic item takes 20 days and 500 gp. You are free to adjust the costs to better suit your campaign.
  If a spell will be produced by the item being created, the creator must expend one spell slot of the spell's level for each day of the creation process. The spell's material components must also be at hand throughout the process. If the spell normally consumes those components, they are consumed by the creation process. If the item will be able to produce the spell only once, as with a *spell scroll*, the components are consumed only once by the process. Otherwise, the components are consumed once each day of the item's creation.
  Multiple characters can combine their efforts to create a magic item if each of them meets the level prerequisite. Each character can contribute spells, spell slots and components, as long as everyone participates during the entire crafting process. Each character can contribute 25 gp worth of effort for each day spent helping to craft the item.
  Normally, a character who undertakes this activity creates a magic item described in chapter 7, "Treasure." At your discretion, you can allow players to design their own magic items, using the guidelines in chapter 9, "Dungeon Master's Workshop."
  While crafting a magic item, a character can maintain modest lifestyle without having to pay the 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5, "*Equipment*," of the *Player's Handbook*).
  > ##### Magic Item Formulas > >A magic item formula explains how to make a particular magic item. Such a formula can be an excellent reward if you allow player characters to craft magic items. > >You can award a formula in place of a magic item. Usually written in a book or on a scroll, a formula is one step rarer than the item it allows a character to create. For example, the formula for a common magic item is uncommon. No formulas exist for legendary items. > >If the creation of magic items is commonplace in your campaign, a formula can have a rarity that matches the rarity of the item it allows a character to create. Formulas for common and uncommon items might even be for sale, each with a cost double that of its magic item. >
  ---
  ## Downtime Activity: Crafting an Item
  A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.
  #### Resources and Resolution
  In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.
  Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.
  A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.
  | Proficiency | Items | |-------------------------|--------------------------------| | *Herbalism kit* | Antitoxin, *potion of healing* | | *Leatherworker's tools* | Leather armor, boots | | *Smith's tools* | Armor, weapons | | *Weaver's tools* | Cloaks, robes |
  If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price.
  #### Crafting Magic Items
  Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.
  Potions of healing and spell scrolls are exceptions to the following rules. For more information, see "Brewing Potions of Healing" later in this section and the "Scribing a *Spell Scroll*" section, below.
  To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item.
  An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure.
  The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to.
  ##### Magic Item Ingredients | Item Rarity | CR Range | |-------------|:--------:| | Common | 1–3 | | Uncommon | 4–8 | | Rare | 9–12 | | Very rare | 13–18 | | Legendary | 19+ |
  If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For example, creating *mariner's armor* might require the essence of a water weird. Crafting a *staff of charming* might require the cooperation of a specific arcanaloth, who will help only if the characters complete a task for it. Making a *staff of power* might hinge on acquiring a piece of an ancient stone that was once touched by the god of magic—a stone now guarded by a suspicious androsphinx.
  In addition to facing a specific creature, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item's rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and creation time for any consumable items.
  ##### Magic Item Crafting Time and Cost | Item Rarity | Workweeks* | Cost* | |-------------|:----------:|-----------:| | Common | 1 | 50 gp | | Uncommon | 2 | 200 gp | | Rare | 10 | 2,000 gp | | Very rare | 25 | 20,000 gp | | Legendary | 50 | 100,000 gp | *Halved for a consumable item like a potion or scroll To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the Arcana skill.
  If all the above requirements are met, the result of the process is a magic item of the desired sort.
  #### Complications
  Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there's a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.
  ##### Crafting Complications | d6 | Complication | |:---:|---------------------------------------------------------------------------------------------------------| | 1 | Rumors swirl that what you're working on is unstable and a threat to the community.* | | 2 | Your tools are stolen, forcing you to buy new ones.* | | 3 | A local wizard shows keen interest in your work and insists on observing you. | | 4 | A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.* | | 5 | A dwarf clan accuses you of stealing its secret lore to fuel your work.* | | 6 | A competitor spreads rumors that your work is shoddy and prone to failure.* | *Might involve a rival
  #### Brewing Potions of Healing
  Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the *herbalism kit* can create these potions. The times and costs for doing so are summarized on the *Potion of Healing* Creation table.
  ##### Potion of Healing Creation | Type | Time | Cost | |------------------|-------------|----------:| | Healing | 1 day | 25 gp | | Greater healing | 1 workweek | 100 gp | | Superior healing | 3 workweeks | 1,000 gp | | Supreme healing | 4 workweeks | 10,000 gp |
  ---
  ## Downtime Activity: Crime
  Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.
  #### Resources
  A character must spend one week and at least 25 gp gathering information on potential targets before committing the intended crime.
  #### Resolution
  The character must make a series of checks, with the DC for all the checks chosen by the character according to the amount of profit sought from the crime.
  The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces, as shown on the Loot Value table.
  To attempt a crime, the character makes three checks: Dexterity (Stealth), Dexterity using *thieves' tools*, and the player's choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception).
  If none of the checks are successful, the character is caught and jailed. The character must pay a fine equal to the profit the crime would have earned and must spend one week in jail for each 25 gp of the fine.
  If only one check is successful, the heist fails but the character escapes.
  If two checks are successful, the heist is a partial success, netting the character half the payout.
  If all three checks are successful, the character earns the full value of the loot.
  ##### Loot Value | DC | Value | |:---:|---------------------------------------------------------| | 10 | 50 gp, robbery of a struggling merchant | | 15 | 100 gp, robbery of a prosperous merchant | | 20 | 200 gp, robbery of a noble | | 25 | 1,000 gp, robbery of one of the richest figures in town |
  #### Complications
  A life of crime is filled with complications. Roll on the Crime Complications table (or create a complication of your own) if the character succeeds on only one check. If the character's rival is involved in crime or law enforcement, a complication ensues if the character succeeds on only two checks.
  ##### Crime Complications | d8 | Complication | |:---:|--------------------------------------------------------------------------------------------------| | 1 | A bounty equal to your earnings is offered for information about your crime.* | | 2 | An unknown person contacts you, threatening to reveal your crime if you don't render a service.* | | 3 | Your victim is financially ruined by your crime. | | 4 | Someone who knows of your crime has been arrested on an unrelated matter.* | | 5 | Your loot is a single, easily identified item that you can't fence in this region. | | 6 | You robbed someone who was under a local crime lord's protection, and who now wants revenge. | | 7 | Your victim calls in a favor from a guard, doubling the efforts to solve the case. | | 8 | Your victim asks one of your adventuring companions to solve the crime. | *Might involve a rival
  ---
  ## Downtime Activity: Gaining Renown
  A character can spend downtime improving his or her renown within a particular organization (see "Renown" in chapter 1). Between adventures, a character undertakes minor tasks for the organization and socializes with its members. After pursuing these activities for a combined number of days equal to his or her current renown multiplied by 10, the character's renown increases by 1.
  ---
  ## Downtime Activity: Gambling
  Games of chance are a way to make a fortune—and perhaps a better way to lose one.
  #### Resources
  This activity requires one workweek of effort plus a stake of at least 10 gp, to a maximum of 1,000 gp or more, as you see fit.
  #### Resolution
  The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.
  The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate *gaming set*, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Gambling Results table to see how the character did.
  ##### Gambling Results | Result | Value | |-------------|---------------------------------------------------------------------| | 0 successes | Lose all the money you bet, and accrue a debt equal to that amount. | | 1 success | Lose half the money you bet. | | 2 successes | Gain the amount you bet plus half again more. | | 3 successes | Gain double the amount you bet. |
  #### Complications
  Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every workweek spent gambling brings a 10 percent chance of a complication, examples of which are on the Gambling Complications table.
  ##### Gambling Complications | d6 | Complication | |:---:|--------------------------------------------------------------------------------------------------| | 1 | You are accused of cheating. You decide whether you actually did cheat or were framed.* | | 2 | The town guards raid the gambling hall and throw you in jail.* | | 3 | A noble in town loses badly to you and loudly vows to get revenge.* | | 4 | You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back. | | 5 | A local crime boss insists you start frequenting the boss's gambling parlor and no others. | | 6 | A high-stakes gambler comes to town and insists that you take part in a game. | *Might involve a rival
  ---
  ## Downtime Activity: Performing Sacred Rites
  A pious character can spend time between adventures performing sacred rites in a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer.
  A character who is a priest in the temple can lead these rites, which might include weddings, funerals, and ordinations. A layperson can offer sacrifices in a temple or assist a priest with a rite.
  A character who spends at least 10 days performing sacred rites gains *inspiration* (described in chapter 4 of the *Player's Handbook*) at the start of each day for the next 2d6 days.
  ---
  ## Downtime Activity: Pit Fighting
  Pit fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined matches. If you want to introduce competitive fighting in a battle-to-the-death situation, the standard combat rules apply to that sort of activity.
  #### Resources
  Engaging in this activity requires one workweek of effort from a character.
  #### Resolution
  The character must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into. A big part of the challenge in pit fighting lies in the unknown nature of a character's opponents.
  The character makes three checks: Strength (Athletics), Dexterity (Acrobatics), and a special Constitution check that has a bonus equal to a roll of the character's largest Hit Die (this roll doesn't spend that die). If desired, the character can replace one of these skill checks with an attack roll using one of the character's weapons. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Pit Fighting Results table to see how the character did.
  ##### Pit Fighting Results | Result | Value | |-------------|-----------------------------------| | 0 successes | Lose your bouts, earning nothing. | | 1 success | Win 50 gp. | | 2 successes | Win 100 gp. | | 3 successes | Win 200 gp. |
  #### Complications
  Characters involved in pit fighting must deal with their opponents, the people who bet on matches, and the matches' promoters. Every workweek spent pit fighting brings a 10 percent chance of a complication, examples of which are on the Pit Fighting Complications table.
  ##### Pit Fighting Complications | d6 | Complication | |:---:|----------------------------------------------------------------------------------------------------| | 1 | An opponent swears to take revenge on you.* | | 2 | A crime boss approaches you and offers to pay you to intentionally lose a few matches.* | | 3 | You defeat a popular local champion, drawing the crowd's ire. | | 4 | You defeat a noble's servant, drawing the wrath of the noble's house.* | | 5 | You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished.* | | 6 | You accidentally deliver a near-fatal wound to a foe. | *Might involve a rival
  ---
  ## Downtime Activity: Practicing a Profession
  You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day (see chapter 5 for more information on lifestyle expenses). This benefit lasts as long you continue to practice your profession.
  If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead.
  If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.
  ---
  ## Downtime Activity: Recuperating
  You can use downtime between adventures to recover from a debilitating injury, disease, or poison.
  After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:
 
  • End one effect on you that prevents you from regaining hit points.
  • For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.

  •   ---
      ## Downtime Activity: Relaxation
      Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers who need a break. This option is also ideal for players who don't want to make use of the downtime system.
      #### Resources
      Relaxation requires one week. A character needs to maintain at least a modest lifestyle while relaxing to gain the benefit of the activity.
      #### Resolution
      Characters who maintain at least a modest lifestyle while relaxing gain several benefits. While relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons. In addition, at the end of the week, a character can end one effect that keeps the character from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration.
      #### Complications
      Relaxation rarely comes with complications. If you want to make life complicated for the characters, introduce an action or an event connected to a rival.
      ---
      ## Downtime Activity: Religious Service
      Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temple's leaders.
      #### Resources
      Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with the character's. If such a place is available, the activity takes one workweek of time but involves no gold piece expenditure.
      #### Resolution
      At the end of the required time, the character chooses to make either an Intelligence (Religion) check or a Charisma (Persuasion) check. The total of the check determines the benefits of service, as shown on the Religious Service table.
      ##### Religious Service | Check Total | Result | |:-----------:|------------------------------------------------------------| | 1–10 | No effect. Your efforts fail to make a lasting impression. | | 11–20 | You earn one favor. | | 21+ | You earn two favors. |
      A favor, in broad terms, is a promise of future assistance from a representative of the temple. It can be expended to ask the temple for help in dealing with a specific problem, for general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. A favor could also take the form of a deity's intervention, such as an omen, a vision, or a minor miracle provided at a key moment. This latter sort of favor is expended by the DM, who also determines its nature.
      Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 + the character's Charisma modifier (minimum of one unused favor).
      #### Complications
      Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming embroiled in such struggles. Every workweek spent in religious service brings a 10 percent chance of a complication, examples of which are on the Religious Service Complications table.
      ##### Religious Service Complications | d6 | Complication | |:---:|----------------------------------------------------------------------------------------| | 1 | You have offended a priest through your words or actions.* | | 2 | Blasphemy is still blasphemy, even if you did it by accident. | | 3 | A secret sect in the temple offers you membership. | | 4 | Another temple tries to recruit you as a spy.* | | 5 | The temple elders implore you to take up a holy quest. | | 6 | You accidentally discover that an important person in the temple is a fiend worshiper. | *Might involve a rival
      ---
      ## Downtime Activity: Research
      Forewarned is forearmed. The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic.
      #### Resources
      Typically, a character needs access to a library or a sage to conduct research. Assuming such access is available, conducting research requires one workweek of effort and at least 50 gp spent on materials, bribes, gifts, and other expenses.
      #### Resolution
      The character declares the focus of the research—a specific person, place, or thing. After one workweek, the character makes an Intelligence check with a +1 bonus per 50 gp spent beyond the initial 50 gp, to a maximum of +6. In addition, a character who has access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. Determine how much lore a character learns using the Research Outcomes table.
      ##### Research Outcomes | Check Total | Outcome | |:-----------:|---------------------------------| | 1–5 | No effect. | | 6–10 | You learn one piece of lore. | | 11–20 | You learn two pieces of lore. | | 21+ | You learn three pieces of lore. |
      Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature's resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on.
      As DM, you are the final arbiter concerning exactly what a character learns. For a monster or an NPC, you can reveal elements of statistics or personality. For a location, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.
      #### Complications
      The greatest risk in research is uncovering false information. Not all lore is accurate or truthful, and a rival with a scholarly bent might try to lead the character astray, especially if the object of the research is known to the rival. The rival might plant false information, bribe sages to give bad advice, or steal key tomes needed to find the truth.
      In addition, a character might run into other complications during research. Every workweek spent in research brings a 10 percent chance of a complication, examples of which are on the Research Complications table.
      ##### Research Complications | d6 | Complication | |:---:|---------------------------------------------------------------------------------------------| | 1 | You accidentally damage a rare book. | | 2 | You offend a sage, who demands an extravagant gift.* | | 3 | If you had known that book was cursed, you never would have opened it. | | 4 | A sage becomes obsessed with convincing you of a number of strange theories about reality.* | | 5 | Your actions cause you to be banned from a library until you make reparations.* | | 6 | You uncovered useful lore, but only by promising to complete a dangerous task in return. | *Might involve a rival
      ---
      ## Downtime Activity: Researching
      The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.
      When you begin your research, the DM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The DM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available.
      For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses (as discussed in chapter 5).
      ---
      ## Downtime Activity: Running a Business
      Adventurers can end up owning businesses that have nothing to do with delving into dungeons or saving the world. A character might inherit a smithy, or the party might be given a parcel of farmland or a tavern as a reward. If they hold on to the business, they might feel obliged to spend time between adventures maintaining the venture and making sure it runs smoothly.
      A character rolls percentile dice and adds the number of days spent on this downtime activity (maximum 30), then compares the total to the Running a Business table to determine what happens.
      If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to fail. For each unpaid debt incurred in this manner, the character takes a -10 penalty to subsequent rolls made on this table.
      ##### Running a Business | d100 + Days | Result | |:-----------:|-------------------------------------------------------------------------------------------------------| | 01-20 | You must pay one and a half times the business's maintenance cost for each of the days. | | 21-30 | You must pay the business's full maintenance cost for each of the days. | | 31-40 | You must pay half the business's maintenance cost for each of the days. Profits cover the other half. | | 41-60 | The business covers its own maintenance cost for each of the days. | | 61-80 | The business covers its own maintenance cost for each of the days. It earns a profit of 1d6 × 5 gp. | | 81-90 | The business covers its own maintenance cost for each of the days. It earns a profit of 2d8 × 5 gp. | | 91-100 | The business covers its own maintenance cost for each of the days. It earns a profit of 3d10 × 5 gp. |
      ---
      ## Downtime Activity: Scribing a Spell Scroll
      With time and patience, a spellcaster can transfer a spell to a scroll, creating a *spell scroll*.
      #### Resources
      Scribing a *spell scroll* takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the *Spell Scroll* Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character's known spells, in order to scribe a scroll of that spell.
      If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.
      ##### Spell Scroll Costs | Spell Level | Time | Cost | |:-----------:|--------------|-----------:| | Cantrip | 1 day | 15 gp | | 1st | 1 day | 25 gp | | 2nd | 3 days | 250 gp | | 3rd | 1 workweek | 500 gp | | 4th | 2 workweeks | 2,500 gp | | 5th | 4 workweeks | 5,000 gp | | 6th | 8 workweeks | 15,000 gp | | 7th | 16 workweeks | 25,000 gp | | 8th | 32 workweeks | 50,000 gp | | 9th | 48 workweeks | 250,000 gp |
      #### Complications
      Crafting a *spell scroll* is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every workweek spent scribing brings a 10 percent chance of a complication, examples of which are on the Scribe a Scroll Complications table.
      ##### Scribe a Scroll Complications | d6 | Complication | |:---:|------------------------------------------------------------------------------------------------| | 1 | You bought up the last of the rare ink used to craft scrolls, angering a wizard in town. | | 2 | The priest of a temple of good accuses you of trafficking in dark magic.* | | 3 | A wizard eager to collect one of your spells in a book presses you to sell the scroll. | | 4 | Due to a strange error in creating the scroll, it is instead a random spell of the same level. | | 5 | The rare parchment you bought for your scroll has a barely visible map on it. | | 6 | A thief attempts to break into your workroom.* | *Might involve a rival
      ---
      ## Downtime Activity: Selling a Magic Item
      Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there's no guarantee that a character will receive a good offer even if a legitimate buyer is found.
      #### Resources
      A character can find a buyer for one magic item by spending one workweek and 25 gp, which is used to spread word of the desired sale. A character must pick one item at a time to sell.
      #### Resolution
      A character who wants to sell an item must make a Charisma (Persuasion) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price.
      ##### Magic Item Base Prices | Rarity | Base Price* | |:---------:|-------------| | Common | 100 gp | | Uncommon | 400 gp | | Rare | 4,000 gp | | Very rare | 40,000 gp | | Legendary | 200,000 gp | *Halved for a consumable item like a potion or scroll
      ##### Magic Item Offer | Check Total | Offer | |:-----------:|--------------------| | 1–10 | 50% of base price | | 11–20 | 100% of base price | | 21+ | 150% of base price |
      #### Complications
      The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn't want to pay for it. Other folk might try to undermine a deal in order to bolster their own business or seek to discredit the character as a legitimate seller. Every workweek spent trying to sell an item brings a 10 percent chance of a complication, examples of which are on the Magic Item Sale Complications table.
      ##### Magic Item Sale Complications | d6 | Complication | |:---:|------------------------------------------------------------------------------------------------| | 1 | Your enemy secretly arranges to buy the item to use it against you.* | | 2 | A thieves' guild, alerted to the sale, attempts to steal your item.* | | 3 | A foe circulates rumors that your item is a fake.* | | 4 | A sorcerer claims your item as a birthright and demands you hand it over. | | 5 | Your item's previous owner, or surviving allies of the owner, vow to retake the item by force. | | 6 | The buyer is murdered before the sale is finalized.* | *Might involve a rival
      ---
      ## Downtime Activity: Selling Magic Items
      Few people can afford to buy a magic item, and fewer still know how to find one. Adventurers are exceptional in this regard due to the nature of their profession.
      A character who comes into possession of a common, uncommon, rare, or very rare magic item that he or she wants to sell can spend downtime searching for a buyer. This downtime activity can be performed only in a city or another location where one can find wealthy individuals interested in buying magic items. Legendary magic items and priceless artifacts can't be sold during downtime. Finding someone to buy such an item can be the substance of an adventure or quest.
      For each salable item, the character makes a DC 20 Intelligence (Investigation) check to find buyers. Another character can use his or her downtime to assist with the search, granting advantage on the checks. On a failed check, no buyer for the item is found after a search that lasts 10 days. On a successful check, a buyer for the item is found after a number of days based on the item's rarity, as shown in the Salable Magic Item table.
      A character can attempt to find buyers for multiple magic items at once. Although this requires multiple Intelligence (Investigation) checks, the searches are occurring simultaneously, and the results of multiple failures or successes aren't added together. For example, if the character finds a buyer for a common magic item in 2 days and a buyer for an uncommon item in 5 days, but fails to find a buyer for a rare item up for grabs, the entire search takes 10 days.
      For each item a character wishes to sell, the player rolls percentile dice and consults the Selling a Magic Item table, applying a modifier based on the item's rarity, as shown in the Salable Magic Items table. The character also makes a Charisma (Persuasion) check and adds that check's total to the roll. The subsequent total determines what a buyer offers to pay for the item.
      You determine a buyer's identity. Buyers sometimes procure rare and very rare items through proxies to ensure that their identities remain unknown. If the buyer is shady, it's up to you whether the sale creates legal complications for the party later.
      ##### Salable Magic Items | Rarity | Base Price | Days to Find Buyer | d100 Roll Modifier* | |-----------|-----------:|:------------------:|:-------------------:| | Common | 100 gp | 1d4 | +10 | | Uncommon | 500 gp | 1d6 | +0 | | Rare | 5,000 gp | 1d8 | -10 | | Very rare | 50,000 gp | 1d10 | -20 | *Apply this modifier to rolls on the Selling a Magic Item table.
      ##### Selling a Magic Item | d100 + Mod | You Find... | |:------------:|----------------------------------------------------------------------------------------------| | 20 or lower | A buyer offering a tenth of the base price | | 21-40 | A buyer offering a quarter of the base price, and a shady buyer offering half the base price | | 41-80 | A buyer offering half the base price, and a shady buyer offering the full base price | | 81-90 | A buyer offering the full base price | | 91 or higher | A shady buyer offering one and a half times the base price, no questions asked |
      ---
      ## Downtime Activity: Sowing Rumors
      Swaying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is an efficient, if underhanded, way to accomplish that goal. Well-placed rumors can increase the subject's standing in a community or embroil someone in scandal. A rumor needs to be simple, concrete, and hard to disprove. An effective rumor also has to be believable, playing off what people want to believe about the person in question.
      Sowing a rumor about an individual or organization requires a number of days depending on the size of the community, as shown in the Sowing Rumors table. In a town or city, the time spent must be continuous. If the character spreads a rumor for ten days, disappears on an adventure for another few days and then returns, the rumor fades away without the benefit of constant repetition.
      ##### Sowing Rumors | Settlement Size | Time Required | |:---------------:|:-------------:| | Village | 2d6 days | | Town | 4d6 days | | City | 6d6 days |
      The character must spend 1 gp per day to cover the cost of drinks, social appearances, and the like. At the end of the time spent sowing the rumor, the character must make a DC 15 Charisma (Deception or Persuasion) check. If the check succeeds, the community's prevailing attitude toward the subject shifts one step toward friendly or hostile, as the character wishes. If the check fails, the rumor gains no traction, and further attempts to propagate it fail.
      Shifting a community's general attitude toward a person or organization doesn't affect everyone in the community. Individuals might hold to their own opinions, particularly if they have personal experience in dealing with the subject of the rumors.
      ---
      ## Downtime Activity: Training
      You can spend time between adventures learning a new language or training with a set of tools. Your DM might allow additional training options.
      First, you must find an instructor willing to teach you. The DM determines how long it takes, and whether one or more ability checks are required.
      The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.
      ---
      ## Downtime Activity: Training
      Given enough free time and the services of an instructor, a character can learn a language or pick up proficiency with a tool.
      #### Resources
      Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character's Intelligence modifier (an Intelligence penalty doesn't increase the time needed). Training costs 25 gp per workweek.
      #### Complications
      Complications that arise while training typically involve the teacher. Every ten workweeks spent in training brings a 10 percent chance of a complication, examples of which are on the Training Complications table.
      ##### Training Complications | d6 | Complication | |:---:|---------------------------------------------------------------------------------------| | 1 | Your instructor disappears, forcing you to spend one workweek finding a new one.* | | 2 | Your teacher instructs you in rare, archaic methods, which draw comments from others. | | 3 | Your teacher is a spy sent to learn your plans.* | | 4 | Your teacher is a wanted criminal. | | 5 | Your teacher is a cruel taskmaster. | | 6 | Your teacher asks for help dealing with a threat. | *Might involve a rival
      ---
      ## Downtime Activity: Training to Gain Levels
      As a variant rule, you can require characters to spend downtime training or studying before they gain the benefits of a new level. If you choose this option, once a character has earned enough experience points to attain a new level, he or she must train for a number of days before gaining any class features associated with the new level.
      The training time required depends on the level to be gained, as shown on the Training to Gain Levels table. The training cost is for the total training time.
      ##### Training to Gain Levels | Level Attained | Training Time | Training Cost | |:--------------:|:-------------:|:-------------:| | 2nd-4th | 10 days | 20 gp | | 5th-10th | 20 days | 40 gp | | 11th-16th | 30 days | 60 gp | | 17th-20th | 40 days | 80 gp |
      ---
      ## Downtime Activity: Work
      When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character's attempt to find temporary work, the quality and wages of which are difficult to predict.
      #### Resources
      Performing a job requires one workweek of effort.
      #### Resolution
      To determine how much money a character earns, the character makes an ability check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a *musical instrument*. Consult the Wages table to see how much money is generated according to the total of the check.
      ##### Wages | Check Total | Earnings | |:-----------:|--------------------------------------------| | 9 or lower | Poor lifestyle for the week | | 10–14 | Modest lifestyle for the week | | 15–20 | Comfortable lifestyle for the week | | 21+ | Comfortable lifestyle for the week + 25 gp |
      #### Complications
      Ordinary work is rarely filled with significant complications. Still, the Work Complications table can add some difficulties to a worker's life. Each workweek of activity brings a 10 percent chance that a character encounters a complication.
      ##### Work Complications | d6 | Complication | |:---:|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | A difficult customer or a fight with a coworker reduces the wages you earn by one category.* | | 2 | Your employer's financial difficulties result in your not being paid.* | | 3 | A coworker with ties to an important family in town takes a dislike to you.* | | 4 | Your employer is involved with a dark cult or a criminal enterprise. | | 5 | A crime ring targets your business for extortion.* | | 6 | You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to it.* | *Might involve a rival
      ---
      ## Downtime and Franchise Activity: Explore Territory
      No matter how densely populated or remote and wild the territory in which a franchise is licensed to operate, that territory has secrets. Characters and franchise staff can explore their licensed territory in search of useful features, hidden lairs, resources, and creatures that can be engaged in beneficial service. (Or, you know, sold for parts. If you're okay with that). Exploration can be done any number of times in a franchise's territory, representing new areas being explored, new discoveries, or elements that have changed since the last exploration.
      ***Resources.*** Exploring a portion of a licensed territory requires at least one workweek of effort and incurs 200 gp per franchise rank in expenses. Spending more time and money increases the chance that the expedition finds something of use to the franchise.
      ***Resolution.*** A character or staff member directing the expedition makes a Wisdom (Survival) check to determine the outcome. This check gains a +2 bonus if a character with the cartographer or occultant position is part of the expedition, a +1 bonus for each workweek beyond the first that is spent exploring, and a +1 bonus for every additional 200 gp spent over the baseline expenses. A maximum bonus of +10 can be applied to this check. The total of the check determines the outcome, as shown on the Exploration Discoveries table.
      ##### Exploration Discoveries | Check Total | Discovery | |:-----------:|------------------------| | 1–5 | Major threat* | | 6–10 | Minor threat* | | 11–15 | No discovery of note | | 16–20 | Natural feature | | 21–25 | New customers | | 26–30 | Ally or useful monster | | 31+ | Expanded benefit | *Might involve a rival ***Major Threat.*** A result on the table indicating a major threat represents a discovery, event, or entity that might completely undo a franchise's ability to do business—or destroy it altogether. Such threats might include the discovery of a massing orc tribe, or a dragon entering the area to raid the franchise's trade routes. The franchise's monthly costs increase by 50 percent until the threat is resolved, as determined by the DM.
      ***Minor Threat.*** A minor threat to the franchise involves uncovering a danger that can disrupt the characters' ability to conduct business effectively. Such threats might arise from stumbling upon the lair of a monster, learning of the machinations of a noble, or discovering a rival's outpost. The franchise's monthly costs increase by 25 percent until the threat is resolved, as determined by the DM.
      ***Natural Feature.*** The expedition could locate timber, precious metals, or other valuable natural resources; a feature that serves as a lookout or offers defensive value; a location that can serve as a safe house; or the like. Valuable resources lower a franchise's monthly costs by 25 percent for 1d4 + 1 months. Other natural features can offer material benefits in future gaming sessions. For example, a tall spire of rock could serve as a watchtower, allowing the franchise to gain advance warning of any large-scale forces moving through their territory. A cave network acting as a safe house could allow the franchise to conceal goods or people in times of trouble.
      ***New Customers.*** A new settlement is discovered in the territory, and the people there are eager to deal. These could be newcomers settling the area or a previously unnoticed village or group of farmsteads. The presence of new customers lowers franchise costs by 25 percent for 2d4 months before rivals catch wind of them.
      ***Ally or Useful Monster.*** The dwelling of a useful ally, such as a sage or a former franchise member, is discovered. This ally can become a source of lore, providing insights into one or more campaign secrets—for a low, low fee of 100 gp times the franchise tier for each secret. The party can also make one-time use of the ally to lower franchise costs by 50 percent for 1d4 months, after which the ally departs.
      The expedition could instead locate a monster that is either willing to help the party or can be tamed. The challenge rating of the monster is typically equal to franchise rank, and providing for the monster's needs costs 100 gp per month. This monster could serve as a scout or spy, alerting the franchise to danger in its territory. Or it could serve as a mount or guardian and be based in the franchise headquarters. Such a monster remains with the franchise as long as its costs are covered and it is treated well.
      ***Expanded Benefit.*** The DM chooses whether the expedition turns up a natural feature, new customers, or an ally or useful monster, then increases the benefit or reduces the cost of that discovery. Natural resources might be found in greater abundance, an ally might provide secrets for half the normal fee, a monster might be of a higher challenge rating than normal, and so on.
      ***Complications.*** A result of 1–10 on the Exploration Discoveries table is its own complication, but the DM can add unexpected side effects to a successful result by choosing from or rolling on the Explore Territory Complications table.
      ##### Explore Territory Complications | d6 | Complication | |:---:|----------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | Within 1 month, the characters find legal documents indicating the beneficial element is owned by or sworn to serve someone else.* | | 2 | One or more staff members go missing during the exploration activity. Their fate is a mystery the characters must resolve.* | | 3 | The beneficial element has a nefarious past, bears a curse, or comes with a dark secret. | | 4 | The beneficial element is short-lived, ending with little notice. Allies might suddenly leave, or a natural feature could be destroyed by a storm. | | 5 | Outsiders are drawn to the beneficial element, getting in the way of the franchise's operations.* | | 6 | Bad luck seems to follow anyone interacting with the beneficial element. | *Might involve a rival
      ---
      ## Downtime and Franchise Activity: Franchise Restructuring
      A growing franchise often needs fine-tuning to improve its operations and remain lean and capable. Efficiency measures, bold new paradigms, shiny business plans, internal audits, and inventory management can be key to new profits. The best plans often end up creating an auxiliary market for "how-to" books, such as *Can't-Miss Principles of Franchise Reinvisionary Strategery* and *What to Inquire about How to Acquire*. In some campaigns, Head Office might periodically require this task to ensure that a franchise grows effectively.
      ***Resources.*** Boldly restructuring a franchise requires at least two workweeks of effort. The franchise must also spend 100 gp per franchise rank in expenses. Spending more time and money increases the characters' chance to effectively restructure their franchise.
      ***Resolution.*** Characters or staff members in charge of the restructuring make two ability checks with a DC of 13 + franchise rank. First, a character or staff member must succeed at either an Intelligence (History) or Wisdom (Insight) check to select the right vision or identify the right areas to innovate. This check gains a +1 bonus for every character with the loremonger or hoardsperson position in the franchise, and an additional +1 bonus if the character making the check has one of those positions.
      A character or staff member must then make a Charisma (Deception, Performance, or Persuasion) check to get all other characters and staff on board with the prescribed changes. This check gains a +1 bonus for each decisionist or secretarian in the franchise, and an additional +1 bonus if the character making the check has one of those positions.
      All checks gain a +1 bonus for every two workweeks beyond the initial time that is spent undertaking this activity. Each check also gains a +1 bonus for every additional 100 gp spent over the baseline expenses. A maximum bonus of +10 can be applied to each check.
      The total number of successes determines the outcome of the activity, as noted on the Franchise Restructuring table.
      ##### Franchise Restructuring | Successes | Benefit | |:---------:|-----------------------------------------------------------------------------------------------------------------------| | 0 | The restructuring plan is a failure. The franchise's monthly costs increase by 20 percent for 1 month. | | 1 | The restructuring plan provides minor benefits. The franchise's monthly costs decrease by 10 percent for 1d4 months. | | 2 | The restructuring plan provides strong benefits. The franchise's monthly costs decrease by 20 percent for 1d4 months. |
      ***Complications.*** A result of 0 successes typically indicates that the failed restructuring results in a complication. At the DM's discretion, even a successful outcome might have unexpected side effects. The DM can choose a complication or roll on the Franchise Restructuring Complications table.
      ##### Franchise Restructuring Complications | d6 | Complication | |:---:|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | The restructuring plan has too many buzzwords and acronyms. The resulting confusion sees shipments or staff sent to dangerous locations. A side trek adventure is required to recover the lost goods or personnel. | | 2 | The changes to the franchise alienate an important staff member, who takes one of the franchise's best practices or secrets to a rival.* | | 3 | The search for efficiency uncovers a previously unrecognized issue, such as corruption, problems with staff dynamics, or influence from a rival.* | | 4 | An audit reveals that one of the staff members was a spy, feeding secrets to a rival. The spy escapes, possibly inspiring a side trek adventure to catch them.* | | 5 | The restructuring efforts produce lingering chaos. The next two times a check is made for a downtime or franchise activity in the campaign, the check is made with disadvantage. | | 6 | A staff member becomes outraged by the changes and secretly begins to undermine the franchise. The characters must uncover the culprit and decide how to deal with them.* | *Might involve a rival
      ---
      ## Downtime and Franchise Activity: Headquarters Modification
      Major headquarters modifications are made as a regular part of franchise advancement (see "*Franchise Advancement*" earlier in this chapter). But it's sometimes desirable to update a previous modification in ways that don't provide any additional mechanical benefits.
      Characters and franchise staff members can use this activity to modify an existing headquarters feature. This change is subject to DM approval, and is typically done within the same feature category, such as swapping one weapon option for another. In response to pressing need, the DM might allow a franchise to swap options between categories, such as losing a weapon option in favor of an arcane option. The DM can limit how often this activity is used.
      ***Resources.*** Once a modification is approved, this activity requires the involvement of the franchise's majordomo and at least one other character or staff member. This team must dedicate at least three workweeks to this activity, and the franchise must spend 1,000 gp per franchise rank to cover expenses. The DM might also require a side trek to gather necessary materials or hire specialist labor before the activity can be commenced.
      ***Resolution.*** One character or the majordomo acts as the lead for this activity, making an Intelligence (Arcana or History) check to draft the modifications. A character or the majordomo must then make two ability checks to complete the modifications, using either Strength (Athletics) or an Intelligence check using appropriate tools. With DM approval, a different ability and skill appropriate for the modification can be substituted for any of the checks.
      Each check receives a +1 bonus for every two staff participating who are skilled hirelings, and a +1 bonus if any participant has the cartographer, loremonger, or hoardsperson position. The number of successes is compared to the Headquarters Modification table.
      ##### Headquarters Modification | Successes | Benefit | |:---------:|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 0 | The modification fails, and the franchise incurs cost overruns of 1,000 gp per franchise rank. | | 1 | The modification fails, and the franchise incurs cost overruns of 500 gp per franchise rank. However, the cause of the failure is apparent, granting advantage on any future checks to perform the same modification. | | 2 | The modification succeeds but incurs a cost overrun of 100 gp per franchise rank. The modification also has a minor drawback, as determined by the DM. | | 3 | The modification succeeds with no cost overruns or drawbacks. |
      ***Complications.*** A result of 0 successes or 1 success automatically creates a complication. Other results might create a complication at the DM's determination. The DM can select a complication or roll on the Headquarters Modification Complications table.
      ##### Headquarters Modification Complications | d6 | Complication | |:---:|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | An accident during the modification injures a franchise staff member. That NPC's family demands compensation equal to 100 gp per franchise rank. It might be possible to instead appease the family by performing a service. | | 2 | A spy makes a copy of the plans for the modification, learning its function and taking that information back to a rival organization.* | | 3 | The modification was based on information originating with a rival. If the modification failed, the plans were intentionally faulty. If it succeeded, the characters detected the fault, but must decide how to respond to the attempted sabotage.* | | 4 | A local official insists that permits were needed for the modification, and demands payment or a favor to make the problem go away.* | | 5 | The work causes the franchise headquarters to develop a quirk, such as strange noises, unwelcome smells, weird vibrations while mobile, and the like. Resolving the problem might require consulting a sage or an expert in headquarters construction. | | 6 | The modification work uncovers a previously unknown problem with the headquarters, such as a structural defect, a dormant monster, bodies interred in the foundations, a concealed cursed item, and so forth. | *Might involve a rival
      ---
      ## Downtime and Franchise Activity: Marketeering
      Every successful franchise knows that brands require constant management. Developing new markets, shaping catchy slogans, and surveying and engaging customers can all create new sources of revenue. Should you write and sell exciting chapbook serials based on the exploits of Omin, Jim, **Môrgæn**, and **Viari**? Should you sell a complex investment scheme to a city's guild masters? Should you create a branded stage production based on your franchise's exciting adventures, with a line of clothing to match? All those things and more are encompassed by the fine art of marketeering.
      ***Resources.*** The players must first sketch out their marketeering plan and present it to the DM. A character or franchise staff member must spend at least one workweek to engage in marketeering, and must spend 100 gp per franchise rank in expenses. Spending more money increases the chance of the plan's success.
      ***Resolution.*** A marketeering effort requires three ability checks, representing drafting the campaign, launching the campaign, and managing its success. Any of the characters or staff members involved in the marketeering can make a check. The DM decides which abilities and skills are applicable, based on the marketeering plan. For example, a plan involving selling a new line of religious items might require an Intelligence (Religion) check to draft the idea and develop the products, a Charisma (Deception) check to convince local temples to promote the idea, and a Charisma (Persuasion) check to ensure the plan receives continued support.
      Each check gains a +1 bonus for each additional 100 gp per franchise rank spent above the baseline expenses. When additional gold is spent, the character making the checks determines which checks the bonuses apply to. Additional gold can be spent at any point in the process, allowing the franchise to put more effort into subsequent checks if earlier checks are less than successful. If the character making the check has the obviator or secretarian position, they receive an additional +1 bonus to each check. A maximum bonus of +5 can be applied to each check.
      The DC of each check is determined randomly, reflecting the always-unpredictable conditions of the market. The DM rolls 2d10 + 5 for the DC, generating a separate result for each check. The total number of successes determines the outcome of the activity, as noted on the Marketeering table.
      ![The Magic Of Marketeering](img/book/AI/022-02-21.webp)
      ##### Marketeering | Successes | Benefit | |:---------:|---------------------------------------------------------------------------------------------------------------------| | 0 | The marketeering plan fails. The franchise's monthly costs increase by 20 percent for 1 month. | | 1 | The marketeering plan provides no improvements or setbacks. | | 2 | The marketeering plan provides moderate benefits. The franchise's monthly costs decrease by 25 percent for 1 month. | | 3 | The marketeering plan is a complete success. The franchise's monthly costs decrease by 25 percent for 2 months. |
      ***Complications.*** A result of 0 successes or 1 success typically indicates that the marketeering plan incurs a complication. However, even a successful result can trigger a complication at the DM's determination. The DM can choose a complication or roll on the Marketeering Complications table.
      ##### Marketeering Complications | d8 | Complication | |:---:|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | The marketeering plan attracts the attention of Head Office, where someone absolutely hates it. A NPC is sent to oversee the franchise "for a while," with an outcome determined by the DM.* | | 2 | Marketeering materials go missing right before launch, forcing the franchise to recreate them at the last minute. This might incur additional baseline costs or affect the reduction of franchise costs, as the DM determines.* | | 3 | Just as the marketeering plan is released to the public, the characters realize that a competing group released a surprisingly similar plan just a tenday previous. Customers now think the franchise is copying its rival.* | | 4 | The marketeering's message alienates or offends a crucial demographic. Protests spring up, and the affected group demands reparations. | | 5 | A local official or noble begins to look into claims of deceptive advertising tactics or questionable hiring practices related to the marketeering plan.* | | 6 | The marketeering plan creates great interest—but unfortunately steers customers toward similar products or services offered by a competitor.* | | 7 | The catchphrase or theme song of the marketeering campaign is a surprise hit, and everyone repeats it endlessly! Until they tire of it and begin blaming the franchise for mental trauma. | | 8 | The marketeering plan is undermined by rumors of a problem with the product or service, causing it to be dangerous to anyone using it.* | *Might involve a rival
      ---
      ## Downtime and Franchise Activity: Philanthropic Enterprise
      It can feel great to give to charity and help those in need. Pretending to care about others can also be a great way to earn favor with governments and nobility, gain tax write-offs, or win over customers. Head Office might suggest (or even require) that a franchise undertake this activity if it has recently gained negative publicity or been discovered to engage in shady activities.
      Franchise members should select a philanthropic cause related to a nearby area, settlement, or group of people. Example causes include such efforts as picking up trash from roads or forests, improving schools, and raising funds for victims of a recent disaster. (That last one is an especially good idea if the disaster was caused by the franchise). Success benefits the franchise by helping the selected cause—or at least giving the appearance of having done so. Failure might worsen both the underlying issue and the franchise's reputation.
      ***Resources.*** The philanthropic exercise activity requires at least one workweek of effort, and incurs 50 gp per franchise rank in expenses.
      ***Resolution.*** One character or staff member involved in the philanthropic enterprise makes an ability check determined by the DM. A Charisma check using the character's choice of skill is often appropriate, but the DM might decide that a specific philanthropic approach requires a different ability and skill. A character with the documancer or occultant position gains a +1 bonus to the check. The total of the check determines the outcome, as shown on the Philanthropic Enterprise table.
      ##### Philanthropic Enterprise | Check Total | Result | |:-----------:|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1–5 | The philanthropic enterprise is a disaster. The cause is left severely worse off, and literally everyone blames the franchise. | | 6–10 | The cause shows no real improvement, and people are slow to accept the franchise's claims of wanting to help. | | 11–15 | The franchise is praised for its help in improving the chosen cause. Donations to the cause pour in, allowing the franchise to skim an honorarium of 200 gp. | | 16–20 | The cause shows serious improvement, and the franchise is heralded for its actions. Donations to the cause pour in, allowing the franchise to skim a management fee of 500 gp. | | 21+ | The cause shows remarkable improvement, and the franchise is credited for all but fully resolving the issue. Local officials provide a tax break, reducing the franchise's monthly costs by 20 percent for 2 months. |
      ***Complications.*** A result of 1–5 on the Philanthropic Enterprise table automatically generates a complication. But the DM can decide that even success might have drawbacks, either choosing or rolling for a complication on the Philanthropic Enterprise Complications table.
      *People give away their money? For no reason? But how will they buy ale and arrows?*— **Môrgæn** ##### Philanthropic Enterprise Complications | d6 | Complication | |:---:|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | The selected cause is secretly the purview of a thieves' guild or other criminal organization. The organization resents the franchise's efforts and decides to undermine the characters' future endeavors.* | | 2 | A local reporter or official becomes convinced that the franchise's efforts are all about the characters' personal gain. The individual begins to monitor the franchise, and reports on any missteps.* | | 3 | A group of individuals objects to the franchise's efforts, believing that the problem underlying the selected cause is part of the natural order. The group actively tries to convince others of the terrible side effects (real or otherwise) of the franchise's philanthropy.* | | 4 | Another philanthropic group is already involved in the franchise's cause. That group tries to cast the franchise's efforts as ineffective and insincere.* | | 5 | Hearing of the franchise's good works, people who are affected by some other issue requiring philanthropic assistance show up at franchise headquarters in huge numbers. | | 6 | Members of the franchise work with an established group to perform the philanthropic enterprise. But it soon becomes clear that the group is a sham—and that local officials are looking into their activities. The characters need to fix the situation, or risk being implicated in scandal by association.* | *Might involve a rival
      ---
      ## Downtime and Franchise Activity: Running a Franchise
      Running a business is one of the *downtime activities* presented in the *Dungeon Master's Guide*, but an Acquisitions Incorporated franchise is no mere business. This new downtime and franchise activity covers the many and varied duties necessary to keep a franchise running smoothly, and determines how well the characters and their staff manage those duties.
      ***Resources.*** Unless the DM decides otherwise, this franchise task must be run at the end of each month of game time. Unlike other activities, results are determined for running a franchise even if specific characters and staff members are not allocated to the activity. However, allocating characters or staff members to running the franchise greatly improves the chances for a favorable outcome.
      During any given month, the players decide how many days their characters and the franchise staff can dedicate to this activity. Characters and staff members cannot perform other activities while focused on this activity (as normal), and any days spent adventuring or engaged in other activities cannot be used for this activity.
      ***Resolution.*** Percentile dice are rolled by a player nominated for this task by the group. The number of total days spent by all characters and staff members on this activity are added to the roll. That total is then compared to the Running a Franchise table to determine what happens for the month.
      ##### Running a Franchise | d100 + Days | Result | |:-----------:|----------------------------------------------------------------------------------------------------------------------------------| | 01–10 | The franchise has a ruinous month. Declining sales and rising expenditures increase the franchise's monthly cost by 150 percent. | | 11–20 | The franchise suffers severe setbacks. Monthly cost increases by 125 percent. | | 21–30 | The franchise struggles. Monthly cost increases by 100 percent. | | 31–40 | The franchise performs poorly. Monthly cost increases by 50 percent. | | 41–50 | The franchise operates normally. Monthly cost does not change. | | 51–60 | The franchise sees strong sales and trims expenses. Monthly cost decreases by 50 percent. | | 61–70 | The franchise improves operations and sales. Monthly cost decreases by 100 percent. | | 71–80 | The franchise has an excellent month. Monthly cost decreases by 110 percent. | | 81–90 | The franchise has a fantastic month. Monthly cost decreases by 125 percent. | | 91+ | The franchise is a shining example to other Acquisitions Incorporated franchises. Monthly cost decreases by 150 percent. |
      ***Determining Monthly Cost.*** A franchise's base monthly cost is a combination of the cost for the franchise's headquarters and a multiplier for franchise rank. The fancier the headquarters, the more the upkeep. And the bigger the franchise, the more overhead it has. The "*Franchise Advancement*" section earlier in this chapter has more information on determining a franchise's base monthly cost.
      Whenever a downtime or franchise activity modifies a franchise's costs for a given month, that increase or decrease is totaled up with all other increases and decreases. For example, a successful marketeering campaign might decrease the franchise's monthly costs by 25 percent, but then a major threat as a result of exploring franchise territory increases monthly costs by 50 percent—a net increase of 25 percent.
      Whenever the final result indicates that the franchise's monthly costs have decreased 100 percent, profits and expenses exactly balance each other out, so that the franchise has no payment to make for that month. Whenever the final total is a decrease in monthly costs of more than 100 percent, this means the franchise has paid its expenses and earned a profit to boot. Calculate the profit based on the amount of the decrease above 100 percent. For example, a franchise whose monthly costs come out at a decrease of 150 percent earns a profit equal to 50 percent of the franchise's base monthly cost.
      ***Nonpayment Penalties.*** At the end of this activity, the franchise makes a payment to Head Office to cover its monthly costs. If it does not do so, the franchise begins to fail. See the rules for defaulting in the "Franchise Costs" section, earlier in this chapter. Regardless of what action Head Office takes, a franchise's inability to pay its expenses should result in complications and story ramifications. Local folk and businesses start to demand that accounts be cleared. The general public might begin to reject the franchise's products and services, worried about dealing with dodgy businesspeople.
      ***Complications.*** A franchise automatically suffers a complication if the check for this activity was 30 or less. The DM might also impose a complication even when a franchise is doing well. The DM can choose a complication or roll on the Running a Franchise Complications table.
      ##### Running a Franchise Complications | d6 | Complication | |:---:|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | The franchise's sales of products and services have attracted competition from a rival.* | | 2 | Regardless of its success month to month, the franchise's long-term planning is called into question. Head Office demands that the characters engage in either the franchise restructuring activity or the team building activity. | | 3 | A person who insists they are in no way from Head Office suggests that the franchise should run the shady business practice activity. It really feels more like a demand than a suggestion. | | 4 | Customers are turning away from the franchise. Until the characters can determine the cause, each subsequent check for the running a franchise activity takes a −5 penalty.* | | 5 | A staff member finds signs of sabotage impacting the franchise's operations.* | | 6 | Staff members start demanding higher pay and threaten to go on strike.* | *Might involve a rival
      ---
      ## Downtime and Franchise Activity: Schmoozing
      The schmoozing activity is more than just random carousing, chatting people up at society parties, or pumping strangers for information over copious drinks. (Full disclosure: copious drinks are often still a part of the bigger schmoozing picture.) For characters in an Acquisitions Incorporated campaign, schmoozing is a carefully focused engagement of bargaining and influence, designed to harvest contacts important to a franchise's interests.
      ***Resources.*** Schmoozing covers at least one workweek of interactions. Characters or staff members undertaking this activity must look and play the part of the confident franchisee—dressing well, spending money, giving gifts to new friends, and so forth. Schmoozing with laborers and other working-class folk might incur expenses of 10 gp per franchise rank, with expenses escalating to 100 gp or more per franchise rank for schmoozing professionals and business rivals. Schmoozing at the highest level with nobles or ranking members of a faction might incur expenses of 250 gp or more per franchise rank as the character or staff member attempts to put on an impressive social display.
      ***Resolution.*** The character or staff member engaging in schmoozing determines whether they want to establish relations with specific NPCs or with any general representative of a group. The character makes a Charisma (Persuasion) check to determine the effectiveness of their schmoozing, as noted on the Schmoozing table. A character with the obviator position gains a +1 bonus to the check. A character with a background related to those they attempt to schmooze gains a +1 bonus to the check (a criminal schmoozing other criminals, a guild artisan schmoozing a guild master, and so forth).
      ##### Schmoozing | Check Total | Result | |:-----------:|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1–5 | The character's failed schmoozing brings the franchise into disrepute. Any further checks made for the franchise to schmooze NPCs from the same group or organization are made with disadvantage. | | 6–10 | The character becomes known to those they schmooze, but gains no immediate benefit. If the character undertakes this activity again within the same group or social circle, the next check to schmooze is made with advantage. | | 11–15 | The character successfully establishes the desired contacts, and is treated as a confidante of those they schmoozed. | | 16–20 | The character establishes the desired contacts and is treated as a trusted friend. | | 21+ | The character establishes the desired contacts and gains a favor as a result of their schmoozing skill. |
      If contacts are successfully made, the DM determines which NPCs the franchise is able to ingratiate itself with, how long those relationships last, and what kinds of benefits the franchise might gain. Some schmoozed NPCs might provide only a single minor benefit to the franchise before realizing the one-sided nature of the relationship. Others might hang around wanting to help the franchise for years—whether the characters want them to or not.
      ***Complications.*** A check of 5 or lower made to schmooze automatically triggers a complication. Because the stakes of schmoozing are often high, the DM might decide to have any successful schmooze attempt come with a potential downside. The DM can choose a complication or roll on the Schmoozing Complications table.
      ##### Schmoozing Complications | d6 | Complication | |:---:|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | A different group notices the character's schmoozing attempts. Agents threaten to expose the franchise's ulterior motives unless the characters perform a favor or pay a bribe.* | | 2 | To win over a potential contact, the schmoozing character or staff member swore to participate in an initiation ritual from the contact's group... without first learning the nature of that ritual. | | 3 | A contact becomes convinced that the schmoozing character or staff member intends to leave the franchise and join the contact's organization. It's clear that they'll become hurt or angry when they learn the truth. | | 4 | In the attempt to win over a contact, it was necessary to reveal one of the franchise's secrets.* | | 5 | The character or staff member regrets giving a contact a personal item, a drop of blood, or a lock of hair. It seemed like a great idea at the time.* | | 6 | Shortly after schmoozing, the character or staff member receives a love letter from a contact—whether that interest is reciprocated or not.* | *Might involve a rival
      ---
      ## Downtime and Franchise Activity: Scrutineering
      As a member of an Acquisitions Incorporated franchise, you scoff at those who limit their intelligence-gathering activities to mere research or sagery. The scrutineering activity covers basic research easily enough (finding a new profitable venture, learning what pleases Head Office, amassing lore about a site or monster, and so forth). But it can also expand across a much broader range of activities. You might engage ("kidnap" is such a harsh word) members of a rival group, learn the secrets of a stronghold known only to those who built it, assess an organization's business model to determine its weaknesses, or lay rightful claim to any information that might benefit your franchise in some way.
      ***Resources.*** The DM determines what resources are required for any particular scrutineering goal, including access to specific people or places. Once that access has been gained, this activity requires at least one workweek of effort and 100 gp per franchise rank spent on bribes, materials, and other expenses. Spending more money increases the chance for successful scrutineering.
      ***Resolution.*** The character or staff member overseeing the activity makes an Intelligence check, and can make use of a skill appropriate to the scrutineering activity at the DM's discretion. This check gains a +1 bonus per 100 gp spent beyond the baseline expenses. A character with the documancer position gains a +1 bonus to the check. A maximum bonus of +10 can be applied to this check. The total of the check determines the outcome, as shown on the Scrutineering table.
      ##### Scrutineering | Check Total | Outcome | |:-----------:|---------------------------------| | 1–5 | No effect. | | 6–10 | You learn one piece of lore. | | 11–20 | You learn two pieces of lore. | | 21+ | You learn three pieces of lore. |
      Each piece of lore you uncover through scrutineering might cover specific details about a creature or NPC, how to thwart the defenses of a stronghold or office, the rituals or magic items employed by a mystical order, and so forth. The DM makes the final decision regarding what information is revealed by scrutineering.
      ***Complications.*** Whenever this activity is undertaken, the DM determines whether a complication is warranted. Even if the information you uncover with scrutineering is accurate, additional things you didn't learn might complicate your understanding. Your attempts to uncover secret information might also be thwarted by those intent on keeping those secrets. The DM can choose a complication or roll on the Scrutineering Complications table.
      ##### Scrutineering Complications | d6 | Complication | |:---:|------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | One of the pieces of information is false and was planted by a rival.* | | 2 | A source of information decides to join a rival organization, becoming an asset for them.* | | 3 | A source was a greedy information broker, who decides to also sell information about the franchise or Head Office to a rival organization.* | | 4 | The target of the information becomes aware of the franchise's scrutineering efforts, and resents them.* | | 5 | Scrutineering attempts attract the attention of officials, nobles, or another faction or rival who were previously unaware of the franchise.* | | 6 | The character or staff member leading the activity comes into contact with a magical effect whose removal might require a side trek adventure. | *Might involve a rival
      ---
      ## Downtime and Franchise Activity: Shady Business Practice
      The quickest path to success often runs straight through the thickets of questionable legality. Franchises that can overcome the morally dubious aspects of certain enterprises—and can deal with the risk of being caught engaging in those enterprises—might wish to consider such time-honored practices as back-of-the-wagon discount sales, fly-by-night gambling halls, highway robbery, racketeering, and pyramid schemes. Shady business practices can also include corporate espionage against rivals and other Acq Inc franchises, including stealing goods or sabotaging commercial efforts.
      ![A Suitably Shady Business Practice](img/book/AI/023-02-22.webp)
      ***Resources.*** An intended shady business practice is detailed by the players and approved by the DM. Any shady business practice requires at least two workweeks of effort, plus 50 gp per franchise rank in expenses to set up the scheme.
      ***Resolution.*** A shady business practice requires three ability checks, reflecting the ongoing progress of the chosen scheme. Any of the characters or staff members involved in the shady business practice can make a check. The abilities and skills applicable for each check are determined by the DM, reflecting the selected scheme and the ongoing narrative. For example, an attempt to set up a fly-by-night casino might require an Intelligence (Investigation) check to case a town for a suitable location, a Wisdom or Charisma check making use of gaming set proficiency to run the operation, and a Dexterity (Sleight of Hand) check to get away with the profits. At the DM's determination, each check gains a +1 bonus if the character making the check has a background appropriate to the shady activity.
      The DC of each check is determined randomly, reflecting the risky nature of criminal enterprises. The DM rolls 2d10 + 5 for the DC, generating a separate result for each check. The total number of successes determines the outcome of the activity, as noted on the Shady Business Practice table.
      Some outcomes of shady business provide an additional benefit, chosen by the DM and relating to the characters' chosen enterprise. For example, a franchise engaged in corporate espionage might gain insight into a rival, while a franchise selling black-market goods might learn the name of a corrupt government official.
      *Why would I know anything about shady business practices? Why are you asking me? I'm sure I don't know what you mean. Plausible deniability certainly is not an important business tip I'd recommend.*— **Rosie Beestinger** ##### Shady Business Practice | Successes | Benefit | |:---------:|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 0 | All participants in the shady business practice are arrested, and the franchise is fined 250 gp per franchise rank. | | 1 | The shady business practice is a borderline success, providing 50 gp in profits per franchise rank. | | 2 | The shady business practice is a moderate success, providing 100 gp in profits per franchise rank. Additionally, the franchise gains a minor benefit related to the enterprise. | | 3 | The shady business practice is a full success, providing 150 gp in profits per franchise rank. Additionally, the franchise gains a major benefit related to the enterprise. |
      ***Complications.*** Achieving 0 successes automatically generates a complication, but the DM might decide that any illicit enterprise runs the risk of unforeseen circumstances. The DM can choose a complication or roll on the Shady Business Practice Complications table.
      ##### Shady Business Practice Complications | d6 | Complication | |:---:|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | One of the franchise's staff members is arrested in connection with the scheme—and is set to be interrogated about all the franchise's activities.* | | 2 | Characters or staff members meet a corrupt official or noble as a result of the scheme. This brash and flamboyant individual threatens to draw attention to any future shady enterprises. | | 3 | A rival uncovers the shady scheme and threatens to expose it.* | | 4 | A citizens group hears rumors about the franchise's involvement in the shady scheme, and forms a watch organization to monitor the characters. | | 5 | An NPC who participated in the scheme tries to blackmail the franchise, asking for payment or a favor to keep quiet. | | 6 | A thieves' guild or other criminal organization takes an interest in the scheme. They order the franchise to run this activity every month, and demand a 10 percent cut. While the franchise does so, all checks for shady business practice activities are made with advantage.* | *Might involve a rival
      ---
      ## Downtime and Franchise Activity: Team Building
      The frenetic pace of adventuring and running a franchise sometimes covers up underlying issues. Has the party's cleric accidentally started worshiping a dark god? Is the majordomo at odds with the occultant's habit of displaying entrails in the great hall? Is the fighter questioning their life choices? The team building activity can help characters work through problems, settle differences, and adjust the work-life balance. In the end, everyone ends up with a healthier working relationship. Or at least that's the plan.
      At the DM's determination, characters might be directed by Head Office to run this activity each time a new franchise rank is gained, or during times of exceptional chaos or uncertainty.
      ***Resources.*** Team building requires the involvement of at least two characters, or a character and a staff member. Those individuals must dedicate at least one workweek to this activity, whose particulars are worked out by participating players and the DM. The team building exercise might be a trust-inspiring ropes course, an emotional "resolve your issues" workshop, a meeting with an NPC spiritual guide, or any other suitable endeavor. Setting up the exercise incurs expenses of from 50 gp to 250 gp per franchise rank, as determined by the DM.
      ***Resolution.*** Each character or staff member participating in team building chooses another participant, then creates a negative story connection to a bond, ideal, or similar element of that participant's backstory. The players come up with such connections for their own characters. The DM creates connections for franchise staff, either on their own or in consultation with the players. (Characters and staff members do not need to pair up. If everyone else in the franchise has a particular problem with one character, so be it.)
      Each character and staff member then makes a Wisdom (Insight) check. With the DM's approval, different ability checks and skills might be allowed if they relate to the specifics of the team building exercise. A participant has advantage on their check if the DM decides the story connection was particularly clever or well roleplayed. All checks gain a +1 bonus if one of the characters taking part in the activity is a decisionist.
      Each check is compared to the Team Building table. The outcome of the check can help redefine the relationships between individual characters, and can establish the tone of roleplaying between characters and franchise staff. Some outcomes also involve a team building memory that provides a potent benefit (see below).
      ##### Team Building | Check Total | Benefit | |:-----------:|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1–5 | The participant uncovers deep-seated issues between themself and their chosen partner. If this is a character, they have disadvantage on ability checks made in the presence of the partner until the character undertakes this activity again. If this is a staff member, they are traumatized and leave the franchise unless the characters can convince them to stay. | | 6–10 | The participant did not benefit from the team building exercise, but avoided serious trauma. | | 11–15 | The participant was able to work through one or more issues. If this is a character, they have advantage on the next check they make during a franchise or downtime activity. | | 16–20 | The participant sees themself and their connection to the other participant in a whole new way. If this is a character, they have advantage on the next check they make during a franchise or downtime activity, and they gain a team building memory (see below). | | 21+ | The participant has had an awakening, gaining a deep sense of who they can become and their connection to their partner. The character has advantage on the next check they make during a franchise or downtime activity, and gains two team building memories. |
      ***Team Building Memories.*** The most potent personal changes inspired by team building can last a lifetime. Or at least an encounter. A character who earns a team building memory gains an extraordinary ability that can be used once. As a bonus action, the character gains one effect of the *enhance ability* spell for 10 minutes (no concentration required).
      A character can retain team building memories only from the most recent instance of this activity. If a character has unused team building memories and undertakes this activity again, those memories are lost.
      *Wait, we're a team? I thought we were independent entities with temporarily aligned goals.*— **Môrgæn*****Complications.*** At the DM's determination, every team building exercise has a chance of creating a complication as things get real, yo. The DM can choose a complication or roll on the Team Building Complications table.
      ##### Team Building Complications | d6 | Complication | |:---:|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | The team building activity is revealed to actually be a death trap, an island of doom, or a similar challenge. The DM determines whether this was an honest mix-up, the act of a disgruntled staff member, or the actions of a rival.* | | 2 | Upon hearing what took place during the team building exercise, uninvolved staff members decide that the franchise is subjecting them to too much trauma. Some staff members might threaten to quit, or decide they want more benefits. | | 3 | It's revealed that the team building exercise was set up by a rival as an opportunity to ambush the participants, or to attack the franchise headquarters while the characters were away.* | | 4 | The participants learn way too much about each other. Each character participating in the activity must select a bond, ideal, or similar background aspect from their partner and come up with a story explaining how this becomes a conflict for them. | | 5 | Staff members who did not participate in the team building exercise feel left out, and morale drops at the franchise. The characters must find a way to raise staff spirits that does not involve running this activity again. | | 6 | A staff member involved in the activity is secretly a member of a rival organization, or has been duped into doing that organization's bidding. During the team building exercise, the rival organization plans to steal franchise secrets or destroy the participants' morale.* | *Might involve a rival
      ---
      ## Downtime Revisited
      It's possible for the characters to start a campaign at 1st level, dive into an epic story, and reach 10th level and beyond in a short amount of game time. Although that pace works fine for many campaigns, some DMs prefer a campaign story with pauses built into it—times when adventurers are not going on adventures. The downtime rules given in this section can be used as alternatives to the approach in the *Player's Handbook* and the *Dungeon Master's Guide*, or you can use the material here to inspire the creation of your own options.
      By engaging the characters in downtime activities that take weeks or even months to complete, you can give your campaign a longer time line—one in which events in the world play out over years. Wars begin and end, tyrants come and go, and royal lines rise and fall over the course of the story that you and the characters tell.
      Downtime rules also provide ways for characters to spend—or be relieved of—the monetary treasure they amass on their adventures.
      The system presented here consists of two elements. First, it introduces the concept of rivals. Second, it details a number of downtime activities that characters can undertake.
      #### Rivals
      Rivals are NPCs who oppose the characters and make their presence felt whenever the characters are engaging in downtime. A rival might be a villain you have featured in past adventures or plan to use in the future. Rivals can also include good or neutral folk who are at odds with the characters, whether because they have opposing goals or they simply dislike one another. The cultist of Orcus whose plans the characters have foiled, the ambitious merchant prince who wants to rule the city with an iron fist, and the nosy high priest of Helm who is convinced the characters are up to no good are all examples of rivals.
      A rival's agenda changes over time. Though the characters engage in downtime only between adventures, their rivals rarely rest, continuing to spin plots and work against the characters even when the characters are off doing something else.
      ***Creating a Rival.*** In essence, a rival is a somewhat specialized NPC. You can use chapter 4 of the Dungeon Master's Guide to build a new NPC for this purpose, or pick one from your current cast of supporting characters and embellish that NPC as described below.
      It's possible for the characters to have two or three rivals at a time, each with a separate agenda. At least one should be a villain, but the others might be neutral or good; conflicts with those rivals might be social or political, rather than manifesting as direct attacks.
      The best rivals have a connection with their adversaries on a personal level. Find links in the characters' backstories or the events of recent adventures that explain what sparked the rival's actions. The best trouble to put the characters in is trouble they created for themselves.
      ##### Rival | d20 | Rival | |:---:|------------------------------------------------------------------------------------------| | 1 | Tax collector who is convinced the characters are dodging fees | | 2 | Politician who is concerned that the characters are causing more trouble than they solve | | 3 | High priest who worries the characters are diminishing the temple's prestige | | 4 | Wizard who blames the characters for some recent troubles | | 5 | Rival adventuring party | | 6 | Bard who loves a scandal enough to spark one | | 7 | Childhood rival or member of a rival clan | | 8 | Scorned sibling or parent | | 9 | Merchant who blames the characters for any business woes | | 10 | Newcomer out to make a mark on the world | | 11 | Sibling or ally of defeated enemy | | 12 | Official seeking to restore a tarnished reputation | | 13 | Deadly foe disguised as a social rival | | 14 | Fiend seeking to tempt the characters to evil | | 15 | Spurned romantic interest | | 16 | Political opportunist seeking a scapegoat | | 17 | Traitorous noble looking to foment a revolution | | 18 | Would-be tyrant who brooks no opposition | | 19 | Exiled noble looking for revenge | | 20 | Corrupt official worried that recent misdeeds will be revealed |
      To add the right amount of detail to a rival you want to create, give some thought to what that NPC is trying to accomplish and what resources and methods the rival can bring to bear against the characters.
      ***Goals.*** An effective rival has a clear reason for interfering with the characters' lives. Think about what the rival wants, how and why the characters stand in the way, and how the conflict could be resolved. Ideally, a rival's goal directly involves the characters or something they care about.
      ***Assets.*** Think about the resources the rival can marshal. Does the character have enough money to pay bribes or to hire a small gang of mercenaries? Does the rival hold sway over any guilds, temples, or other groups? Make a list of the rival's assets, and consider how they can be used.
      ***Plans.*** The foundation of a rival's presence in the campaign is the actions the rival takes or the events that occur as a result of that character's goals. Each time you resolve one or more workweeks of downtime, pick one of the ways a rival's plans might be advanced and introduce it into play.
      Think about how a rival might operate in order to bring specific plans to fruition, and jot down three or four kinds of actions the rival might undertake. Some of these might be versions of the downtime activities described later in this section, but these are more often efforts that are specific to the rival.
      A rival's action might be a direct attack, such as an assassination attempt, that you play out during a session. Or it might be a background activity that you describe as altering the campaign in some way. For example, a rival who wants to increase the prestige of the temple of a war god might hold a festival with drink, food, and gladiatorial games. Even if the characters aren't directly involved, the event becomes the talk of the town.
      Some elements of a rival's plans might involve events in the world that aren't under the rival's control. Whether such an event can be easily anticipated or not, the rival's plans might include contingencies for taking advantage of such happenings.
      #### Downtime Activities
      Downtime activities are tasks that usually take a workweek (5 days) or longer to perform. These tasks can include buying or creating magic items, pulling off crimes, and working at a job. A character selects a downtime activity from among those available and pays the cost of that activity in time and money. You, as DM, then follow the rules for the activity to resolve it, informing the player of the results and any complications that ensue.
      Consider handling downtime away from the game table. For example, you could have the players pick their downtime activities at the end of a session, and then communicate about them by email or text, until you next see them in person.
      ***Resolving Activities.*** The description of each activity tells you how to resolve it. Many activities require an ability check, so be sure to note the character's relevant ability modifiers. Follow the steps in the activity, and determine the results.
      Most downtime activities require a workweek (5 days) to complete. Some activities require days, weeks (7 days), or months (30 days). A character must spend at least 8 hours of each day engaged in the downtime activity for that day to count toward the activity's completion.
      The days of an activity don't need to be consecutive; you can spread them over a longer period of time than is required for the activity. But that period of time should be no more than twice as long as the required time; otherwise you should introduce extra complications (see below) and possibly double the activity's costs to represent the inefficiency of the character's progress.
      ***Complications.*** The description of each activity includes a discussion of complications you can throw at the characters. The consequences of a complication might spawn entire adventures, introduce NPCs to vex the party, or give the characters headaches or advantages in any number of other ways.
      Each of these sections has a table that offers possible complications. You can roll to determine a complication randomly, pick one from the table, or devise one of your own, and then share it with the player.
      #### Example Downtime Activities
      The following activities are suitable for any character who can afford to pursue them. As DM, you have the final say on which activities are available to the characters. The activities you allow might depend on the nature of the area where the characters are located. For example, you might disallow the creation of magic items or decide that the characters are in a town that is too isolated from major markets for them to buy such items.
      See the following entries for details:
     
  • Buying a Magic Item
  • Carousing
  • Crafting an Item
  • Crime
  • Gambling
  • Pit Fighting
  • Relaxation
  • Religious Service
  • Research
  • Scribing a Spell Scroll
  • Selling a Magic Item
  • Training
  • Work

  •   ---
      ## Encounters at Sea
      The open seas provide endless opportunities for adventure. This section supplies you with a variety of random tables, perfect for detailing the challenges awaiting your characters on and beneath the waves.
      #### Random Encounters
      For each day of a voyage, in addition to checking for hazards, roll a d20. On a 19 or 20, the ship has a random encounter. If you roll both a hazard and a random encounter, the ship experiences both. They might occur simultaneously or in an order of your choice.
      The levels given on the following tables allow you to sculpt what dangers the characters face. The low-level table is useful for when a ship travels in safe waters, while the higher-level ones are suited for primeval waters, far from well-trafficked sea lanes. The tables also allow for encounters with other ships and the discovery of mysterious, uncharted islands. Additional tables for further detailing such encounters are included later in this appendix.
      ##### Open Water Encounters (Levels 1–4) | d100 | Encounter | |:-----:|-----------------------------------------------------------------------------------| | 01–03 | 3d6 **quippers** | | 04–08 | 1 **swarm of quippers** | | 09–12 | 3d10 **dolphins** (see *appendix C*) | | 13–14 | 1 **giant octopus** | | 15–16 | 1d4 **killer whales** | | 17–18 | 1d6 **merfolk** | | 19–20 | 1d6 **giant sea horses** | | 21–24 | 1d8 **giant crabs** | | 25–28 | 1d4 **reef sharks** | | 29 | 1 **hunter shark** | | 30–34 | 1d4 **sahuagin** | | 35–37 | 1d4 **koalinth** (see *appendix C*) | | 38–40 | A rank 1 whirlpool connected to the Elemental Plane of Water (see "*Whirlpools*") | | 41–45 | 1d4 **locathahs** (see *appendix C*) | | 46–51 | 1d3 **harpies** | | 52–54 | 2 **merrow** | | 55–57 | 1 **sahuagin priestess** and 1d4 **sahuagin** | | 58–59 | 1 **koalinth sergeant** and 2d4 **koalinth** (see *appendix C* for both) | | 60–62 | 1 **plesiosaurus** | | 63–64 | 1d3 **sea hags** | | 65–67 | 1d4 **blood hawks** | | 68–70 | 1 **sahuagin champion** (see *appendix C*) | | 71–74 | 1 **giant shark** | | 75 | 1 **young bronze dragon** | | 76–00 | A ship (generated at random) |
      ##### Open Water Encounters (Levels 5–10) | d100 | Encounter | |:-----:|------------------------------------------------------------------------------------------| | 01–03 | 1 **giant shark** | | 04–07 | 1d4 **swarms of quippers** | | 08–11 | 1d10 **killer whales** | | 12–17 | 3d6 **merfolk** | | 18–25 | 1 **sahuagin high priestess** and 1 **sahuagin wave shaper** (see *appendix C* for both) | | 26–30 | 2d8 **giant crabs** | | 31–35 | 2d4 **reef sharks** | | 36–38 | 1d4 **hunter sharks** | | 39–40 | 1d4 **water elementals** | | 41 | A rank 2 whirlpool connected to the Elemental Plane of Water (see "*Whirlpools*") | | 42–45 | 2d4 **locathahs** (see *appendix C*) | | 46–47 | 1 **harpy matriarch** (see *appendix C*) and 1d4 **harpies** | | 48–49 | 2d4 **merrow** | | 50–52 | 1 **sahuagin baron** and 1d4 **sahuagin** | | 53–57 | 1 **koalinth sergeant** and 2d4 **koalinth** (see *appendix C* for both) | | 58–59 | 2d8 **giant crabs** | | 60–61 | 1d4 **plesiosauruses** | | 62–63 | A coven of 3 **sea hags** | | 64–65 | 1d4 **sahuagin blademasters** (see *appendix C*) | | 66–69 | 1 **hydra** | | 70–71 | 1 **marid** | | 72 | 1 **storm giant** | | 73 | 1 **adult bronze dragon** | | 74 | 1 **dragon turtle** | | 75–90 | A ship (generated at random) | | 91–00 | A mysterious island (generated at random) |
      ##### Open Water Encounters (Levels 11–20) | d100 | Encounter | |:-----:|------------------------------------------------------------------------------------------| | 01–03 | 1 **storm giant** | | 04–07 | 2d6 **giant sharks** | | 08–11 | 1 **marid** | | 12–18 | 1 **sahuagin high priestess** and 2d4 **sahuagin champions** (see *appendix C* for both) | | 19–25 | 1 **sahuagin baron** and 1d4 **sahuagin blademasters** (see *appendix C*) | | 26–28 | 3d6 **reef sharks** | | 29–32 | 2d6 **hunter sharks** | | 33–39 | A rank 3 whirlpool connected to the Elemental Plane of Water (see "*Whirlpools*") | | 40–43 | A rank 4 whirlpool connected to the Elemental Plane of Water (see "*Whirlpools*") | | 44–45 | 1d3 **hydras** | | 46–48 | 1d4 **koalinth sergeant** (see *appendix C*) and 3d10 **koalinth** (see *appendix C*) | | 49–50 | 2d4 **plesiosauruses** | | 51–53 | 3d6 **merrow** | | 54–57 | 1 **harpy matriarch** (see *appendix C*) and 2d8 **harpies** | | 58–60 | A coven of 3 **sea hags** | | 61–63 | 1 **dragon turtle** | | 64 | 1 **ancient bronze dragon** | | 65–75 | A ship (generated at random) | | 76–00 | A mysterious island (generated at random) |
      ---
      ## Encumbrance
      The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in *chapter 5*.
      If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.
      If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
      ---
      ## Equipment Sizes
      In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armor, and a gnome would be swallowed up in a cloud giant's elegant robe.
      The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.
      Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 × 10 or determine the increase in cost based on the extent of the alterations required.
      ---
      ## Explosives
      A campaign might include explosives from the Renaissance or the modern world (the latter are priceless), as presented in the Explosives table.
      #### Bomb
      As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
      #### Gunpowder
      Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.
      Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
      #### Dynamite
      As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
      A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).
      Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.
      #### Grenades
      As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.
      Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.
      One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
      ---
      ## Facing
      If you want the precision of knowing which way a creature is facing, consider using this optional rule. Whenever a creature ends its move, it can change its facing. Each creature has a front arc (the direction it faces), left and right side arcs, and a rear arc. A creature can also change its facing as a reaction when any other creature moves.
      A creature can normally target only creatures in its front or side arcs. It can't see into its rear arc. This means an attacker in the creature's rear arc makes attack rolls against it with advantage.
      Shields apply their bonus to AC only against attacks from the front arc or the same side arc as the shield. For example, a fighter with a shield on the left arm can use it only against attacks from the front and left arcs.
      Feel free to determine that not all creatures have every type of arc. For example, an amorphous ochre jelly could treat all of its arcs as front ones, while a hydra might have three front arcs and one rear one. On squares, you pick one side of a creature's space as the direction it is facing. Draw a diagonal line outward from each corner of this side to determine the squares in its front arc. The opposite side of the space determines its rear arc in the same way. The remaining spaces to either side of the creature form its side arcs.
      On hexes, determining the front, rear, and side arcs requires more judgment. Pick one side of the creature's space and create a wedge shape expanding out from there for the front arc, and another on the opposite side of the creature for the rear arc. The remaining spaces to either side of the creature are its side arcs.
      A square or hex might be in more than one arc, depending on how you draw the lines from a creature's space. If more than half of a square or hex lies in one arc, it is in that arc. If it is split exactly down the middle, use this rule: if half of it lies in the front arc, it's in that arc. If half of it is in a side arc and the rear arc, it's in the side arc.
      ---
      ## Falling
      Falling from a great height is a significant risk for adventurers and their foes. The rule given in the *Player's Handbook* is simple: at the end of a fall, you take 1d6 bludgeoning damage for every 10 feet you fell, to a maximum of 20d6. You also land prone, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.
      #### Rate of Falling
      The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a **griffon** or on board an *airship*? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you'd like high-altitude falls to be properly time-consuming, use the following optional rule.
      When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.
      #### Flying Creatures and Falling
      A flying creature in flight falls if it is knocked prone, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the *fly* spell.
      If you'd like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature's current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked prone but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.
      If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is prone, it can halt the fall on its turn by spending half its flying speed to counter the prone condition (as if it were standing up in midair).
      ---
      ## Familiars
      Any spellcaster that can cast the *find familiar* spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the *Player's Handbook*) or some other Tiny monster, such as a **crawling claw**, an **imp**, a **pseudodragon**, or a **quasit**.
      *This variant is [https://twitter.com/JeremyECrawford/status/920714594334654465](intended for NPCs.)*
      ---
      ## Familiars
      Any spellcaster that can cast the *find familiar* spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the *Player's Handbook*) or some other Tiny monster, such as a **cranium rat**, a **crawling claw**, a **gazer**, an **imp**, a **pseudodragon**, or a **quasit**.
      *This variant is [https://twitter.com/JeremyECrawford/status/920714594334654465](intended for NPCs.)*
      ---
      ## Fear and Horror
      The rules for fear and horror can help you sustain an atmosphere of dread in a dark fantasy campaign.
      #### Fear
      When adventurers confront threats they have no hope of overcoming, you can call for them to make a Wisdom saving throw. Set the DC according to the circumstances. A character who fails the save becomes frightened for 1 minute. The character can repeat the saving throw at the end of each of his or her turns, ending the effect on the character on a successful save.
      #### Horror
      Horror involves more than simple fright. It entails revulsion and anguish. Often it arises when adventurer see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth.
      In such a situation, you can call on characters to make a Charisma saving throw to resist the horror. Set the DC based on the magnitude of the horrific circumstances. On a failed save, a character gains a short-term or long-term form of madness that you choose or determine randomly, as detailed in chapter 8, "Running the Game."
      ---
      ## Fear and Stress
      Terror takes a toll. The ramifications of frightful experiences might be an instant of instinct-triggering shock or a lasting, traumatic echo. The *Dungeon Master's Guide* presents options for *fear and horror* to help reinforce terrifying themes in play. This section presents an alternative system, exploring reactions personalized to individual characters and offering incentive for players to embrace roleplaying moments of fear. Options exploring fear provide guidance to create frightening moments for a character outside of spells or monster abilities, while rules for stress model the lingering toll such events can take. None of these options are required to create an enjoyable horror roleplaying experience, but they provide ways to measure the effects of characters facing and overcoming their fears.
      #### Seeds of Fear
      Aside from supernatural sources of dread and monsters who strike terror in their victims, fear is subjective and often quite personal. A battle-hardened warrior and a reclusive scholar might not deal with frightful circumstances in the same way. During character creation, a player can choose up to two Seeds of Fear to represent things their character finds truly frightening. The Seeds of Fear table offers some examples. These can change over time as characters grow, overcome old fears, and discover new uncertainties. Work with players to determine when their Seeds of Fear might change.
      A character never has more than three Seeds of Fear; if you gain a new seed and already have three, choose which of your old fears is replaced by the new one.
      ##### Seeds of Fear | d12 | Seed | |:---:|---------------------------------------------------------------------| | 1 | "I can't stand dark places." | | 2 | "I'm terrified of a particular kind of animal." | | 3 | "Deep water will be the death of me." | | 4 | "I can't stand heights." | | 5 | "I hate being stuck in tight spaces." | | 6 | "Being around crowds unnerves me, for I always feel judged." | | 7 | "I hate feeling isolated or being alone." | | 8 | "Storms and extreme weather rattle me." | | 9 | "Being followed chills my blood." | | 10 | "Sudden noises or appearances fray my nerves." | | 11 | "I can't be comfortable around creatures larger than I am." | | 12 | "Reflections always seem like they're looking straight through me." |
      ***Using Seeds of Fear.*** When a character encounters one of their Seeds of Fear, and interacts with the situation in a way that reinforces the seed, such as screaming or stumbling back from a horrid event, consider giving the character inspiration for their fear-focused reaction (see "Inspiration" in the *Player's Handbook*). Once a character gains inspiration in this way, they shouldn't be able to do so again until they finish a long rest.
      For example, imagine that a character has the Seed of Fear "I hate being stuck in tight spaces" and must squeeze through a narrow crack in a cave wall to continue an adventure. If the player portrays the character's response in a way that reinforces that fear, such as refusing and finding another way around, taking time and making noise to widen the crack, or portraying some other fearful response, these would be perfect opportunities to reward the player's consideration of a Seed of Fear by granting their character inspiration.
      #### Fear
      An overwhelming foe or horrid monster doesn't need magic or some supernatural ability to strike fear into the most stalwart adventurers. During any frightful encounter, you can call on a character to make a saving throw to resist being scared. The character must succeed on a DC 15 Wisdom saving throw or become frightened until the end of their next turn.
      Any of the following circumstances might be reasons to have one or more characters make saving throws to resist being frightened:
     
  • The character experiences one of their Seeds of Fear.
  • An enemy is immune to the character's attacks or spells.
  • An enemy demonstrates it can deal enough damage to reduce a character to 0 hit points in one blow.
  • A creature is alien or monstrous in ways the character never could have imagined.
  • An object undermines a character's understanding of reality.

  •   #### Stress
      Charging headlong into terrifying situations is the stock in trade for adventurers. Among the Domains of Dread, though, periods of respite between harrowing experiences can be rare. Even the hardiest adventurers find themselves worn down over time, their performance suffering as they struggle to cope with the dread and despair.
      Various circumstances might cause a character stress. Stress can be tracked numerically as a Stress Score, increasing in trying situations and decreasing with care. At your discretion, a character's Stress Score might increase by 1 when one of the following situations occurs:
     
  • A tense, dramatic moment, especially one involving one of a character's Seeds of Fear
  • Every 24 hours the character goes without finishing a long rest
  • Witnessing the death of a loved one
  • A nightmare or darkest fear made real
  • Shattering the character's fundamental understanding of reality
  • Witnessing a person transform into a horrid or unnatural creature

  •   When a character makes an attack roll, an ability check, or a saving throw, they must apply their current Stress Score as a penalty to the roll.
      ***Reducing Stress.*** A character who spends an entire day relaxing or in otherwise calm circumstances reduces their Stress Score by 1 when they finish their next long rest.
      The *calm emotions* spell effect used to suppress the charmed and frightened conditions also suppresses the effects of one's Stress Score for the spell's duration.
      A *lesser restoration* spell reduces the target's Stress Score by 1, and a *greater restoration* spell reduces a character's Stress Score to 0.
      ---
      ## Feats
      A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
      At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.
      You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can't benefit from the Grappler feat until your Strength is restored.
      See the [feats.html](Feats section) for more information.
      ---
      ## Firearms
      If you want to model the swashbuckling style of The Three Musketeers and similar tales, you can introduce gunpowder weapon to your campaign that are associated with the Renaissance. Similarly, in a campaign where a spaceship has crashed or elements of modern-day Earth are present, futuristic or modern firearms might appear. The Firearms table provides examples of firearms from all three of those periods. The modern and futuristic items are priceless.
      #### Proficiency
      It's up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn't have such proficiency. During their downtime, characters can use the training rules in the *Player's Handbook* to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
      #### Properties
      Firearms use special ammunition, and some of them have the burst fire or reload property.
      ***Ammunition.*** The ammunition of a firearm is destroyed upon use. Renaissance and modern firearms use bullets. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make.
      ***Burst Fire.*** A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.
      ***Reload.*** A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
      ---
      ## Flanking
      If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.
      A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.
      ***Flanking on Squares.*** When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
      When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked.
      ***Flanking on Hexes.*** When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy's space, they flank that enemy, and each of them has advantage on attack rolls against that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are 2 hexes between them. Against a Large creature, the allies flank if there are 4 hexes between them. Against a Huge creature, they must have 5 hexes between them. Against a Gargantuan creature, they must have at least 6 hexes between them.
      ---
      ## Haunted Traps
      Like other traps, haunted traps represent threats leveled toward trespassers. They originate in an area spontaneously, often resulting from overwhelming negative emotions, tragedy, or evil. Just as some terrible fates might cause a tormented individual to rise as an undead creature, so might supernatural evil and violent emotions manifest more generally as one or more haunted traps. Such traps provide a way to theme the dangers and monsters of a haunted place to reveal a grim history or frightening tale. When creating haunted traps, consider what events brought them into being and how the trap's effects suggest those origins.
      #### Detecting Haunted Traps
      Every haunted trap has an emanation, which might be as subtle as a drop in temperature or as overt as an object moving of its own accord. A haunted trap's emanation occurs before the trap takes effect. A character notices the emanation if their passive Wisdom (Perception) score equals or exceeds 10 + the trap's Haunt Bonus. A character who notices the haunted trap has until the start of their next turn to react, which might include fleeing to avoid the trap or attempting to disarm it (see the following section). Class features and spells, such as Divine Sense and *detect evil and good*, that discern desecration also detect haunted traps.
      #### Disarming Haunted Traps
      Characters who notice a haunted trap before it activates can attempt to disarm it. Typical methods of disarming traps, such as *thieves' tools* and *dispel magic*, don't affect haunted traps. However, the Channel Divinity class feature and the *remove curse* spell can disarm a haunted trap.
      To use Channel Divinity to disarm a haunted trap, a character uses an action to present their holy symbol and speak a prayer. To use *remove curse* instead, a character must cast the spell and touch an object that is part of the trap. Whichever disarming method is used, the trap itself then makes a saving throw against the character's spell save DC, adding its Haunt Bonus to the save. On a failure, the trap is disarmed for 24 hours. If the trap fails the save by 10 or more, the trap is disarmed permanently.
      Depending on the haunted trap's origins, certain spells might also affect the trap. For example, a haunted trap with a fiendish origin might be permanently disarmed by the spell *dispel evil and good*.
      Some haunted traps might also be disarmed in nonmagical ways related to the history of a haunted area. Such methods might be as simple as wearing the clothes of a haunted house's former owner or singing a lullaby that soothes a restless spirit. Haunted traps disarmed in such ways typically remain disarmed for 24 hours.
      #### Sample Haunted Traps
      Several haunted traps are presented here in alphabetical order. Customize them to create terrifying traps appropriate for your adventures.
      ***Danse Macabre.*** *Haunt Bonus +4*
      This haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap's emanation manifests as the sound of distant, mournful music. A round later, a phantom performer appears and begins playing the instrument for the next minute. While the performer plays, any creature that enters or starts its turn in the haunted trap's area must succeed on a DC 14 Wisdom saving throw or float 20 feet into the air and be affected by the spell *Otto's irresistible dance*. There they are joined by illusory dancers as they dance for the remainder of the performer's song. As an action, a dancing creature can repeat the saving throw to end the effect on itself, whereupon it falls 20 feet and takes 2d6 bludgeoning damage. If a creature's saving throw to resist the trap or to stop dancing is successful, the creature is immune to the haunted trap for the next 24 hours.
      While the phantom performer plays, any creature within the haunted trap's area can use an action to try to convince the performer to stop playing, doing so with a successful DC 14 Charisma (Persuasion) check. When the performer stops playing, all creatures affected by the haunted trap are freed from its effects and float to the ground safely.
      ***Faceless Malice.*** *Haunt Bonus +2*
      This haunted trap affects a 15-foot-cube in front of an ornate mirror hanging on a wall. When a visible creature enters the area, the trap's emanation manifests as the creature's distorted reflection in the mirror. If that creature is still in the area at the start of its next turn, it must succeed on a DC 12 Wisdom saving throw or be blinded, deafened, and rendered unable to speak for 1 minute. Additionally, an illusion makes it appear that the creature has had its face erased. The *remove curse* spell ends this effect, as does destroying the mirror. The mirror has AC 12, 10 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. After a creature fails its saving throw against the trap, the trap won't activate again for 24 hours.
      ![The faceless malice haunted trap claims a victim](img/variantrules/VRGR/110-04-006.faceless-malice.webp)
      ***Icon of the Lower Aerial Kingdoms.*** *Haunt Bonus +6*
      This haunted trap is tied to the 10-foot-radius sphere surrounding an ominous, 1-foot-tall statue of a menacing, four-winged, birdlike figure. Once per day, when a creature enters the area, the trap's emanation manifests as the sound of distant flapping wings and a rush of warm air. If that creature is still in the area at the start of its next turn, it must succeed on a DC 16 Wisdom saving throw or be charmed and incapacitated for 1 minute. These conditions last until the creature is damaged or someone else uses an action to shake the creature. If the affected creature remains charmed for the full minute, they are then affected as per the spell *magic jar*, their soul entering the statue and being replaced by the spirit of a disembodied fiend. This effect ends when *dispel evil and good* or a similar spell is cast on the affected creature, or when the statue is destroyed. The statue has AC 17, 15 hit points, and immunity to poison and psychic damage.
      This haunted trap manifests as the result of a fiendish influence. Casting *dispel evil and good* on the statue permanently disarms the haunted trap.
      ***Morbid Memory.*** *Haunt Bonus +0*
      A morbid memory trap presents little danger, but it proves useful in revealing important and unsettling glimpses into an area's past. This haunted trap affects a single room or 30-foot-square area. When a creature enters the area, the trap's emanation manifests as faint, disembodied whispers. If that creature is still in the area at the start of its next turn, an illusory scene plays out, repeating some terrible event that happened in the area. This vision typically lasts 1 minute. When the vision ends, all creatures in the area that saw the illusion must succeed on a DC 10 Wisdom saving throw or become frightened of the area for the next 1d4 rounds. Frightened creatures must take the Dash action and move away from the haunted area by the safest available route on each of their turns, unless there is nowhere else to move. After the haunted trap is activated, it won't activate again for 24 hours.
      ---
      ## Healing
      These optional rules make it easier or harder for adventurers to recover from injury, either increasing or reducing the amount of time your players can spend adventuring before rest is required.
      #### Healer's Kit Dependency
      A character can't spend any Hit Dice after finishing a short rest until someone expends one use of a healer's kit to bandage and treat the character's wounds.
      #### Healing Surges
      This optional rule allows characters to heal up in the thick of combat and works well for parties that feature few or no characters with healing magic, or for campaigns in which magical healing is rare.
      As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.
      A character who uses a healing surge can't do so again until he or she finishes a short or long rest. Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one dice).
      For a more superheroic feel, you can let a character use a healing surge as a bonus action, rather than as an action.
      #### Slow Natural Healing
      Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest.
      This optional rule prolongs the amount of time that characters need to recover from their wounds without the benefits of magical healing and works well for grittier, more realistic campaigns.
      ---
      ## Hero Points
      Hero points work well in epic fantasy and mythic campaigns in which the characters are meant to be more like superheroes than the average adventurer is.
      With this option, a character starts with 5 hero points at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character's level.
      A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw The player can spend the hero point after the roll is made but before any of its results are applied. Spending the hero point allows the player to roll a d6 and add it to the d20, possibly turning a failure into a success. A player can spend only 1 hero point per roll.
      In addition, whenever a character fails a death saving throw, the player can spend one hero point to turn the failure into a success.
      ---
      ## Hitting Cover
      When a ranged attack misses a target that has cover, you can use this optional rule to determine whether the cover was struck by the attack.
      First, determine whether the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target but high enough to strike the target if there had been no cover, the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is hit.
      ---
      ## Human Languages
      Many human ethnicities and nations in Faerûn have their own language in addition to Common Most human languages are written in Thorass the alphabet of Old Common derived from the Chondathan language that traders used as their common tongue A few human languages use other alphabets including Draconic Dethek and Espruar The languages of the ethnicities described in the Players Handbook and this book are as follows:
     
  • **Arkaiun:** Dambrathan (written in Espruar)
  • **Bedine:** Midani
  • **Calishite:** Alzhedo
  • **Chondathan:** Chondathan
  • **Damaran:** Damaran (written in Dethek)
  • **Ffolk:** Waelan
  • **Gur:** Guran (a patois of Roushoum and Rashemi)
  • **Halruaan:** Halruaan (written in Draconic)
  • **Illuskan:** Illuskan
  • **Imaskari:** Roushoum
  • **Mulan:** Chessentan, Mulhorandi, Untheric, or Thayan
  • **Nar:** Damaran
  • **Rashemi:** Rashemi
  • **Shaaran:** Shaaran (written in Dethek)
  • **Shou:** Shou
  • **Tethyrian:** Chondathan
  • **Tuigan:** Tuigan
  • **Turami:** Turmic
  • **Ulutiun:** Uluik

  •   If your Dungeon Master allows this option then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals.
      ---
      ## Initiative Variants
      This section offers different ways to handle initiative.
      #### Initiative Score
      With this optional rule, creatures don't roll initiative at the start of combat. Instead, each creature has an initiative score, which is a passive Dexterity check: 10 + Dexterity modifier.
      By cutting down on die rolls, math done on the fly, and the process of asking for and recording totals, you can speed your game up considerably—at the cost of an initiative order that is often predictable.
      #### Side Initiative
      Recording initiative for each PC and monster, arranging everyone in the correct order, and remembering where you are in the list can bog the game down. If you want quicker combats, at the risk of those combats becoming unbalanced, try using the side initiative rule.
      Under this variant, the players roll a d20 for their initiative as a group, or side. You also roll a d20. Neither roll receives any modifiers. Whoever rolls highest wins initiative. In case of a tie, keep rerolling until the tie is broken.
      When it's a side's turn, the members of that side can act in any order they choose. Once everyone on the side has taken a turn, the other side goes. A round ends when both sides have completed their turns.
      If more than two sides take part in a battle, each side rolls for initiative. Sides act from the highest roll to lowest. Combat continues in the initiative order until the battle is complete.
      This variant encourages teamwork and makes your life as a DM easier, since you can more easily coordinate monsters. On the downside, the side that wins initiative can gang up on enemies and take them out before they have a chance to act.
      #### Speed Factor
      Some DMs find the regular progression of initiative too predictable and prone to abuse. Players can use their knowledge of the initiative order to influence their decisions. For example, a badly wounded fighter might charge a troll because he knows that the cleric goes before the monster and can heal him.
      Speed factor is an option for initiative that introduces more uncertainty into combat, at the cost of speed of play. Under this variant, the participants in a battle roll initiative each round. Before rolling, each character or monster must choose an action.
      ***Initiative Modifiers.*** Modifiers might apply to a creature's initiative depending on its size and the action it takes. For example, a creature that fights with a light weapon or casts a simple spell is more likely to act before a creature armed with a heavy or slow weapon. See the Speed Factor Initiative Modifiers table for details. If an action has no modifier listed, the action has no effect on initiative. If more than one modifier applies such as wielding a two-handed, heavy melee weapon, apply them all to the initiative roll.
      ##### Speed Factor Initiative Modifiers | Factor | Initiative Modifier | |--------------------------------|----------------------------| | Spellcasting | Subtract the spell's level | | Melee, heavy weapon | -2 | | Melee, light or finesse weapon | +2 | | Melee, two-handed weapon | -2 | | Ranged, loading weapon | -5 |
      | Creature Size | Initiative Modifier | |---------------|---------------------| | Tiny | +5 | | Small | +2 | | Medium | +0 | | Large | -2 | | Huge | -5 | | Gargantuan | -8 |
      Don't apply the same modifier more than once on a creature's turn. For example, a rogue fighting with two daggers gains the +2 bonus for using a light or finesse weapon only once. In the case of spellcasting, apply only the modifier from the highest-level spell.
      Apply any modifiers for bonus actions to that creature's turn, remembering never to apply the same modifier twice. For instance, a paladin casts a 2nd-level spell as a bonus action and then attacks with a shortsword. The paladin takes a -2 penalty for the spell and gains a +2 bonus for using a light weapon, for a total modifier of +0.
      The table is only a starting point. You can refer to it when adjudicating any actions a character takes that you think should be faster or slower. Quick, easy actions should grant a bonus, while slow, difficult ones should incur a penalty. As a rule of thumb, apply a bonus or penalty of 2 or 5 for an action.
      For example, a fighter wants to turn a winch to raise a portcullis. This is a complex, difficult action. You could rule that it incurs a -5 initiative penalty.
      ***Rolling Initiative.*** After deciding on an action, everyone rolls initiative and applies modifiers, keeping the result secret. You then announce an initiative number, starting with 30 and working down (it helps to call out ranges of numbers at the start). Break any ties by having the combatant with the highest Dexterity act first. Otherwise, roll to determine who goes first.
      ***Turns.*** On its turn, a creature moves as normal but must take the action it selected or take no action at all.
      Once everyone has acted, the process repeats. Everyone in the battle selects an action, rolls initiative, and takes turns in order.
      ---
      ## Injuries
      Damage normally leaves no lingering effects. This option introduces the potential for long-term injuries.
      It's up to you to decide when to check for a lingering injury. A creature might sustain a lingering injury under the following circumstances:
     
  • When it takes a critical hit
  • When it drops to 0 hit points but isn't killed outright
  • When it fails a death saving throw by 5 or more

  •   To determine the nature of the injury, roll on the Lingering Injuries table. This table assumes a typical humanoid physiology, but you can adapt the results for creatures with different body types.
      ##### Lingering Injuries | d20 | Injury | |:-----:|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | **Lose an Eye.** You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the *regenerate* spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. | | 2 | **Lose an Arm or a Hand.** You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the *regenerate* spell can restore the lost appendage. | | 3 | **Lose a Foot or Leg.** Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the *regenerate* spell can restore the lost appendage. | | 4 | **Limp.** Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. | | 5-7 | **Internal Injury.** Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting. | | 8-10 | **Broken Ribs.** This has the same effect as Internal Injury above, except that the save DC is 10. | | 11-13 | **Horrible Scar.** You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as *heal* and *regenerate*, removes the scar. | | 14-16 | **Festering Wound.** Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals. | | 17-20 | **Minor Scar.** The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as *heal* and *regenerate*, removes the scar. |
      Instead of using the effect described in the table, you can put the responsibility of representing a character's lingering injury in the hands of the player. Roll on the Lingering Injuries table as usual, but instead of suffering the effect described for that result, that character gains a new flaw with the same name. It's up to the player to express the lingering injury during play, just like any other flaw, with the potential to gain inspiration when the injury affects the character in a meaningful way.
      ---
      ## Inspiration
      Awarding inspiration is an effective way to encourage roleplaying and risk-taking. As explained in the *Player's Handbook*, having inspiration gives a character an obvious benefit: being able to gain advantage on one ability check, attack roll, or saving throw. Remember that a character can have no more than one inspiration at a time.
      #### Awarding Inspiration
      Think of inspiration as a spice that you can use to enhance your campaign. Some DMs forgo using inspiration, while others embrace it as a key part of the game. If you take away anything from this section, remember this golden rule: inspiration should make the game more enjoyable for everyone. Award inspiration when players take actions that make the game more exciting, amusing, or memorable.
      As a rule of thumb, aim to award inspiration to each character about once per session of play. Over time, you might want to award inspiration more or less often, at a rate that works best for your table. You might use the same rate for your entire DMing career, or you might change it with each campaign.
      Offering inspiration as a reward encourages certain types of behavior in your players. Think of your style as a DM and your group's preferences. What helps make the game more fun for your group? What type of action fit in with your campaign's style or genre? Your answer to those questions help determine when you award inspiration.
      ***Roleplaying.*** Using inspiration to reward roleplaying is a good place to start for most groups. Reward a player with inspiration when that player causes his or her character to do something that is consistent with the character's personality trait, flaw, or bond. The character's action should be notable in some way. It might drive the story forward, push the adventurers into danger, or make everyone at the table laugh. In essence. you reward the player for roleplaying in a way that makes the game more enjoyable for everyone else.
      Take into account each player's roleplaying style, and try not to favor one style over another. For example, Allison might be comfortable speaking in an accent and adopting her character's mannerisms, but Paul feels self-conscious when trying to act and prefers to describe his character's attitude and actions. Neither style is better than the other. Inspiration encourages players to take part and make a good effort, and awarding it fairly makes the game better for everyone.
      ***Heroism.*** You can use inspiration to encourage player characters to take risks. A fighter might not normally hurl himself over a balcony to land in the mid of a pack of hungry ghouls, but you can reward the character's daring maneuver with inspiration. Such a reward tells the players that you want them to embrace swashbuckling action.
      This approach is great for campaigns that emphasize action-packed heroics. For such campaigns, consider allowing inspiration to be spent after a d20 roll, rather than before. This approach turns inspiration into a cushion against failure—and a guarantee that it comes into play only when a player is faced directly by failure. Such an assurance makes risky tactics less daunting.
      ***A Reward for Victory.*** Some DMs prefer to play an impartial role in their campaigns. Inspiration normally requires a DM's judgment to award, which might run against your style if you like a campaign where you let dice determine most outcomes. If that's your style, consider using inspiration as a reward when the characters achieve an important goal or victory, representing a surge of confidence and energy.
      Under this model, give everyone in the party inspiration if the characters manage to defeat a powerful foe, execute a cunning plan to achieve a goal, or otherwise overcome a daunting obstacle in the campaign.
      ***Genre Emulation.*** Inspiration is a handy tool for reinforcing the conventions of a particular genre. Under this approach, think of the motifs of a genre as personality traits, flaws, and bonds that can apply to any of the adventurers. For example, in a campaign inspired by film noir, characters could have an additional flaw: "I can 't resist helping a person I find alluring despite warnings that he or she is nothing but trouble." If the characters agree to help a suspicious but seductive noble and thereby become entangled in a web of intrigue and betrayal, reward them with inspiration.
      Similarly, characters in a horror story typically can't help but spend a night in a haunted house to learn its secrets. They probably also go off alone when they shouldn't. If the party splits up, consider giving each character inspiration.
      A sensible person would avoid the noble's intrigues and the haunted house, but in film noir or horror, we're not dealing with sensible people; we're dealing with protagonists in a particular type of story. For this approach to work, create a list of your genre's main conventions and share it with your players. Before the campaign begins, talk about the list to make sure your group is on board for embracing those conventions.
      ***Players and Inspiration.*** Remember that a player with inspiration can award it to another player. Some groups even like to treat inspiration as a group resource, deciding collectively when to spend it on a roll. It's best to let players award their inspiration as they see fit, but feel free to talk to them about following certain guidelines, particularly if you're trying to reinforce conventions of a certain genre.
      #### When Do You Award Inspiration
      Consider the timing of your inspiration rewards. Some DMs like to award inspiration in response to an action. Other DMs like to encourage specific actions by offering inspiration while a player is considering options. Both approaches have their strengths and weaknesses.
      Waiting until after an action preserves the flow of play, but it also means players don't know whether their decisions will earn them inspiration. It also means the player can't spend the inspiration on the act that earned it, unless you allow a player to retroactively spend it or are quick enough to award it before any rolls. This approach works best for groups that want to focus on immersion and player agency, where the DM steps back and gives the players more freedom to do what they want.
      Telling a player that an action will earn inspiration provides clarity, but it can make it feel like you are manipulating the players or making choices for them. Offering inspiration before an action works great with groups that are comfortable with an emphasis on genre emulation and group storytelling, where character freedom isn't as important as weaving a compelling tale together.
      Start with awarding inspiration after an action, especially for your first campaign or when playing with a new group. That approach is the least disruptive to the flow of play and avoids making the players feel as if you are being manipulative.
      #### Tracking Inspiration
      A player typically notes on a character sheet whether he or she has inspiration, or you can use poker chips or some other token. Alternatively, you can hand out special d20s to represent inspiration. When a player spends inspiration, he or she rolls the die and then hands it back to you. If the player instead gives the inspiration to someone else, the d20 can go to that other person.
      #### Ignoring Inspiration
      Inspiration might not work for your campaign. Some DMs feel it adds a layer of metagame thinking, and others feel that heroism, roleplaying, and other parts of the game are their own rewards that don't need incentives like inspiration.
      If you choose to ignore inspiration, you're telling the players that your campaign is one where you let the dice fall where they may. It's a good option for gritty campaigns or ones where the DM focuses on playing an impartial role as a rules arbiter.
      #### Variant: Only Players Award Inspiration
      As a DM, you have a lot to track during the game. Sometimes you can lose track of inspiration and forget to award it. As a variant rule, you can allow the players to handle awarding inspiration entirely. During every session, each player can award inspiration to another player. A player follows whatever guidelines the group has agreed on for awarding inspiration.
      This approach makes your life easier and also gives players the chance to recognize each other for good play. You still need to make sure that inspiration is being awarded fairly.
      This approach works best with groups that are focused on the story. It falls flat if the players merely manipulate it to gain advantage in key situations, without earning inspiration by way of good roleplaying or whatever other criteria the group has established.
      In this variant, you can allow each player to award inspiration more than once per session. If you do so, the first time that a player awards inspiration in a session is free. Whenever that player awards it later in the same session, you gain inspiration that you can spend to give advantage to any foe of the player characters. There's no limit to the number of inspirations you can gain in this way, and unspent inspiration carries over from one session to the next.
      ---
      ## Inspiration
      Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that's true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.
      #### Gaining Inspiration
      Your DM can choose to give you inspiration for a variety of reasons. Typically, DMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your DM will tell you how you can earn inspiration in the game.
      You either have inspiration or you don't—you can't stockpile multiple "inspirations" for later use.
      #### Using Inspiration
      If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.
      Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.
      ---
      ## Level Advancement without XP
      You can do away with experience points entirely and control the rate of character advancement. Advance characters based on how many sessions they play, or when they accomplish significant story goals in the campaign. In either case, you tell the players when their characters gain a level.
      This method of level advancement can be particularly helpful if your campaign doesn't include much combat, or includes so much combat that tracking XP becomes tiresome.
      #### Session-Based Advancement
      A good rate of session-based advancement is to have characters reach 2nd level after the first session of play, 3rd level after another session, and 4th level after two more sessions. Then spend two or three sessions for each subsequent level. This rate mirrors the standard rate of advancement, assuming sessions are about four hours long.
      #### Story-Based Advancement
      When you let the story of the campaign drive advancement, you award levels when adventurers accomplish significant goals in the campaign.
      ---
      ## Loyalty
      Loyalty is an optional rule you can use to determine how far an NPC party member will go to protect or assist the other members of the party (even those she doesn't particularly like). An NPC party member who is abused or ignored is likely to abandon the party, whereas an NPC who owes a life characters or shares their goals might fight to the death for them. Loyalty can be roleplayed or represented by this rule.
      #### Loyalty Score
      An NPC's loyalty is measured on a numerical scale from 0 to 20. The NPC's maximum loyalty score is equal to the highest Charisma score among all adventurers in the party, and its starting loyalty score is half that number. If the highest Charisma score changes—perhaps a character dies or leaves the group-adjust the NPC's loyalty score accordingly.
      #### Tracking Loyalty
      Keep track of an NPC's loyalty score in secret so that the players won't know for sure whether an NPC party member is loyal or disloyal (even if the NPC is currently under a player's control).
      An NPC's loyalty score increases by 1d4 if other party members help the NPC achieve a goal tied to its bond. Likewise, an NPC's loyalty score increases by 1d4 if the NPC is treated particularly well (for example, given a magic weapon as a gift) or rescued by another party member. An NPC's loyalty score can never be raised above its maximum.
      When other party members act in a manner that runs counter to the NPC's alignment or bond, reduce the PC's loyalty score by 1d4. Reduce the NPC's loyalty score by 2d4 if the character is abused, misled, or endangered by other party members for purely selfish reasons.
      An NPC whose loyalty score drops to 0 is no longer loyal to the party and might part ways with them. A loyalty score can never drop below 0.
      An NPC with a loyalty score of 10 or higher risks life and limb to help fellow party members. If the NPC's loyalty score is between 1 and 10, its loyalty is tenuous. An NPC whose loyalty drops to 0 no longer acts in the party's best interests. The disloyal NPC either leaves the party (attacking characters who attempt to intervene) or works in secret to bring about the party's downfall.
      ---
      ## Madness
      In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
      #### Going Mad
      Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as *contact other plane* and *symbol*, can cause insanity, and you can use the madness rules here instead of the spell effects in the *Player's Handbook*. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
      Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the Sanity score (see chapter 9, "Dungeon Master's Workshop"), a creature makes a Sanity saving throw instead.
      #### Madness Effects
      Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.
      A character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
      A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.
      A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured.
      ##### Short-Term Madness | d100 | Effects (lasts 1d10 minutes) | |:------:|------------------------------------------------------------------------------------------------------------------------------| | 01-20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. | | 21-30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. | | 31-40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. | | 41-50 | The character begins babbling and is incapable of normal speech or spellcasting. | | 51-60 | The character must use his or her action each round to attack the nearest creature. | | 61-70 | The character experiences vivid hallucinations and has disadvantage on ability checks. | | 71-75 | The character does whatever anyone tells him or her to do that isn't obviously self-destructive. | | 76-80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. | | 81-90 | The character is stunned. | | 91-100 | The character falls unconscious. |
      ##### Long-Term Madness | d100 | Effects (lasts 1d10 × 10 hours) | |:------:|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 01-10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. | | 11-20 | The character experiences vivid hallucinations and has disadvantage on ability checks. | | 21-30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. | | 31-40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the *antipathy/sympathy* spell. | | 41-45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. | | 46-55 | The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. | | 56-65 | The character is blinded (25%) or deafened (75%). | | 66-75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. | | 76-85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. | | 86-90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the *confusion* spell. The confusion effect lasts for 1 minute. | | 91-95 | The character loses the ability to speak. | | 96-100 | The character falls unconscious. No amount of jostling or damage can wake the character. |
      ##### Indefinite Madness | d100 | Flaw (lasts until cured) | |:------:|------------------------------------------------------------------------------------------------------------------------------------------| | 01-15 | "Being drunk keeps me sane." | | 16-25 | "I keep whatever I find." | | 26-30 | "I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name." | | 31-35 | "I must bend the truth, exaggerate, or outright lie to be interesting to other people." | | 36-45 | "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it." | | 46-50 | "I find it hard to care about anything that goes on around me." | | 51-55 | "I don't like the way people judge me all the time." | | 56-70 | "I am the smartest, wisest, strongest, fastest, and most beautiful person I know." | | 71-80 | "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." | | 81-85 | "There's only one person I can trust. And only I can see this special friend." | | 86-95 | "I can't take anything seriously. The more serious the situation, the funnier I find it." | | 96-100 | "I've discovered that I really like killing people." |
      #### Curing Madness
      A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness.
      ---
      ## Massive Damage
      This optional rule makes it easier for a creature to be felled by massive damage.
      When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table. For example, a creature that has a hit point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single source.
      ##### System Shock | d10 | Effect | |:----:|---------------------------------------------------------------------------------------------------------------------------| | 1 | The creature drops to 0 hit points. | | 2-3 | The creature drops to 0 hit points but is stable. | | 4-5 | The creature is stunned until the end of its next turn. | | 6-7 | The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn. | | 8-10 | The creature can't take reactions until the end of its next turn. |
      ---
      ## Milestones
      You can also award XP when characters complete significant milestones. When preparing your adventure, designate certain events or challenges as milestones, as with the following examples:
     
  • Accomplishing one in a series of goals necessary to complete the adventure.
  • Discovering a hidden location or piece of information relevant to the adventure.
  • Reaching an important destination.

  •   When awarding XP, treat a major milestone as a hard encounter and a minor milestone as an easy encounter. If you want to reward your players for their progress through an adventure with something more than XP and treasure, give them additional small rewards at milestone points. Here are some examples:
     
  • The adventurers gain the benefit of a short rest.
  • Characters can recover a Hit Die or a low-level spell slot.
  • Characters can regain the use of magic items that have had their limited uses expended.

  •   ---
      ## Mixing Potions
      A character might drink one potion while still under the effects of another, or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.
      When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.
      ##### Potion Miscibility | d100 | Result | |:-----:|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 01 | The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force damage to each creature within 5 feet of the mixer. | | 02-08 | The mixture becomes an ingested poison of the DM's choice. | | 09-15 | Both potions lose their effects. | | 16-25 | One potion loses its effect. | | 26-35 | Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can't be halved in this way. | | 36-90 | Both potions work normally. | | 91-99 | The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally. | | 00 | Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun. For example, a *potion of healing* might increase the drinker's hit point maximum by 4, or *oil of etherealness* might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as *dispel magic* or *remove curse*, might end this lasting effect. |
      ---
      ## Morale
      Some combatants might run away when a fight turns against them. You can use this optional rule to help determine when monsters and NPCs flee.
      A creature might flee under any of the following circumstances:
     
  • The creature is surprised.
  • The creature is reduced to half its hit points or fewer for the first time in the battle.
  • The creature has no way to harm the opposing side on its turn.

  •   A group of creatures might flee under any of the following circumstances:
     
  • All the creatures in the group are surprised.
  • The group's leader is reduced to 0 hit points, incapacitated, taken prisoner, or removed from battle.
  • The group is reduced to half its original size with no losses on the opposing side.

  •   To determine whether a creature or group of creatures flees, make a DC 10 Wisdom saving throw for the creature or the group's leader. If the opposition is overwhelming, the saving throw is made with disadvantage, or you can decide that the save fails automatically. If a group's leader can't make the saving throw for whatever reason, have the creature in the group with the next highest Charisma score make the saving throw instead.
      On a failed save, the affected creature or group flees by the most expeditious route. If escape is impossible, the creature or group surrenders. If a creature or group that surrenders is attacked by its conquerors, the battle might resume, and it's unlikely that further attempts to flee or surrender will be made.
      A failed saving throw isn't always to the adventurers' benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run off with treasure that the characters had hoped to plunder.
      ---
      ## More Difficult Identification
      If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the *identify* spell, experimentation, or both to reveal what a magic item does.
      ---
      ## Multiclassing
      Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.
      With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.
      As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely. never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.
      #### Prerequisites
      To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.
      ##### Multiclassing Prerequisites | Class | Ability Score Minimum | |-----------|-----------------------------| | Barbarian | Strength 13 | | Bard | Charisma 13 | | Cleric | Wisdom 13 | | Druid | Wisdom 13 | | Fighter | Strength 13 or Dexterity 13 | | Monk | Dexterity 13 and Wisdom 13 | | Paladin | Strength 13 and Charisma 13 | | Ranger | Dexterity 13 and Wisdom 13 | | Rogue | Dexterity 13 | | Sorcerer | Charisma 13 | | Warlock | Charisma 13 | | Wizard | Intelligence 13 |
      #### Experience Points
      The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter I, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.
      #### Hit Points and Hit Dice
      You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.
      You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. if the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.
      #### Proficiency Bonus
      Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3.
      #### Proficiencies
      When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.
      ##### Multiclassing Proficiencies | Class | Proficiencies Gained | |-----------|------------------------------------------------------------------------------------------------------------| | Barbarian | Shields, simple weapons, martial weapons | | Bard | Light armor, one skill of your choice, one *musical instrument* of your choice | | Cleric | Light armor, medium armor, shields | | Druid | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) | | Fighter | Light armor, medium armor, shields, simple weapons, martial weapons | | Monk | Simple weapons, shortswords | | Paladin | Light armor, medium armor, shields, simple weapons, martial weapons | | Ranger | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list | | Rogue | Light armor, one skill from the class's skill list, *thieves' tools* | | Sorcerer | — | | Warlock | Light armor, simple weapons | | Wizard | — |
      #### Class Features
      When you gain a new level in a class, you get its features for that level. A few features, however, have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
      ***Channel Divinity.*** If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.
      ***Extra Attack.*** If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.
      ***Unarmored Defense.*** If you already have the Unarmored Defense feature, you can't gain it again from another class.
      ***Spellcasting.*** Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.
      ***Spells Known and Prepared.*** You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your intelligence is 16, you can prepare six wizard spells from your spellbook.
      Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.
      ***Spell Slots.*** You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.
      If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like *burning hands*, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.
      For example, if you are the aforementioned ranger 4/wizard 3. you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects.
      ***Pact Magic.*** If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.
      ##### Multiclass Spellcaster: Spell Slots per Spell Level | Lvl. | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |------|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | 2 | — | — | — | — | — | — | — | — | | 2nd | 3 | — | — | — | — | — | — | — | — | | 3rd | 4 | 2 | — | — | — | — | — | — | — | | 4th | 4 | 3 | — | — | — | — | — | — | — | | 5th | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
      ---
      ## Mysterious Islands
      Small islands dot most oceans, distant or unexplored locales that might host all manner of adventures. The following rules can be used to generate any islands the characters might encounter.
      #### Island Size
      These rules are used to generate islands with areas roughly 1d6 miles long and 1d6 miles wide. Most islands aren't perfect rectangles, and most coastlines aren't perfectly straight, so feel free to make areas of the island shorter, longer, thinner, or wider as you see fit.
      #### Island Habitat
      An island can have any habitat that seems appropriate for the clime it occupies. For example, islands of floating ice are found in arctic seas, while islands with jungle habitats are found in tropical waters. Not all islands are created by nature, though. A powerful spellcaster or divine being could conjure an island made of crystal, iron, or any material you choose.
      #### Island Theme
      Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island's story in one broad stroke. Once you have a theme, consult its section after the table to determine related details and story hooks.
      ##### Island Theme | d6 | Theme | |:---:|-----------| | 1 | Alien | | 2 | Cursed | | 3 | Hostile | | 4 | Sanctum | | 5 | Welcoming | | 6 | Wild |
      ***Alien.*** Alien islands are inhabited by isolated creatures with ways of life beyond most beings' comprehensions. Everything about the culture of the island, from architecture to food, is unfamiliar and unsettling to outsiders. At your discretion the inhabitants of the island might speak, read, and write a language all their own.
      ##### Alien Island Leader | d4 | Leader | |:---:|-----------------| | 1 | **Aboleth** | | 2 | **Beholder** | | 3 | **Death slaad** | | 4 | **Kraken** |
      ##### Alien Island Inhabitants | d6 | Inhabitants | |:---:|--------------------------------------------------------------------------------------| | 1 | 1d6 **berserkers** and 5d10 **tribal warriors** | | 2–3 | 1d6 **cult fanatics** and 5d10 **cultists** | | 4 | 1d6 **lizardfolk shamans** and 5d10 **lizardfolk** | | 5 | 1d6 **bullywug croakers** (see *appendix C*) and 5d10 **bullywugs** | | 6 | 1d8 **locathah hunters** (see *appendix C*) and 3d10 **locathah** (see *appendix C*) |
      ##### Alien Inhabitant Reactions | d6 | Reaction | |:---:|------------------------------------------------------------------------------------------------------------| | 1 | The inhabitants try to force the characters to serve their leader. | | 2 | The inhabitants demand the characters give their leader an item worth 10d10 × 100 gp. | | 3 | The inhabitants wish to devour the characters. | | 4 | Some inhabitants are planning to rise up against their leader and ask the characters for help. | | 5 | The inhabitants see the characters as no more than insects and refuse to interact with them unless forced. | | 6 | The inhabitants see the characters as gods and can be convinced to worship them. |
      ##### Alien Island Story Hooks | d4 | Story Hook | |:---:|----------------------------------------------------------------------------------------------------------------| | 1 | The leader has a *spell scroll* of *true resurrection* among its belongings. | | 2 | The island contains a piece of a tablet with instructions on how to open a portal to the Far Realm. | | 3 | The island's leader knows how to end a planar disease infecting a humanoid settlement. | | 4 | A **mage** with information the characters need hides among the ranks of the inhabitants, learning their ways. |
      ***Cursed.*** Cursed islands are steeped in dark magic from a ritual cast by necromancers, hag covens, evil spellcasters, foul deities, or worse. The island might still hold some hint as to why it was cursed, or all trace of those who brought down the affliction might have been scoured away.
      ##### Island Curses | d6 | Curse | |:---:|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | When a creature dies on the island, its spirit rises as a **specter** 1d4 hours after death. The specter is obsessed with killing its former friends. | | 2 | Creatures that aren't inhabitants of the island must succeed on a Constitution saving throw at the end of each hour they spend on the island. If they fail, they gain one level of exhaustion. The DC for this check equals 10 + the number of hours spent on the island. | | 3 | Each day at dawn, the island conjures 2d10 **magma mephits**, which are hostile toward creatures that aren't inhabitants of the island. | | 4 | When a creature that isn't an inhabitant of the island completes a long rest there, it must succeed on a DC 15 Wisdom saving throw or be blinded for 8 hours. | | 5 | Creatures must succeed on a DC 10 Constitution saving throw at the end of each hour they spend on the island. If they fail, they gain a 1-inch scar in a random place on their body. Only a *remove curse* spell or similar magic removes the scar. | | 6 | When a creature that isn't an inhabitant of the island completes a long rest there, it must succeed on a DC 15 Wisdom saving throw or gain a random form of long-term madness (see "*Madness*" in chapter 8, "*Running the Game*," of the *Dungeon Master's Guide*). |
      ##### Cursed Island Inhabitants | d6 | Inhabitants | |:---:|---------------------------------------------------| | 1 | 5d10 **specters** | | 2 | 10d10 **zombies** | | 3 | A coven of 3 **sea hags** and 1d4 **flameskulls** | | 4 | 1 **medusa** and 3d10 **skeletons** | | 5 | 1 **vampire** and 2d6 **vampire spawn** | | 6 | 1 **demilich** and 2d10 **wraiths** |
      ##### Cursed Island Story Hooks | d4 | Story Hook | |:---:|-------------------------------------------------------------------------------------------------------| | 1 | The island contains rare spell components the characters need. | | 2 | Pirates buried treasure worth 5d6 × 1,000 gp on the island. | | 3 | A keelboat carrying 1d6 **commoners** crashed on the island. The commoners are struggling to survive. | | 4 | The **ghost** of a character's loved one is trapped on the island. |
      ***Hostile.*** Hostile islands contain creatures that want to harm the characters. These creatures fill their islands with traps and attack outsiders out of hunger, boredom, or fear.
      ##### Hostile Island Leader | d6 | Leader | |:---:|---------------------------------------| | 1 | **Cloud giant** | | 2 | **Hill giant** | | 3 | **Oni** | | 4 | **Spirit naga** | | 5 | **Werewolf** | | 6 | A chromatic dragon of the DM's choice |
      ##### Hostile Island Leader Motivations | d4 | Motivation | |:---:|------------------------------------------------------------------------------------------| | 1 | The leader wants to commandeer a boat to conquer other islands. | | 2 | The leader takes all treasure gained by its followers, growing rich off their brutality. | | 3 | The leader needs humanoid remains to perform a ritual with a dark purpose. | | 4 | The leader never ages because it consumes the souls of creatures its followers kill. |
      ##### Hostile Inhabitants | d6 | Inhabitants | |:---:|--------------------------------------------------------| | 1 | 3d10 **winged kobolds** and 10d10 **kobolds** | | 2 | 1 **goblin boss** and 8d10 **goblins** | | 3 | 1d6 **berserkers** and 5d10 **tribal warriors** | | 4 | 1 **orc chieftain**, 2d10 **orogs**, and 5d10 **orcs** | | 5 | 4d10 **ogres** | | 6 | 3d10 **trolls** |
      ##### Hostile Island Story Hooks | d4 | Story Hook | |:---:|------------------------------------------------------------------------------------| | 1 | The island's leader killed an NPC the characters admired. | | 2 | The island's leader has a *headband of intellect*. | | 3 | The characters are challenged by rivals to survive a night on the island. | | 4 | An eloquent invitation from the island's leader invites the characters for a hunt. |
      ***Sanctum.*** The inhabitants of sanctum islands use the seas to protect themselves and their property, or they simply enjoy the isolation a remote island affords. The creatures on sanctum islands usually live in permanent structures like abbeys, fortresses, libraries, or towers.
      ##### Sanctum Island Leader | d6 | Leader | |:---:|---------------| | 1 | **Archmage** | | 2 | **Lich** | | 3 | **Night hag** | | 4 | **Noble** | | 5 | **Rakshasa** | | 6 | **Werebear** |
      ##### Sanctum Island Inhabitants | d6 | Inhabitants | |:---:|------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | 5d10 **guards** and 10d10 **commoners** | | 2 | 1 **pirate captain** (see *appendix C*), 1 **pirate bosun** (see *appendix C*), 2d4 **pirate deck wizards** (see *appendix C*), and 8d10 **bandits** | | 3 | 1d6 **flesh golems**, 1d4 **priests**, and 2d10 **acolytes** | | 4 | 2d4 **veterans**, 2d10 **scouts**, 4d10 **guards** | | 5 | 1d4 **stone golems**, 1d4 **mages**, and 3d10 **guards** | | 6 | 1 **shield guardian**, 2d4 **knights**, 2d6 **priests**, and 6d10 **commoners** |
      ##### Sanctum Island Reactions | d6 | Reaction | |:---:|------------------------------------------------------------------------------------------------------------------------------------| | 1 | The characters are allowed on the island, but the inhabitants don't allow the characters into any buildings. | | 2 | The inhabitants like the characters and give them advice to help them impress the island's leader. | | 3 | Some unhappy inhabitants believe the characters are their ticket off the island. They flirt, lie, bribe, and beg to be taken away. | | 4 | The inhabitants attempt to convince the characters to use the island as a base of operations and contribute to the community. | | 5 | The inhabitants hunger for information about the outside world and allow the characters to use news as currency. | | 6 | The inhabitants don't trust the characters. All Charisma checks made to influence the inhabitants have disadvantage. |
      ##### Sanctum Island Story Hooks | d4 | Story Hook | |:---:|------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | A **spy** among the inhabitants needs extraction from the island. | | 2 | The island's leader misses an item (such as a flower or a particular food) that can't be found on the island and offers a reward for the item. | | 3 | The island asks for aid against an **adult green dragon** that regularly raids it. | | 4 | The island has an armory full of legendary adamantine and silvered weapons. |
      ***Welcoming.*** Welcoming islands host creatures that are friendly toward the characters. These creatures provide what aid they can and might even put themselves in harm's way for the characters if a friendship is established.
      ##### Welcoming Island Leader | d6 | Leader | |:---:|--------------------------------------| | 1 | **Bard** (see *appendix C*) | | 2 | **Druid** | | 3 | **Guardian naga** | | 4 | **Treant** | | 5 | **Unicorn** | | 6 | A metallic dragon of the DM's choice |
      ##### Welcoming Island Inhabitants | d6 | Inhabitants | |:---:|----------------------------------------------------| | 1 | 5d10 **aarakocra** | | 2 | 8d8 **pixies** and 8d8 **sprites** | | 3 | 1d6 **lizardfolk shamans** and 5d10 **lizardfolk** | | 4 | 1d6 **druids** and 5d10 **tribal warriors** | | 5 | 3d10 **centaurs** | | 6 | 3d10 **scouts** and 5d10 **commoners** |
      ##### Welcoming Island Story Hooks | d4 | Story Hook | |:---:|-------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | The island is a colony or outpost sponsored by a nation or wealthy noble the characters are associated with. | | 2 | The island's residents swear a character looks like a beloved past leader. Melancholy, they treat the characters as they would their lost hero. | | 3 | The island never gets visitors. The characters' arrival is cause for a peculiar but earnest celebration. | | 4 | The island's leader is a long-lost relative or friend of a character's family. |
      ***Wild Island.*** Nature reigns on wild islands. The creatures on the island respond to the ebb and flow of the natural world rather than trying to tame the environment.
      ##### Wild Island Features | d6 | Feature | |:---:|--------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | A waterfall flows up a mountainside. | | 2 | The island slowly rotates clockwise. | | 3 | Geysers shoot bright light into the sky at night. | | 4 | Razorvine (see "*Wilderness Hazards*" in chapter 5, "*Adventure Environments*," of the *Dungeon Master's Guide*) grows in 10-foot-tall hedges shaped like animals. | | 5 | Rain on the island creates a beautiful melody. | | 6 | All beasts on the island have truesight out to a range of 120 ft. |
      ##### Wild Island Encounters | d20 | Encounter | |:---:|-----------------------------------------------------------------------------------------| | 1 | 2d8 **baboons** | | 2 | 1d4 **brown bears** | | 3 | 1 **owlbear** | | 4 | 2d6 **giant toads** | | 5 | 2d10 **giant wasps** | | 6 | 2d4 **giant spiders** | | 7 | 4d4 **pixies** or 4d4 **sprites** | | 8 | 1d4 **blink dogs** | | 9 | 1 **pirate captain** (see *appendix C*) and 3d10 **bandits** digging up buried treasure | | 10 | 3d6 **tribal warriors** | | 11 | 2d4 **druids** | | 12 | 1d6 **dryads** | | 13 | 2d4 **centaurs** | | 14 | 1 **ankheg** | | 15 | 1d10 **giant boars** | | 16 | 2d6 **giant eagles** | | 17 | 1d4 **giant apes** | | 18 | 1d4 **treants** | | 19 | 1 **roc** | | 20 | 1d4 **veteran** explorers |
      ##### Wild Island Story Hooks | d4 | Story Hook | |:---:|-------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | The island hides a spring that restores life to anyone washed in it, as per the *raise dead* spell. A creature can only benefit from the spring once. | | 2 | A **djinni** recluse dwells on the island and grants favors. | | 3 | **Pixies** beg the characters to help them oust a group of 3d10 trophy hunters (**scouts**) from the island. | | 4 | The island holds the tomb of an archdruid, which contains a portal to the Feywild. |
      ---
      ## New Ability Scores: Honor and Sanity
      If you're running a campaign shaped by a strict code of honor or the constant risk of insanity, consider adding one or both these new ability scores: Honor and Sanity.
      These abilities function like the standard six abilities, with exceptions specified in each ability below.
      Here's how to incorporate these optional abilities at character creation:
     
  • If your players use the standard array of ability scores, add one 11 to the array for each optional ability you add.
  • If your players use the optional point-buy system, add 3 points to the number of points for each optional ability you add.
  • If your players roll their ability scores, have them roll for the added ability scores.

  •   If you ever need to make a check or saving throw for Honor or Sanity for a monster that lacks the score, you can use Charisma for Honor and Wisdom for Sanity.
      #### Honor Score
      If your campaign involves cultures where a rigid code of honor is part of daily life, consider using the Honor score as a means of measuring a character's devotion to that code. This ability fits well in a setting inspired by Asian cultures, such as Kara-Tur in the Forgotten Realms. The Honor ability is also useful in any campaign that revolves around orders of knights.
      Honor measures not only a character's devotion to a code but also the character's understanding of it. The Honor score can also reflect how others perceive a character's honor. A character with a high Honor usually has a reputation that others know about, especially those who have high Honor scores themselves.
      Unlike other abilities, Honor can't be raised with normal ability score increases. Instead, you can award increases to Honor—or impose reductions—based on a character's actions. At the end of an adventure, if you think a character's actions in the adventure reflected well or poorly on his or her understanding of the code, you can increase or decrease the character's Honor by 1. As with other ability scores, a character's Honor can't exceed 20 or fall below 1.
      ***Honor Checks.*** Honor checks can be used in social situations, much as Charisma would, when a character's understanding of a code of conduct is the most defining factor in the way a social interaction will play out. You might also call for an Honor check when a character is in one of the following situations:
     
  • Being unsure how to act with honor
  • Surrendering while trying to save face
  • Trying to determine another character's Honor score
  • Trying to use the proper etiquette in a delicate social situation
  • Using his or her honorable or dishonorable reputation to influence someone else

  •   ***Honor Saving Throws.*** An Honor saving throw comes into play when you want to determine whether a character might inadvertently do something dishonorable. You might call for an Honor saving throw in the following situations:
     
  • Avoiding an accidental breach of honor or etiquette
  • Resisting the urge to respond to goading or insults from an enemy
  • Recognizing when an enemy attempts to trick a character into a breach of honor

  •   #### Sanity Score
      Consider using the Sanity score if your campaign revolves around entities of an utterly alien and unspeakable nature, such as Great Cthulhu, whose powers and minions can shatter a character's mind.
      A character with a high Sanity is level-headed even in the face of insane circumstances, while a character with low Sanity is unsteady, breaking easily when confronted by eldritch horrors that are beyond normal reason.
      ***Sanity Checks.*** You might ask characters to make a Sanity check in place of an Intelligence check to recall lore about the alien creatures of madness featured in your campaign, to decipher the writings of raving lunatics, or to learn spells from tomes of forbidden lore. You might also call for a Sanity check when a character tries one of the following activities:
     
  • Deciphering a piece of text written in a language so alien that it threatens to break a character's mind
  • Overcoming the lingering effects of madness
  • Comprehending a piece of alien magic foreign to all normal understanding of magic

  •   ***Sanity Saving Throws.*** You might call for a Sanity saving throw when a character runs the risk of succumbing to madness, such as in the following situations:
     
  • Seeing a creature from the Far Realm or other alien realms for the first time
  • Making direct contact with the mind of an alien creature
  • Being subjected to spells that affect mental stability, such as the insanity option of the *symbol* spell
  • Passing through a demiplane built on alien physics
  • Resisting an effect conferred by an attack or spell that deals psychic damage

  •   A failed Sanity save might result in short-term, long-term, or indefinite madness, as described in chapter 8, "Running the Game." Any time a character suffers from long-term or indefinite madness, the character's Sanity is reduced by 1. A *greater restoration* spell can restore Sanity lost in this way, and a character can increase his or her Sanity through level advancement.
      ---
      ## Ocean Environs
      For those who dwell on land, the sea is an alien world filled with unpredictable hazards. Yet rare treasures hide in the depths, making such dangers well worth the risk for brave and brazen mariners. This section details a variety of environmental features one might encounter both on and beneath the waves.
      #### Blue Holes
      A blue hole is a circular sinkhole that forms on the bed of the sea in shallow water. The deep blue water of the hole creates a stark contrast with the lighter color of the shallow water that surrounds it. Blue holes have diameters of 1d10 × 100 feet and are 1d10 × 100 feet deep.
      Blue holes are filled with secrets. Many blue holes hide monsters or treasure, as shown on the Hiding in Blue Holes table.
      ##### Hiding in Blue Holes | d10 | Creatures or Treasure | |:---:|------------------------------------------------------------------------------------------------------------------------| | 1 | 2d10 **sahuagin** | | 2 | 1 **giant octopus** | | 3 | 1d4 + 1 **chuuls** | | 4 | 1 **sea hag** and 2d4 **merrow** | | 5 | 1 **plesiosaurus** | | 6 | 1d4 **swarms of quippers** | | 7 | 2d4 **reef sharks** | | 8 | 1 **giant shark** | | 9 | 1d6 items from *Magic Item Table A* in chapter 7, "*Treasure*," of the *Dungeon Master's Guide* | | 10 | Treasure rolled on the Treasure Hoard: Challenge 0–4 table in chapter 7, "*Treasure*," of the *Dungeon Master's Guide* |
      #### Coral Reefs
      Coral reefs grow all over the ocean floor, though most are found within depths of less than 150 feet near the shoreline. Reefs range from a few feet to over 1,000 miles in length and width. These colorful ecosystems house small fish, crustaceans, and mollusks. As a result, predators come to reefs looking for prey.
      Uneven and sharp, coral reefs can harm those forced into them. A creature forcibly moved on the reef—without using the creature's action, bonus action, or reaction—takes 3 (1d6) slashing damage per 5 feet of reef that it is pushed over.
      #### Currents
      Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They're usually found within 50 miles of shore and at depths of less than 300 feet. These currents have a speed of 1d6 miles per hour that changes daily.
      Currents become weaker farther out to sea and deeper in the ocean. These currents have a speed of 1d4−1 miles per hour that changes daily.
      !(img/variantrules/GoS/096-za-06-ocean-environs-p203.webp)
      ***Currents and Travel.*** When a vessel or creature travels in the same direction as a current, that current's speed is added to the vessel or creature's travel pace. A creature or vessel traveling against a current has that current's speed subtracted from the vessel or creature's travel pace. If this results in a negative travel pace, the vessel or creature can let the current carry it. Alternatively, the crew of the vessel or the creature can fight against the current by rowing or swimming hard, moving at half the vessel or creature's normal pace. Vessels and creatures fighting against a current must make a Constitution saving throw at the end of every hour traveled, with a bonus equal to the crew's quality (if they have crew). Vessels that fail have their crew's quality score decreased by 1. Creatures that fail gain one level of exhaustion. The DC for this saving throw is 10 + 1 for every consecutive hour spent fighting the current.
      ***Submerged in Currents.*** When a creature without a swimming speed is submerged in a current, the creature must succeed on a Strength (Athletics) check at the end of its turn or get pulled 1d4 × 5 feet in the direction of the current. The DC for this check equals 10 + the number of miles per hour the current is moving.
      #### Depth
      The deeper a surface-dwelling creature travels into the sea, the more hostile the environment becomes. Those venturing into the depths must keep the following natural forces in mind.
      ***Illumination.*** When it comes to light, the sea is divided into three layers:
      **Sunlight Zone**. The sunlight zone extends from the water's surface to a depth of 650 feet. This area of the sea has the same natural illumination conditions as above the water.
      **Twilight Zone**. The twilight zone is between the depths of 650 and 1,000 feet. When the sunlight zone above is bathed in natural bright light, the twilight zone is filled with dim light. If the sunlight zone is filled with dim light or darkness, the twilight zone is dark.
      **Midnight Zone**. Any depth below 1,000 feet is considered the midnight zone, since no natural light from the surface penetrates this deep.
      ***Pressure and Temperature.*** Water pressure, or the weight of water on top of a creature or object, increases with depth. Conversely, temperature decreases as depth increases. The pressure and temperature's effects on creatures without a swimming speed at depths below 100 feet can be found in the "*Unusual Environments*" section in chapter 5 of the *Dungeon Master's Guide*.
      ***Optional Rule: Pressure and Objects.*** With this optional rule, characters who dive deep in the ocean require specialized equipment that can withstand the ocean's pressure. Nonmagical objects not made to withstand the water pressure are destroyed at various depths, as determined by the material used to create them. This destructive depth is presented for various materials on the Objects and Water Pressure table. Objects made of other materials break at the DM's discretion.
      ##### Objects and Water Pressure | Material | Destructive Depth | |---------------------|-------------------| | Glass, crystal, ice | 100 ft. | | Wood, bone | 500 ft. | | Stone | 1,000 ft. | | Iron, steel | 1,500 ft. | | Mithral | 2,000 ft. | | Adamantine | 2,500 ft. |
      #### Eldritch Mist
      While natural fog on the ocean can be a nuisance to ship crews, eldritch mist strikes fear into sailors everywhere. These rare, mysterious mists are almost indistinguishable from the naturally occurring variety until it's too late.
      If a ship encounters eldritch mist, choose a type or roll for one on the Eldritch Mist Types table.
      ##### Eldritch Mist Types | d6 | Mist Type | |:---:|----------------| | 1–2 | Ghost Fog | | 3–4 | Shadowfell Fog | | 5–6 | Wild Magic Fog |
      ***Mist Thickness.*** Mist lightly obscures the area it fills. Depending on its density, it heavily obscures an area beyond a certain distance from creatures within. Use the Mist Thickness table to determine a mist's thickness at random. The Mist Obfuscation table notes how far a creature in mist can see before the area beyond is heavily obscured.
      ##### Mist Thickness | d10 | Thickness | |:---:|------------| | 1–3 | Light | | 4–7 | Moderate | | 8–9 | Heavy | | 10 | Very Heavy |
      ##### Mist Obfuscation | Thickness | Heavily Obscured Distance | |------------|---------------------------| | Light | 30 ft. | | Moderate | 20 ft. | | Heavy | 10 ft. | | Very heavy | 5 ft. |
      ***Ghost Fog.*** Ghost fog contains the souls of murder victims whose bodies were thrown into the sea. A DC 15 Intelligence (Arcana) check reveals that this mist is ghost fog.
      The souls of the dead want the living to join them. Every hour a ship is immersed in ghost fog, roll any die. On an even number, 2d4 hostile **specters** appear and attack those on the ship. If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead.
      All non-undead creatures immersed in ghost fog are vulnerable to necrotic damage.
      ***Shadowfell Fog.*** Shadowfell fog seeps into the Material Plane at thin points in the boundary between the two planes. A DC 15 Intelligence (Arcana) check reveals that this mist is Shadowfell fog.
      When a vessel travels through this oppressive, shadow-haunted miasma, its crew and passengers feel despair. Each hour a vessel is immersed in the fog, the crew must make a quality score check by rolling a d20 and adding their quality score to the number. The DC for this check is 10 + the number of hours the ship has been immersed in the Shadowfell fog. If the crew fails this check, their quality score decreases by 1 while within the Shadowfell fog and for 1 day afterward.
      ***Wild Magic Fog.*** Few know the origins of wild magic fog, with some claiming it is the creation of capricious gods while others believe it is the result of magical experimentation gone wrong. A DC 15 Intelligence (Arcana) check reveals that this mist is wild magic fog.
      Whenever a creature in wild magic fog casts a spell of 1st level or higher, roll on the Wild Magic Surge table in chapter 3, "*Classes*," of the *Player's Handbook* to create a magical effect.
      #### Kelp Forests
      Kelp grows in dense forests across the ocean floor. Most forests are found within depths of less than 100 feet near the shoreline, and range from 10 feet to over 100 miles in length and width. The kelp grows in vines up to 175 feet in length.
      Kelp roots are shallow, and a whole forest can be uprooted by a strong storm. But it grows at a rapid pace, sometimes as much as 18 inches a day, meaning that a kelp forest can spring up quickly. Such forests can hide thousands of small fish and other prey animals, which attract predators. The forest is so dense that anything within it is heavily obscured to an observer more than 10 feet away, and the whole area is difficult terrain.
      #### Kraken's Grave
      When krakens die, their bodies often rot on the seafloor. In such cases, the ground absorbs the decaying kraken's supernatural energy, marking the area with a dark stain in the shape of the kraken's body. This stain is called a kraken's grave.
      When a creature moves within 30 feet of a kraken's grave or starts its turn there, that creature must succeed on a DC 14 Dexterity (Stealth) check or it disturbs the grave. If a creature disturbs the grave, a tendril made of lightning stretches from the ground and attacks the creature with a +7 bonus to hit. On a hit, the target takes 10 (3d6) lightning damage, and it must succeed on a DC 14 Constitution saving throw or become blinded for the next 2d4 hours.
      #### Lure Lights
      When aboleths die, their souls sometimes gather in clusters called lure lights. These 100-foot-diameter collections of pale, yellow lights are found in the deep ocean below depths of 1,000 feet. They glow with bright light in a 100-foot radius and dim light for another 100 feet.
      Any creature that can see the lure lights must succeed on a DC 14 Wisdom saving throw or be charmed by the lights for 24 hours or until the lights are destroyed. A creature that succeeds on the saving throw is immune to the effect of the lure lights for 24 hours.
      While charmed by the lights, a creature can't willingly move out of line of sight of them and defends them to the death. If forcibly moved away from the lights, the creature tries to find its way back to them. The creature can't take a short or long rest while under this effect. After 24 hours, the charmed creature gains one level of exhaustion and must repeat the saving throw if it is within line of sight of the lights, ending the effect on itself on a success. If the lights aren't within line of sight at this time, the creature succeeds automatically.
      Each cluster of lure lights has AC 17, 100 hit points, and immunity to necrotic and poison damage.
      #### Magical Storms
      Even worse than the threat of storms is the menace of weather imbued with magic. When a ship enters a storm, roll a d20. On a 20, the storm churns with magical energy. Pick or randomly determine the type of magical energy brimming within the storm, consulting the Magical Storm Type table.
      ##### Magical Storm Type | d8 | Magic | |:---:|---------------| | 1 | Abjuration | | 2 | Conjuration | | 3 | Divination | | 4 | Enchantment | | 5 | Evocation | | 6 | Illusion | | 7 | Necromancy | | 8 | Transmutation |
      ***Abjuration.*** A storm infused with abjuration magic repels ships, as if protecting something in the sea. Right before the storm ends, a ship within it is teleported 5d20 miles in a random direction.
      ***Conjuration.*** When conjuration magic churns within a storm's heart, creatures of wind and rain emerge from distant realms to attack anything they encounter. The ship encounters 1d3 hostile **air elementals**.
      ***Divination.*** When divination magic seeps into a storm, howling winds and residual whispers temporarily scramble the knowledge of a ship's crew; for 1d3 days, the ship's crew suffers disadvantage on all quality checks.
      ***Enchantment.*** Storms infused with enchantment magic disarm a creature's sense of danger, enthralling mariners and causing them to speed into danger. During the storm, any checks made to resolve hazards or manage the ship are made with disadvantage.
      ***Evocation.*** These ferocious storms are wracked with thunderbolts, driving sheets of acid rain, exploding meteors, and other dangers. After each day of the storm, every component aboard the ship takes 1d10 fire, 1d10 acid, and 1d10 lightning damage. In addition, roll a d20 and add the crew's quality. On a 10 or less, the crew's quality decreases by 1, and 1d6 members of the crew are killed.
      ***Illusion.*** A storm brimming with illusions poses little direct harm to a ship, but experienced navigators know it poses an insidious threat. During the storm, the ship travels in a random direction that isn't its intended course.
      ***Necromancy.*** Ghosts howl and whirl in this storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 **specters**, 2d4 **ghouls**, and 4d6 **zombies** emerge from the waves to attack the ship.
      ***Transmutation.*** These violently unpredictable storms cause the waves to warp and twist. The storm transforms the water around the ship into an amalgamation of ice, stone, and stranger materials, making travel difficult and damaging the ship. The ship's hull takes 4d10 bludgeoning damage, and the ship's speed decreases by half during the storm.
      #### Sandbars
      Waves and currents deposit sand in shallow water near the shoreline. These sandbars form a line that can be between 10 feet and 3 miles in length and width. During high tide, sandbars are below the ocean's surface, while they peek above the water during low tide.
      ***Navigating Sandbars.*** Sandbars make dangerous obstacles for vessels, particularly at high tide when they are less noticeable. The crew of a ship moving toward a sandbar beneath the waves must have a passive Wisdom (Perception) score of 12 or higher or fail to see the sandbar in the way (see "*Noticing Threats*"). When a ship passes over a submerged sandbar, the sandbar counts as difficult terrain, and the ship must succeed on a Dexterity saving throw. The DC of this save corresponds with the depth of the sandbar, as listed on the Sandbar DCs table. If the ship fails this save, it gets stuck on the sandbar. A ship can become unstuck by using an action to make a Strength check, with a bonus equal to the crew's quality, against the sandbar's DC.
      ##### Sandbar DCs | DC | Description | |:---:|------------------| | 10 | Deep sandbar | | 15 | Moderate sandbar | | 20 | Shallow sandbar |
      #### Sapping Snow
      Sapping snow—that's what aquatic explorers call the powdery remains of dead organisms that cover the ocean floor. When this substance is imbued with necromantic magic, it becomes a life-leeching detritus.
      Whenever a creature starts its turn touching sapping snow, that creature must succeed on a DC 15 Constitution saving throw or take 10 (3d6) necrotic damage. The creature's hit point maximum decreases by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. If this effect reduces the creature's hit point maximum to 0, the creature dies, and its body immediately crumbles into sapping snow.
      #### Shipwrecks
      Shipwrecks at the bottom of the ocean make the perfect locations for monsters' lairs and lost treasures. The Shipwreck Contents table provides ideas for the creatures and treasure within these wrecks.
      ##### Shipwreck Contents | d10 | Creatures or Treasure | |:---:|-------------------------------------------------------------------------------------------------------------------------| | 1 | 1 **sahuagin priestess** and 2d10 **sahuagin** | | 2 | 1 **young bronze dragon** | | 3 | 4d10 **giant crabs** | | 4 | 3d10 **giant seahorses** | | 5 | 1d4 **hunter sharks** | | 6 | 1 **giant octopus** | | 7 | 2d6 **merrow** | | 8 | 2d10 **merfolk** | | 9 | 1d6 items from Magic Item Table B in chapter 7, "*Treasure*," of the *Dungeon Master's Guide* | | 10 | Treasure rolled on the Treasure Hoard: Challenge 5–10 table in chapter 7, "*Treasure*," of the *Dungeon Master's Guide* |
      #### Whirlpools
      In areas where storms or opposed currents drive powerful waters together, violent maelstroms might form. Whirlpools are difficult terrain. Each whirlpool has a rank, which determines its size and strength, as shown on the Whirlpool Rank table. A whirlpool's depth equals half its diameter.
      ##### Whirlpool Rank | Rank | Diameter | Velocity | DC | |:----:|-----------------|----------|:---:| | 1 | 22 (4d10) ft. | 5 ft. | 5 | | 2 | 55 (10d10) ft. | 15 ft. | 10 | | 3 | 110 (20d10) ft. | 25 ft. | 15 | | 4 | 165 (30d10) ft. | 35 ft. | 20 |
      ***Creatures in Whirlpools.*** !(img/variantrules/GoS/097-za-07-p206.webp)
      When a creature moves into a whirlpool or starts its turn there, it must make a Strength (Athletics) check with a DC determined by the whirlpool's rank. On a success, the creature can move normally. On a failure, the creature is immediately moved toward the vortex's center at the whirlpool's velocity, and the creature is restrained by the whirlpool until the start of its next turn. If the creature reaches the whirlpool's center, the creature is pulled under the surface and either appears at a special location (see "*Whirlpool Destinations*" below) or plunges a number of feet underwater equal to the whirlpool's velocity.
      ***Vessels in Whirlpools.*** If a vessel starts its turn in a whirlpool with a diameter greater than the vessel's length, the ship's officers and crew must make a group check to escape. This group check works like the special ones made against hazards.
      The group check represents 5 minutes of work. The check's DC is chosen or randomly determined by rolling a d4 on the Whirlpool Rank table. The captain, first mate, bosun, and quartermaster each make an ability check, as shown on the Whirlpool Checks table. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a d20 for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.
      Determine how many of the group's checks succeeded—the officers' and the crew's—then consult the Whirlpool Check Results table.
      ##### Whirlpool Checks | Officer | Check | |---------------|--------------------------------| | Captain | Intelligence (water vehicles) | | First mate | Charisma (Intimidation) | | Bosun | Strength (*carpenter's tools*) | | Quartermaster | Wisdom (Nature) |
      ##### Whirlpool Check Results | Result | Effect | |---------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | Total Success | The vessel uses the whirlpool to its advantage and increases its speed by 20 ft. during its current turn. | | Success | The vessel can move normally on its turn. | | Failure | The vessel is immediately moved toward the vortex's center at the whirlpool's velocity, and the vessel is restrained by the whirlpool until the start of its next turn. | | Total Failure | As a failure. Additionally, if the vessel is in the whirlpool at the start of its next turn, all checks the vessel makes to determine the whirlpool's effects are made with disadvantage on that turn. |
      ***Whirlpool Destinations.*** While a whirlpool might be a short-lived hazard that drags things into the depths, they might also serve as a violent passage to another realm. In such cases, things dragged into a whirlpool are deposited elsewhere, be it through a crack in the seafloor leading to an Underdark ocean or a portal to a different plane of existence. Use the Whirlpool Destinations table to choose or randomly determine where a whirlpool leads, usually to a body of water in that destination. See *chapter 2* of the *Dungeon Master's Guide* for information about the destinations on other planes.
      ##### Whirlpool Destinations | d10 | Destination | |:---:|--------------------------------| | 1–3 | Underdark | | 4 | Elemental Plane of Water | | 5 | Elemental Plane of Earth | | 6 | Feywild | | 7 | Shadowfell | | 8 | Astral Plane | | 9 | Outlands | | 10 | Outer Plane of the DM's choice |
      ---
      ## Officers and Crew
      Each vessel requires people to run it: the officers in charge and the sailors who follow their orders.
      #### Types of Officers
      If you'd like to explore running a ship, it needs officers to oversee its operations—officers who fill six different roles. Some roles aboard a ship reflect the need for trained experts to direct a crew's efforts. Other roles focus on keeping the crew's health and morale in order. The roles are meant to provide a sense of the types of ability checks useful to managing a ship. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion during a crisis.
      Each type of officer is described below, along with the abilities and proficiencies that help a character excel in that role:
      **Captain**. The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with water vehicles and the Intimidation and Persuasion skills.
      **First Mate**. This specialist keeps the crew's morale high by providing supervision, encouragement, and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the Intimidation and Persuasion skills.
      **Bosun**. The bosun (or boatswain) provides technical advice to the captain and crew and leads repair and maintenance efforts. A good bosun has a high Strength score, as well as proficiency with *carpenter's tools* and the Athletics skill.
      **Quartermaster**. The quartermaster plots the ship's course, relying on knowledge of nautical charts and a study of weather and sea conditions. A reliable quartermaster tends to have a high Wisdom score, as well as proficiency with *navigator's tools* and the Nature skill.
      **Surgeon**. The ship's surgeon tends to injuries, keeps illnesses from spreading throughout the ship, and oversees sanitation. A capable surgeon benefits from a high Intelligence score, as well as proficiency with *herbalism kits* and the Medicine skill.
      **Cook**. A ship's cook works with the limited ingredients aboard a ship to make meals. A skilled cook keeps the crew's morale in top shape, while a poor one drags down the entire crew's performance. A talented cook has a high Constitution score, as well as proficiency with *brewer's supplies* and *cook's utensils*.
      #### Crew Members
      A ship requires a number of able-bodied sailors to crew it, as specified in its stat block. A crew's skill, experience, morale, and health are defined by its quality score. This score can affect a number of general ship activities, like the crew's ability to notice threats or contend with hazards. A crew starts with a quality score of +4, but that score varies over time, going as low as −10 and as high as +10. It decreases as a crew takes casualties, suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives fair leadership.
      A typical crew member uses the **commoner** stat block in the *Monster Manual*.
      ***Optional Rule: Loyalty and Quality.*** When dealing with an individual member of the crew, you might find it useful to use the optional loyalty rule from *chapter 4* of the *Dungeon Master's Guide*. To convert a quality score into an individual's loyalty score, add 10 to the crew's quality score.
      ***Mutiny.*** A poorly led or mistreated crew might turn against its officers. Once per day, if a crew's quality score is lower than 0, the captain must make a Charisma (Intimidation or Persuasion) check modified by the crew's quality score.
      If the check total is between 1 and 9, the crew's quality score decreases by 1.
      If the check total is 0 or lower, the crew mutinies. They become hostile to the officers and might attempt to kill them, imprison them, or throw them overboard. The crew can be cowed into obedience through violence, combat, or offers of treasure or other rewards.
      When the DM ends the mutiny, the crew's quality score increases by 1d4.
      ***Shore Leave.*** Life aboard a ship is a constant wear on the crew. Spending time in port allows the crew to relax and regain its composure.
      If a crew's quality score is 3 or lower, the score increases by 1 for each day the crew spends in port or ashore.
      ---
      ## Optional Class Features
      You gain class features in the *Player's Handbook* when you reach certain levels in your class. An optional feature is an additional feature that you can gain beyond these.
      Unlike the features in the *Player's Handbook*, you don't gain an optional feature automatically. Consulting with your DM, you decide whether to gain an optional feature if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.
      If you take an optional feature that replaces another feature, you gain no benefit from the replaced one and don't qualify for anything in the game that requires it.
      ---
      ## Parleying with Monsters
      *Why fight if a lively chat is possible? If things get out of hand, just show yourself out with a dimension door.*— Tasha
      Meeting a monster doesn't have to spark a fight. An offering, like food, can calm some hostile monsters, and sapient creatures often prefer to talk than to draw weapons. If the adventurers try to parley with a monster, you may improvise the encounter or use the *social interaction rules* in the *Dungeon Master's Guide*. Consider granting the characters advantage on any ability check they make to communicate with a creature if they offer something it wants. The "Monsters' Desires" section below suggest things that a creature might like, depending on its type.
      ![Adventurers offer meat to an owlbear.](img/book/TCE/095-04-006.webp)
      #### Monster Research
      Adventurers can research what a creature is likely to desire. The Monster Research table suggests which skills can be used to learn about a creature of a particular type. The DC for a relevant ability check equals 10 + the creature's challenge rating.
      ##### Monster Research | Type | Suggested Skills | |:-----------:|:------------------------------------:| | Aberration | Arcana | | Beast | Animal Handling, Nature, or Survival | | Celestial | Arcana or Religion | | Construct | Arcana | | Dragon | Arcana, History, or Nature | | Elemental | Arcana or Nature | | Fey | Arcana or Nature | | Fiend | Arcana or Religion | | Giant | History | | Humanoid | History | | Monstrosity | Nature or Survival | | Ooze | Arcana or Survival | | Plant | Nature or Survival | | Undead | Arcana or Religion |
      #### Monsters' Desires
      ##### Aberrations | d4 | Desired Offering | |:---:|---------------------------------------------------| | 1 | The brain or other organs of a rare creature | | 2 | Flattery and obsequiousness | | 3 | Secrets or lore it doesn't already know | | 4 | Accepting a strange, organic graft onto your body |
      ##### Beasts | d4 | Desired Offering | |:---:|----------------------------------------------------| | 1 | Fresh meat | | 2 | A soothing melody | | 3 | Brightly colored beads, cloth, feathers, or string | | 4 | An old stuffed animal or other soft trinket |
      ##### Celestials | d4 | Desired Offering | |:---:|--------------------------------------------------| | 1 | The tale of a heroic figure | | 2 | An oath to do three charitable deeds before dawn | | 3 | The crown of a defeated tyrant | | 4 | A holy relic or treasured family heirloom |
      ##### Constructs | d4 | Desired Offering | |:---:|-----------------------------------------------| | 1 | Oil to apply to the construct's joints | | 2 | A magic item with charges, to be used as fuel | | 3 | A vessel infused with elemental power | | 4 | Adamantine or mithral components |
      ##### Dragons | d4 | Desired Offering | |:---:|---------------------------------------------------| | 1 | Gold or gems | | 2 | Anything from a draconic rival's hoard | | 3 | An antique passed down at least three generations | | 4 | A flattering artistic depiction of the dragon |
      ##### Elementals | d4 | Desired Offering | |:---:|-----------------------------------------------------| | 1 | A gem worth at least 50 gp, which the creature eats | | 2 | An exceedingly pure sample of a favored element | | 3 | A way to return the elemental to its home plane | | 4 | Performing a dance from the elemental's home plane |
      ##### Fey | d4 | Desired Offering | |:---:|--------------------------------------------| | 1 | The memory of your first kiss | | 2 | The color of your eyes | | 3 | An object of deep sentimental value to you | | 4 | Reciting a sublime poem |
      ##### Fiends | d4 | Desired Offering | |:---:|---------------------------------------------------| | 1 | Your soul | | 2 | A desecrated holy object | | 3 | Blood from a living or recently slain loved one | | 4 | Breaking a sacred promise in the fiend's presence |
      ##### Giants | d4 | Desired Offering | |:---:|-------------------------------------------------------------| | 1 | A dwarf admitting giant-craft to be superior to dwarf-craft | | 2 | A strong working animal | | 3 | Multiple barrels of ale | | 4 | Treasure stolen from a rival giant |
      ##### Humanoids | d4 | Desired Offering | |:---:|---------------------------------------------------------------------------------------| | 1 | Promising to find a lost item of great importance to their culture | | 2 | Challenging them to a type of friendly contest, such as dancing, singing, or drinking | | 3 | Recovering something they've lost | | 4 | Information on a foe's secrets or weaknesses |
      ##### Monstrosities | d4 | Desired Offering | |:---:|---------------------------------------------------------| | 1 | Dislodging the stuck scraps of the creature's last meal | | 2 | The creature's favorite food | | 3 | Driving off the creature's rival | | 4 | Making movements that mimic the monster's mating dance |
      ##### Oozes | d4 | Desired Offering | |:---:|-------------------------------------------------| | 1 | A vial of putrid liquids | | 2 | A cloth bearing a noxious odor | | 3 | Bones or metal, which the ooze promptly absorbs | | 4 | A gallon of any effervescent fluid |
      ##### Plants | d4 | Desired Offering | |:---:|------------------------------------------------------------------| | 1 | A pound of mulch | | 2 | Water from a spring infused with Feywild energy | | 3 | Clearing invasive vegetation from the creature's territory | | 4 | Destroying all axes and fire-making implements the party carries |
      ##### Undead | d4 | Desired Offering | |:---:|--------------------------------------------------------------------| | 1 | A vial of blood | | 2 | A personal memento from the creature's past | | 3 | Materials, tools, or the skills to sun-proof a crumbling mausoleum | | 4 | Completing a task the creature was unable to finish in life |
      ---
      ## Planar Effects
      When adventurers travel to other planes of existence, they undertake a legendary journey that might force them to face supernatural guardians and undergo various ordeals. You can choose to add effects to any or all of the planes, to better represent their uniqueness. The effects listed below apply to the default cosmological arrangement presented in the *Player's Handbook*, and are individually optional.
      #### Feywild: Feywild Magic
      Tales speak of children kidnapped by fey creatures and spirited away to the Feywild, only to return to their parents years later without having aged a day, and with no memories of their captors or the realm they came from. Likewise, adventurers who return from an excursion to the Feywild are often alarmed to discover upon their return that time flows differently on the Plane of Faerie, and that the memories of their visit are hazy. You can use these optional rules to reflect the strange magic that suffuses the plane.
      ***Memory Loss.*** A creature that leaves the Feywild must make a DC 10 Wisdom saving throw. Fey creatures automatically succeed on the saving throw, as do any creatures, like elves, that have the Fey Ancestry trait. A creature that fails the saving throw remembers nothing from its time spent in the Feywild. On a successful save, the creature's memories remain intact but are a little hazy. Any spell that can end a curse can restore the creature's lost memories.
      ***Time Warp.*** While time seems to pass normally in the Feywild, characters might spend a day there and realize, upon leaving the plane, that less or more time has elapsed everywhere else in the multiverse.
      Whenever a creature or group of creatures leaves the Feywild after spending at least 1 day on that plane, you can choose a time change that works best for your campaign, if any, or roll on the Feywild Time Warp table. A *wish* spell can be used to remove the effect on up to ten creatures. Some powerful fey have the ability to grant such wishes and might do so if the beneficiaries agree to subject themselves to a *geas* spell and complete a quest after the *wish* spell is cast.
      ##### Feywild Time Warp | d20 | Result | |:-----:|---------------------| | 1-2 | Days become minutes | | 3-6 | Days become hours | | 7-13 | No change | | 14-17 | Days become weeks | | 18-19 | Days become months | | 20 | Days become years |
      #### Shadowfell: Shadowfell Despair
      A melancholic atmosphere pervades the Shadowfell. Extended forays to this plane can afflict characters with despair, as reflected in this optional rule.
      When you deem it appropriate, though usually not more than once per day, you can require a character not native to the Shadowfell to make a DC 10 Wisdom saving throw. On a failure, the character is affected by despair. Roll a d6 to determine the effects, using the Shadowfell Despair table. You can substitute different despair effects of your own creation.
      ##### Shadowfell Despair | d6 | Effect | |:---:|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1-3 | **Apathy.** The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: "I don't believe I can make a difference to anyone or anything." | | 4-5 | **Dread.** The character has disadvantage on all saving throws and gains the following flaw: "I am convinced that this place is going to kill me." | | 6 | **Madness.** The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: "I can't tell what's real anymore." |
      If a character is already suffering a despair effect and fails the saving throw, the new despair effect replaces the old one. After finishing a long rest, a character can attempt to overcome the despair with a DC 15 Wisdom saving throw. (The DC is higher because it's harder to shake off despair once it has taken hold.) On a successful save, the despair effect ends for that character.
      A *calm emotions* spell removes despair, as does any spell or other magical effect that removes a curse.
      #### Outer Planes: Psychic Dissonance
      Each of the Outer Planes emanates a psychic dissonance that affects visitors of an incompatible alignment—good creatures on the Lower Planes, evil ones on the Upper Planes—if they spend too much time on the plane. You can reflect this dissonance with this optional rule. At the end of a long rest spent on an incompatible plane, a visitor must make a DC 10 Constitution saving throw. On a failed save, the creature gains one level of exhaustion. Incompatibility between lawful and chaotic alignments doesn't have the same effect, so Mechanus and Limbo lack this quality.
      #### Mount Celestia: Blessed Beneficence
      In contrast to the dissonance experienced by evil creatures here, good creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the *bless* spell as long as they remain on the plane. In addition, finishing a long rest on the plane grants a good creature the benefit of a *lesser restoration* spell.
      #### Bytopia: Pervasive Goodwill
      At the end of each long rest taken on this plane, a visitor that is neither lawful good nor neutral good must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful good or neutral good (whichever is closer to the creature's current alignment). The change becomes permanent if the creature doesn't leave the plane within 1d4 days. Otherwise, the creature's alignment reverts to normal after one day spent on a plane other than Bytopia. Casting the *dispel evil and good* spell on the creature also restores its original alignment.
      #### Elysium: Overwhelming Joy
      Visitors spending any time on this plane risk becoming trapped by overwhelming sensations of contentment and happiness. At the end of each long rest taken on this plane, a visitor must make a DC 10 Wisdom saving throw. On a failed save, the creature is unwilling to leave the plane before taking another long rest. After three failed saving throws, the creature never willingly leaves the plane and, if forcibly removed, does everything in its power to return to the plane. A *dispel evil and good* spell removes this effect from the creature.
      #### The Beastlands: Hunter's Paradise
      Visitors to the Beastlands find their hunting and stalking capabilities improved, and characters have advantage on Wisdom (Animal Handling), Wisdom (Perception), and Wisdom (Survival) checks while there.
      #### The Beastlands: Beast Transformation
      Whenever a visitor slays a beast native to the plane, the slayer must succeed on a DC 10 Charisma saving throw or become transformed (as the *polymorph* spell) into the type of beast that was slain. In this form, the creature retains its intelligence and ability to speak. At the end of each long rest, the polymorphed creature can repeat the saving throw. On a successful saving throw, the creature returns to its true form. After three failed saving throws. the transformation can be undone only by a *remove curse* spell or similar magic.
      #### Arborea: Intense Yearning
      Keep track of how many days a visitor spends on Arborea. When the visitor leaves, it must make a Charisma saving throw against a DC of 5, plus 1 for each day spent on the plane. On a failed save, the creature becomes afflicted with a yearning to return to Arborea. As long as the effect persists the creature has disadvantage on ability checks. At the end of each long rest, the creature can repeat the saving throw, ending the effect on a success. A *dispel evil and good* spell removes this effect from the creature.
      #### Ysgard: Immortal Wrath
      Ysgard is the home of slain heroes who wage eternal battle on fields of glory. Any creature, other than a construct or undead, that is killed by an attack or a spell while on Ysgard is restored to life at dawn the next day. The creature has all its hit points restored, and all conditions and afflictions it suffered before its death are removed.
      #### Limbo: Power of the Mind
      As an action, a creature on Limbo can make an Intelligence check to mentally move an object on the plane that it can see within 30 feet of it. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. On a successful check, the creature moves the object 5 feet plus 1 foot for every point by which it beat the DC.
      A creature can also use an action to make an Intelligence check to alter a nonmagical object that isn't being worn or carried. The same rules for distance apply, and the DC is based on the object's size: DC 10 for Tiny, DC 15 for Small, DC 20 for Medium, and DC 25 for Large or larger. On a success, the creature changes the object into another nonliving form of the same size, such as turning a boulder into a ball of fire.
      Finally, a creature can use an action to make an Intelligence check to stabilize a spherical area centered on the creature. The DC depends on the radius of the sphere. The base DC is 5 for a 10-foot-radius sphere; each additional 10 feet added to the radius increases the DC by 5. On a successful check, the creature prevents the area from being altered by the plane for 24 hours, or until the creature uses this ability again.
      #### Pandemonium: Mad Winds
      A visitor must make a DC 10 Wisdom saving throw after each hour spent among the howling winds. On a failed save, the creature gains one level of exhaustion. A creature that reaches six levels of exhaustion while on this plane doesn't die. Instead, the creature gains a random form of indefinite madness, as described in chapter 8, "Running the Game." Finishing a long rest doesn't reduce a creature's exhaustion level unless the creature can somehow escape the maddening winds.
      #### The Abyss: Abyssal Corruption
      A non-evil visitor that finishes a long rest in the Abyss must make a DC 10 Charisma saving throw. On a failure, the creature becomes corrupted. Refer to the Abyssal Corruption table to determine the effects of this corruption. You can substitute different corruption effects of your own creation.
      After finishing a long rest, a corrupted creature can make a DC 15 Charisma saving throw. On a successful save, the corruption effect ends. A *dispel evil and good* spell or any magic that removes a curse also ends the effect.
      If a corrupted creature doesn't leave the plane within 1d4 + 2 days, its alignment changes to chaotic evil. Casting the *dispel evil and good* spell on the creature restores its original alignment.
      ##### Abyssal Corruption | d10 | Result | |:---:|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1-4 | **Treachery.** The character gains the following flaw: "I can only achieve my goals by making sure that my companions don't achieve theirs." | | 5-7 | **Bloodlust.** The character gains the following flaw: "I enjoy killing for its own sake, and once I start, it's hard to stop." | | 8-9 | **Mad Ambition.** The character gains the following flaw: "I am destined to rule the Abyss, and my companions are tools to that end." | | 10 | **Demonic Possession.** The character is possessed by a demonic entity until freed by *dispel evil and good* or similar magic. Whenever the possessed character rolls a 1 on an attack roll, ability check, or saving throw, the demon takes control of the character and determines the character's behavior. At the end of each of the possessed character's turns, he or she can make a DC 15 Charisma saving throw. On a success, the character regains control until he or she rolls another 1. |
      #### Carceri: Prison Plane
      No one can leave Carceri easily. Magical efforts to leave the plane by any spell other than a wish simply fail.
      Portals and gates that open onto the plane become one-way only. Secret ways out of the plane exist, but they are hidden and well guarded by traps and deadly monsters
      #### Hades: Vile Transformation
      At the end of each long rest taken on the plane, a visitor must make a DC 10 Wisdom saving throw. On a failed save, the creature gains one level of exhaustion, which can't be removed while the creature remains in Hades. If the creature reaches six levels of exhaustion, it doesn't die. Instead, the creature permanently transforms into a larva, whereupon all levels of exhaustion afflicting the creature are removed.
      A larva is a miserable fiend that retains the facial features of its previous form but has the body of a fat worm. A larva has only a few faint memories of its previous life and the statistics in the **larva** stat block. Hades is crawling with larvae. Night hags, liches, and rakshasas harvest them for use in vile rituals. Other fiends like to feed on them.
      #### Gehenna: Cruel Hindrance
      The plane's cruel nature makes it difficult for visitors to help one another. Whenever a visitor casts a spell with a beneficial effect, including a spell that restores hit points or removes a condition, the caster must first make a DC 10 Charisma saving throw. On a failed save, the spell fails, the spell slot is expended, and the action is wasted.
      #### The Nine Hells: Pervasive Evil
      Evil pervades the Nine Hells, and visitors to this plane feel its influence. At the end of each long rest taken on this plane, a visitor that isn't evil must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful evil. The change becomes permanent if the creature doesn't leave the plane within 1d4 days. Otherwise, the creature's alignment reverts to normal after one day spent on a plane other than the Nine Hells. Casting the *dispel evil and good* spell on the creature also restores its original alignment.
      #### Acheron: Bloodlust
      Acheron rewards a creature for harming other creatures by imbuing that creature with the strength to keep fighting. While on Acheron, a creature gains temporary hit points equal to half its hit point maximum whenever it reduces a hostile creature to 0 hit points.
      #### Mechanus: Law of Averages
      While on Mechanus, creatures always use the average damage result for attacks and spells. For example, an attack that normally deals 1d10 + 5 damage always deals 10 damage on Mechanus.
      #### Mechanus: Imposing Order
      At the end of each long rest taken on this plane, a visitor that isn't lawful neutral must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful neutral. The creature's alignment reverts to normal after one day spent on a plane other than Mechanus. Casting the *dispel evil and good* spell on the creature also restores its original alignment.
      #### Arcadia: Planar Vitality
      While on this plane, creatures can't be frightened or poisoned, and they are immune to disease and poisons.
      ---
      ## Player Characters as Lycanthropes
      A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.
      A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
      The following information applies to specific lycanthropes.
      ***Werebear.*** The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
      ***Wereboar.*** The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.
      ***Wererat.*** The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.
      ***Weretiger.*** The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.
      ***Werewolf.*** The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
      ***Wereraven.*** A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the wereraven's bite are based on whichever is higher of the character's Strength and Dexterity. The bite of a wereraven in raven form deals 1 piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy.
      ***Werebat.*** A player character who becomes a werebat gains a Dexterity of 17 if their score isn't already higher. Attack and damage rolls for the werebat's bite attack are based on the character's Strength or Dexterity score, whichever is higher.
      ***Loup Garou.*** A Humanoid who succumbs to a loup garou's lycanthropy becomes a **werewolf** (see above). This form of lycanthropy can't be removed while the loup garou that inflicted the curse lives.
      Once a loup garou is slain, a *remove curse* spell cast during the night of a full moon on any afflicted werewolf it created forces the target to make a DC 17 Constitution saving throw. On a success, the curse is broken, and the target returns to its normal form and gains 3 levels of exhaustion. On a failure, the curse remains, and the target automatically fails any saving throw made to break this curse for 1 month.
      ---
      ## Player Characters as Vampires
      The game statistics of a player character transformed into a **vampire spawn** and then a **vampire** don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength. The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a *wish* spell or the character is killed and brought back to life.
      #### Jiangshi
      Humanoids killed by a **jiangshi** rise as life-hungry corpses and might turn into jiangshi themselves if they feed upon the living.
      ---
      ## Playing on a Grid
      If you play out a combat using a square grid and miniatures or other tokens, follow these rules.
      ***Squares.*** Each square on the grid represents 5 feet.
      ***Speed.*** Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.
      If you use a grid often, consider writing your speed in squares on your character sheet.
      ***Entering a Square.*** To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master's Guide provides guidance on using a more realistic approach.)
      If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
      ***Corners.*** Diagonal movement can't cross the corner of a wall, large tree, or other terrain feature that fills its space.
      ***Ranges.*** To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
      ---
      ## Plot Points
      Plot points allow players to change the course of the campaign, introduce plot complications, alter the world, and even assume the role of the DM. If your first reaction to reading this optional rule is to worry that your players might abuse it, it's probably not for you.
      #### Using Plot Points
      Each player starts with 1 plot point. During a session, a player can spend that point for one effect. The effect depends on your group's approach to this optional rule. Three options are presented below.
      A player can spend no more than 1 plot point per session. You can increase this limit if you like, especially if you want the players to drive more of the story. Once every player at the table has spent a plot point, they each gain 1 plot point.
      #### Option 1: What a Twist!
      A player who spends a plot point gets to add some element to the setting or situation that the group (including you) must accept as true. For example, a player can spend a plot point and state that his or her character has found a secret door, an NPC appears, or a monster turns out to be a long-lost ally polymorphed into a horrid beast.
      A player who wants to spend a plot point in this way should take a minute to discuss his or her idea with everyone else at the table and get feedback before settling on a plot development.
      #### Option 2: The Plot Thickens
      Whenever a player spends a plot point, the player to his or her right must add a complication to the scene. For example, if the player who spends the plot point decides that her character has found a secret door, the player to the right might state that opening the door triggers a magical trap that teleports the party to another part of the dungeon.
      #### Option 3: The Gods Must Be Crazy
      With this approach, there is no permanent DM. Everyone makes a character, and one person starts as the DM and runs the game as normal. That person's character becomes an NPC who can tag along with the group or remain on the sidelines, as the group wishes.
      At any time, a player can spend a plot point to become the DM. That player's character becomes an NPC, and play continues. It's probably not a good idea to swap roles in the middle of combat, but it can happen if your group allows time for the new DM to settle into his or her role and pick up where the previous DM left off.
      Using plot points in this way can make for an exciting campaign as each new DM steers the game in unexpected directions. This approach is also a great way for would-be DMs to try running a game in small, controlled doses.
      In a campaign that uses plot points this way, everyone should come to the table with a bit of material prepared or specific encounters in mind. A player who isn't prepared or who doesn't feel like DMing can choose to not spend a plot point that session.
      For this approach to work, it's a good idea to establish some shared assumptions about the campaign so that DMs aren't duplicating efforts or trampling on each other's plans.
      ---
      ## Proficiency Dice
      This optional rule replaces a character's proficiency bonus with a proficiency die, adding more randomness to the game and making proficiency a less reliable indicator of mastery. Instead of adding a proficiency bonus to an ability check, an attack roll, or saving throw, the character's player rolls a die. The Proficiency Die table shows which die or dice to roll, as determined by the character's level.
      Whenever a feature, such as the rogue's Expertise, lets a character double his or her proficiency bonus, the player rolls the character's proficiency die twice instead of once.
      This option is intended for player characters and nonplayer characters who have levels, as opposed to monsters who don't.
      ##### Proficiency Dice | Level | Proficiency Bonus | Proficiency Die | |:---------:|:-----------------:|:---------------:| | 1st-4th | +2 | 1d4 | | 5th-8th | +3 | 1d6 | | 9th-12th | +4 | 1d8 | | 13th-16th | +5 | 1d10 | | 17th-20th | +6 | 1d12 |
      ---
      ## Random Ships
      The characters aren't the only sailors traveling the high seas. Each new vessel they encounter presents an opportunity for adventure. The following rules can be used to generate other ships met on the open seas.
      #### Ship Type
      The type of ship the characters meet determines the vessel's statistics, along with how many creatures and how much cargo it can carry.
      ##### Ship Type | d100 | Ship | |:-----:|--------------| | 01–09 | Rowboat | | 10–25 | Keelboat | | 26–38 | Longship | | 39–60 | Sailing ship | | 61–79 | Galley | | 80–00 | Warship |
      #### Ship Name
      Every ship has a name, which you can create yourself or randomly generate using the Ship Names table. Roll on the table—once for an adjective and once for a noun—to create a ship name.
      ##### Ship Names | d20 | Adjective | Noun | |:---:|--------------|-----------| | 1 | Beautiful | Adventure | | 2 | Bilious | Barnacle | | 3 | Bold | Brawler | | 4 | Cold | Devil | | 5 | Dandy | Dragon | | 6 | Dawn | Gem | | 7 | Drunken | Flower | | 8 | Fiery | Jester | | 9 | Furious | Kraken | | 10 | Grinning | Leviathan | | 11 | Intrepid | Mermaid | | 12 | Jolly | Prince | | 13 | Misty | Princess | | 14 | Rambunctious | Revenge | | 15 | Red | Saber | | 16 | Royal | Shark | | 17 | Salty | Tide | | 18 | Sinful | Treasure | | 19 | Twilight | Victory | | 20 | Zealous | Wanderer |
      #### Crew
      Unless you decide otherwise, each ship encountered on the sea has its full crew and enough food and water to sustain that crew and any passengers for the duration of the ship's journey. You can generate a crew using the suggestions in the "*Ship Purpose*" section below or by using the suggested crew for a ship's type.
      ***Crew Member Names.*** Should you need to quickly generate the name of a member of a ship's crew, the following table makes it easy to produce a two-part name that could apply to any member of a crew, regardless of gender or race.
      ##### Crew Member Name | d20 | First Half | Second Half | |:---:|------------|-------------| | 1 | Salty | Beard | | 2 | Ol' | Eye | | 3 | Silver | Copper | | 4 | Golden | Fish | | 5 | Black | Whale | | 6 | Blue | Dog | | 7 | Silky | Cur | | 8 | Heartless | Fingers | | 9 | Drizzly | Patches | | 10 | Thirsty | Hook | | 11 | Rum | Salt | | 12 | Gloomy | Rat | | 13 | Handsome | Charm | | 14 | Wee | Beast | | 15 | Clever | Devil | | 16 | Ugly | Liar | | 17 | Pretty | Angel | | 18 | Lost | Blood | | 19 | Mad | Maps | | 20 | Poor | Mast |
      #### Ship Purpose
      Every ship has a reason for its voyages, which can be rolled or chosen on the Ship Purpose table. Each purpose is described after the table.
      ##### Ship Purpose | d100 | Purpose | |:-----:|-----------| | 01–17 | Cargo | | 18–34 | Passenger | | 35–51 | Fishing | | 52–68 | Military | | 69–85 | Piracy | | 86–95 | Mercenary | | 96–00 | Ghost |
      ***Cargo.*** Cargo ships haul mercantile goods, emergency relief supplies, traveling carnivals, and any other materials that need to move across the seas. Let the ship's alignment, racial makeup, and disposition guide what a ship might carry as cargo.
      Most crew members and officers on cargo ships are **commoners**. Vessels with valuable cargo may carry 2d10 **guards** with a **veteran** guard captain. Cargo ships that transport livestock may have **goats**, **camels**, **draft horses**, **mules**, and other beasts, in addition to their crews and passengers.
      ***Passenger.*** Passenger ships carry travelers. Such vessels are chartered for journeys or pleasure cruises or carry refugees, religious missionaries, or some other peaceful group traveling to an important destination.
      Most crew members and officers on passenger ships are **commoners**. Vessels carrying important people may carry 2d10 **guards** with a **veteran** guard captain. The passengers on a passenger ship generally consist of **commoners** and **nobles**, though many creatures have the need to travel by ship.
      ***Fishing.*** Fishing ships include commercial vessels that catch fish and crustaceans to sell at market, whaling boats, and trophy hunters stalking sharks, giant octopuses, and other sea monsters. Any vessel that hunts sea life for profit, survival, or sport has this purpose.
      Most crew members and officers on commercial fishing ships are **commoners**, but whaling vessels and sport hunters often have **scouts** among their ranks.
      ***Military.*** Military vessels carry soldiers to war and are equipped for battle on the sea. These vessels hunt pirates, defend and invade territory, carry important government cargo, escort officials, transport prisoners, and do anything else their commanders require.
      Most crew members on military ships are **guards** or **scouts**. Officers are **veterans**. Many military ships carry extra **guards** as passengers for invasion, boarding, and operating siege weapons. A military ship may also carry 1d4 **bandits** or **guards** as prisoners.
      ***Piracy.*** Pirates smuggle contraband goods and rob other ships, seaside towns, and outposts. They engage in criminal operations, but not all are evil. Many have an ethical code. Some serve governments as privateers, harming only these masters' adversaries, while others rob only the corrupt and give their ill-gotten gains to the needy.
      Most crew members on pirate ships are **bandits**. Officers are **bandit captains** and could include a **pirate captain** (see *appendix C*) and a **pirate bosun** (see *appendix C*). Many pirate ships carry extra **bandits** and at least one **pirate deck wizard** (see *appendix C*) as passengers.
      ***Mercenary.*** Mercenary crews travel the world in search of adventure and pay. They explore uncharted territories, fight wars, slay monsters, transport special cargo or people, and undertake any quest for the right cost.
      Mercenary ships have crews and passengers similar to military ships.
      !(img/variantrules/GoS/098-za-08-ghost-ship-p210.webp)
      ***Ghost.*** Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. They sometimes serve necromancers, but more often these crews are beholden to no master.
      A ghost ship has the same statistics as a normal ship of its ship type with the following changes:
     
  • The ship has resistance to the following damage types: acid, fire, lightning, and thunder, as well as bludgeoning, piercing, and slashing from nonmagical attacks.
  • The ship is immune to cold, necrotic, poison, and psychic damage.
  • The ship can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

  •   Crew members and officers on good and neutral ghost ships are **ghosts**. On evil ghost ships, the crew members are 90 percent **skeletons** and **zombies** (even mix of each), 10 percent are **specters**, and the officers are **wraiths**.
      #### Attitude and Race
      Each ship's crew and passengers have an attitude that guides how they interact with the characters. Friendly ships seek to trade or share news, neutral ones attack if they feel threatened and otherwise try to avoid contact, and hostile ones seek to attack and seize the characters' ship.
      First, roll or choose an attitude on the Ship Attitude table, then roll on the appropriate table to determine the nature of the crew. The race chosen or rolled need not be the only one found on the ship, and you might use a table multiple times to make a ship's crew and passengers more diverse. Feel free to substitute suggested statistics for other statistics if you feel they make more sense with the ship's race (for example, substituting the **bandit** statistics with **orc** statistics on a pirate ship crewed by orcs).
      ##### Ship Attitude | d6 | Attitude | |:---:|----------| | 1–2 | Friendly | | 3–4 | Neutral | | 5–6 | Hostile |
      ##### Friendly Ship | d100 | Race | |:-----:|------------| | 01–05 | Dragonborn | | 06–10 | Dwarves | | 11–30 | Elves | | 31–40 | Gnomes | | 41–50 | Tieflings | | 51–60 | Halflings | | 61–00 | Humans |
      ##### Neutral Ship | d100 | Race | |:-----:|------------| | 01–05 | Dragonborn | | 06–10 | Dwarves | | 11–30 | Lizardfolk | | 31–40 | Hobgoblins | | 41–50 | Orcs | | 51–60 | Halflings | | 61–00 | Humans |
      ##### Hostile Ship | d100 | Race | |:-----:|--------------| | 01–05 | Frost giants | | 06–10 | Kobolds | | 11–30 | Orcs | | 31–40 | Hobgoblins | | 41–50 | Undead | | 51–60 | Gnolls | | 61–00 | Humans |
      ***Ship Disposition.*** Each ship has a disposition that determines events happening aboard the ship when the characters encounter it. Choose or roll for a ship's disposition on the Ship Disposition table. Each disposition is described after the table. If you roll no special disposition, the ship is under no unusual stress and reacts based on its attitude.
      ##### Ship Disposition | d10 | Disposition | |:----:|------------------------| | 1 | Diseased | | 2 | Emergency | | 3 | Help with purpose | | 4 | Mutiny | | 5 | Trading | | 6–10 | No special disposition |
      ***Diseased.*** Roll percentile dice. The result reveals the percentage of the ship's crew and passengers infected with a disease of your choice from "*Sample Diseases*" in chapter 8, "*Running the Game*," of the *Dungeon Master's Guide*. This ship approaches the characters, begging for or demanding help with the infection.
      Ghost ships can't be diseased; if you get this result for a ghost ship, ignore it and roll again.
      ***Emergency.*** A ship experiencing an emergency is suffering some sort of crisis. The crew and passengers beg or demand the characters' help in getting out of the situation. Choose or roll for an emergency on the Ship Emergency table to determine the vessel's crisis.
      ##### Ship Emergency | d4 | Emergency | |:---:|-------------------------------------------------------------------------| | 1 | The ship's crew is lost. | | 2 | The ship is damaged and can't be steered as it drifts with the current. | | 3 | The ship is stuck on a sandbar. | | 4 | The ship is sinking. |
      ***Help with Purpose.*** Ship crews looking for help with their purpose approach the characters asking for direct aid in a task. For instance, mercenaries ask for help mapping an unexplored area while a cargo ship's crew asks the characters to serve as guards. Most crews offer compensation in return for the characters' services, though some might threaten or beg for charity to get help.
      ***Mutiny.*** The crew of ships ready to mutiny are unhappy with the leadership of their officers and plan to overthrow them. The officers approach the characters, asking for or demanding help quelling the uprising, or the crew approaches, requesting aid with their uprising or attempting to trick the characters into killing the officers.
      ***Trading.*** Ship crews and passengers looking to trade offer their cargo or services to the characters in exchange for deeds, items, or coin. Use the ship's purpose to guide what they have to trade. For instance, commercial fishermen might offer a crate of valuable crabs in exchange for the head of a shark that keeps consuming their catches, while pirates might offer stolen potions in exchange for gems or gold. Most of the people offering trades are willing to haggle. If the characters refuse to trade, evil-aligned crews and passengers might attack to get what they want.
      ---
      ## Renown
      Renown is an optional rule you can use to track an adventurer's standing within a particular faction or organization. Renown is a numerical value that starts at 0, then increases as a character earns favor and reputation within a particular organization. You can tie benefits to a character's renown, including ranks and titles within the organization and access to resources.
      A player tracks renown separately for each organization his or her character is a member of. For example, an adventurer might have 5 renown within one faction and 20 renown within another, based on the character's interaction with each organization over the course of the campaign.
      #### Gaining Renown
      A character earns renown by completing missions or quests that serve an organization's interests or involve the organization directly. You award renown at your discretion as characters complete these missions or quests, typically at the same time you award experience points.
      Advancing an organization's interests increases a character's renown within that organization by 1. Completing a mission specifically assigned by that organization, or which directly benefits the organization, increases the character's renown by 2 instead.
      For example, characters with connections to the noble Order of the Gauntlet complete a mission in which they free a town from the tyranny of a blue dragon. Because the order likes to punish evildoers, you might increase each character's renown within the order by 1. Conversely, if killing the dragon was a mission given to the adventurers by a senior member of the order, completing the task might instead increase each character's renown by 2, showing the adventurers as effective allies.
      Meanwhile, the party's rogue might have looted a box of rare poisons from the dragon's hoard and sold it to a fence who is secretly a Zhentarim agent. You might increase the rogue's renown within the Zhentarim by 2 since this action directly increased that group's power and wealth, even though the task was not assigned by an agent of the Zhentarim.
      #### Benefits of Renown
      The benefits of increasing renown within an organization can include rank and authority, friendly attitudes from members of the organization, and other perks.
      ***Rank.*** Characters can earn promotions as their renown increases. You can establish certain thresholds of renown that serve as prerequisites (though not necessarily the only prerequisites) for advancing in rank, as shown in the Examples of Faction Ranks table. For example, a character might join the Lords' Alliance after earning 1 renown within that organization, gaining the title of cloak. As the character's renown within the organization increases, he or she might be eligible for further increases in rank.
      You can add rank prerequisites. For example, a character affiliated with the Lords' Alliance might have to be at least 5th level before becoming a stingblade, at least 10th level to be a warduke, and at least 15th level to be a lioncrown.
      You can set these thresholds of renown to any numbers that work for your game, creating appropriate ranks and titles for the organizations in your campaign.
      ##### Examples of Faction Ranks | Renown | Harpers | Order of the Gauntlet | Emerald Enclave | Lords' Alliance | Zhentarim | |--------|--------------|-----------------------|--------------------|-----------------|------------| | 1 | Watcher | Chevall | Springwarden | Cloak | Fang | | 3 | Harpshadow | Marcheon | Summerstrider | Redknife | Wolf | | 10 | Brightcandle | Whitehawk | Autumnreaver | Stingblade | Viper | | 25 | Wise Owl | Vindicator | Winterstalker | Warduke | Ardragon | | 50 | High Harper | Righteous Hand | Master of the Wild | Lioncrown | Dread Lord |
      ***Attitudes of Organization Members.*** As a character's renown within an organization grows, members of that organization are increasingly likely to have heard of the character. You can set thresholds at which the default attitude of an organization's members toward the character becomes indifferent or friendly. For example, members of the Emerald Enclave—a faction dedicated to preserving the natural order—might be less friendly toward characters who have not cultivated at least 3 renown within that organization, becoming friendly by default only when a character has gained 10 renown within the Emerald Enclave. These thresholds apply only to the default attitude of most members of an organization, and such attitudes aren't automatic. NPC faction members might dislike an adventurer despite that character's renown—or perhaps because of it.
      ***Perks.*** Earning a rank within an organization comes with certain benefits, as defined by you. A character of low rank might gain access to a reliable contact and adventure leads, a safe house, or a trader willing to offer a discount on adventuring gear. A middle-ranked character might gain a follower (see chapter 4, "Creating Nonplayer Characters"), access to potions and scrolls, the ability to call in a favor, or backup on dangerous missions. A high-ranking character might be able to call on a small army, take custody of a rare magic item, gain access to a helpful spellcaster, or assign special missions to members of lower rank.
      ***Downtime Activities.*** You might allow characters to spend downtime between adventures building relationships and gaining renown within an organization. For more information on downtime activities, see chapter 6, "Between Adventures."
      #### Losing Renown
      Disagreements with members of an organization aren't enough to cause a loss of renown within that organization. However, serious offenses committed against the organization or its members can result in a loss of renown and rank within the organization. The extent of the loss depends on the infraction and is left to your discretion. A character's renown within an organization can never drop below 0.
      #### Piety
      With a few alterations, the renown system can also serve as a measure of a character's link to the gods. It's a great option for campaigns where the gods take active roles in the world.
      Using this approach, you track renown based on specific divine figures in your campaign. Each character has the option to select a patron deity or pantheon with goals, doctrine, and taboos that you have created. Any renown he or she earns is called piety. A character gains piety for honoring his or her gods, fulfilling their commands, and respecting their taboos. A character loses piety for working against those gods, dishonoring them, defiling their temples, and foiling their aims.
      The gods bestow favors on those who prove their devotion. With each rank of piety gained, a character can pray for divine favor once per day. This favor usually comes in the form of a cleric spell like bless. The favor often comes with a sign of the divine benefactor; for example, a character dedicated to Thor might receive a spell accompanied by the boom of thunder.
      A high level of piety can also lead to a character gaining a more persistent benefit, in the form of a blessing or charm (see chapter 7, "Treasure," for such supernatural gifts).
      ---
      ## Rest Variants
      The rules for short and long rests presented in chapter 8 of the *Player's Handbook* work well for a heroic-style campaign. Characters can go toe-to-toe with deadly foes, take damage to within an inch of their lives, yet still be ready to fight again the next day. If this approach doesn't fit your campaign, consider the following variants.
      #### Epic Heroism
      This variant uses a short rest of 5 minutes and a long rest of 1 hour. This change makes combat more routine, since characters can easily recover from every battle. You might want to make combat encounters more difficult to compensate.
      Spellcasters using this system can afford to burn through spell slots quickly, especially at higher levels. Consider allowing spellcasters to restore expended spell slots equal to only half their maximum spell slots (rounded down) at the end of a long rest, and to limit spell slots restored to 5th level or lower. Only a full 8-hour rest will allow a spellcaster to restore all spell slots and to regain spell slots of 6th level or higher.
      #### Gritty Realism
      This variant uses a short rest of 8 hours and a long rest of 7 days. This puts the brakes on the campaign, requiring the players to carefully judge the benefits and drawbacks of combat. Characters can't afford to engage in too many battles in a row, and all adventuring requires careful planning.
      This approach encourages the characters to spend time out of the dungeon. It's a good option for campaigns that emphasize intrigue, politics, and interactions among other PCs, and in which combat is rare or something to be avoided rather than rushed into.
      ---
      ## Scroll Mishaps
      A creature who tries and fails to cast a spell from a *spell scroll* must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.
      ##### Scroll Mishap | d6 | Result | |:---:|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | A surge of magical energy deals the caster 1d6 force damage per level of the spell. | | 2 | The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target. | | 3 | The spell affects a random location within the spell's range. | | 4 | The spell's effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a *fireball* might produce an area of harmless cold. | | 5 | The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell's duration, or 1d10 minutes for spells that take effect instantaneously. For example, a *fireball* might cause smoke to billow from the caster's ears for 1d10 minutes. | | 6 | The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell's maximum range, if the target has moved away. |
      ---
      ## Shared Campaign Variant Rules
      A shared campaign might use some variant rules to handle certain aspects of the game. The Adventurers League, for instance, has variant systems for gaining levels and acquiring treasure. These "house rules," presented below, serve as a sort of common language, ensuring that the rewards all characters receive are equivalent no matter what kind of adventure a character experienced.
      #### Character Advancement
      In a shared campaign, characters gain levels not by accumulating experience points but by reaching experience checkpoints. This system rewards every character (and player) for taking part in a play session.
      A character reaches 1 checkpoint for each hour an adventure is designed to last. Note that the award is based on the adventure's projected playing time, rather than the actual time spent at the table. The reward for completing an adventure designed for 2 hours of play is 2 checkpoints, even if a group spends more than 2 hours playing through it.
      If a character completes an adventure designed for a tier higher than the character's current tier, the character is awarded 1 additional checkpoint. For example, if a 2nd-level character completes a 6th-level adventure designed to take 2 hours, the character reaches 3 checkpoints.
      Playing time might seem like an odd way to measure experience awards, but the concept is in keeping with how a shared campaign is meant to work. A character played for 10 hours reaches the same number of checkpoints, whether the character went up against a dragon or spent all that time lurking in a pub. This approach ensures that a player's preferred style is neither penalized nor rewarded. Whether someone focuses on roleplaying and social interaction, defeating monsters in combat, or finding clever ways to avoid battles, this system gives credit where credit is due.
      ***Using Checkpoints.*** The number of checkpoints needed to gain the next level depends on a character's level:
     
  • At levels 1–4, reaching 4 checkpoints is sufficient to advance to the next level.
  • At level 5 or higher, reaching 8 checkpoints is needed to advance to the next level.

  •   At the end of a play session, characters must level up if they have reached enough checkpoints to do so. The required number of checkpoints is expended, and any remaining checkpoints are applied toward the next opportunity for advancement.
      #### Individual Treasure
      In a shared campaign, each character receives a fixed number of gold pieces upon gaining a new level. (This gain represents the treasure a character might find in a standard adventure.)
      As an additional benefit, characters are not required to put out gold to maintain a lifestyle. Instead, each character begins with a modest lifestyle, which improves as the character attains higher levels.
      These benefits are summarized on the Individual Treasure table. Ways for characters to spend their treasure are covered in the "Buying and Selling" section below.
      ##### Individual Treasure | Level Gained | Lifestyle | Reward | |:------------:|--------------|---------:| | 2-4 | Modest | 75 gp | | 5-10 | Comfortable | 150 gp | | 11-16 | Wealthy | 550 gp | | 17-20 | Aristocratic | 5,500 gp |
      #### Magic Items
      Characters earn treasure points from adventures, then redeem those points in exchange for magic items. The list of available magic items is agreed to and compiled by the DMs running the campaign.
      ***Gaining Treasure Points.*** Each character earns treasure points based on an adventure's tier and its intended playing time:
     
  • 1 treasure point is awarded for every 2 hours played in a tier 1 or tier 2 adventure.
  • 1 treasure point is awarded for every 1 hour played in a tier 3 or tier 4 adventure.

  •   As with the variant rules for gaining levels, this award is based on the adventure's projected playing time, rather than the actual time a group spent at the table.
      If a character completes an adventure of a tier higher than that character's tier, the character receives 1 additional treasure point for that adventure.
      ***Creating an Item List.*** The DMs of the shared campaign should work together to compile a list of magic items that players can purchase. The magic item tables in chapter 2 of this book and in chapter 7 of the Dungeon Master's Guide are the obvious starting point. Choosing which items to allow or ban is a matter of personal preference, just as it is for the DM in a standard campaign. Involving all the DMs helps to ensure that the list meets everyone's expectations. When in doubt, disallow an item; it's easier to add it to the available items at a later time than it would be to remove it from the game once it has been handed out.
      Naturally, the list of available items is longer for adventures in the higher tiers, and the point cost of those higher-tier items likewise increases. The Magic Items by Tier table provides the details.
      For instance, treasure points from a tier 1 adventure can be spent on items from tables A, B, C, and F. Any item on the first three tables costs 4 points, and an item from table F costs 8 points.
      ##### Magic Items by Tier | Magic Item Table | Available at Tiers | Point Cost | |:----------------:|:------------------:|:----------:| | A | 1–4 | 4 | | B | 1–4 | 4 | | C | 1–4 | 4 | | D | 2–4 | 8 | | E | 3–4 | 8 | | F | 1–4 | 8 | | G | 2–4 | 10 | | H | 3–4 | 10 | | I | 3–4 | 12 |
      ***Spending Treasure Points.*** Players must spend treasure points at the end of a play session, immediately after determining whether their characters have gained a level. The order of these steps is important, since a character might enter a new tier because of the level gain.
      Players are entitled to choose any approved item from one of the magic item tables available in the current tier. Treasure points can be spread across multiple items.
      Many items cost more treasure points than a character can earn in a 2- or 4-hour adventure. To buy such an item, a character can make a deposit, spending treasure points on the item until it's paid off, at which time the character gains the item.
      #### Buying and Selling
      Characters can use their monetary treasure to purchase anything from the equipment lists in chapter 5 of the *Player's Handbook*. In addition, the Adventurers League allows characters to purchase potions and spell scrolls, as detailed below. A *spell scroll* can be purchased only by a character who is capable of casting the spell in question.
      ##### Potions for Sale | Potion of... | Cost | | |:-------------------:|:--------:|:---:| | *Healing* | 50 gp | | *Climbing* | 75 gp | | *Animal friendship* | 100 gp | | *Greater healing* | 100 gp | | *Water breathing* | 100 gp | | *Superior healing* | 500 gp | | *Supreme healing* | 5,000 gp | | *Invisibility* | 5,000 gp |
      ##### Spell Scrolls for Sale | Spell Level | Cost | | |:-----------:|:--------:|:---:| | Cantrip | 25 gp | | 1st | 75 gp | | 2nd | 150 gp | | 3rd | 300 gp | | 4th | 500 gp | | 5th | 1,000 gp |
      ***Selling Items.*** In a shared campaign, characters are not entitled to sell items they find on adventures or equipment they purchase with their personal funds. Weapons, armor, and other gear used by enemies are considered too damaged to have any monetary value.
      ---
      ## Ship Repairs
      Nonmagical repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage to a berthed ship takes 1 day and costs 20 gp for materials and labor. Damage to shipboard weapons can be repaired just as quickly (1 hit point per day), but at half the cost (10 gp per hit point).
      The *mending* spell is a cheaper, less time-consuming way to make repairs. Casting *mending* on a damaged ship or shipboard weapon restores a number of hit points to the target equal to 1d8 plus the spellcaster's spellcasting ability modifier. The target can regain hit points from that spell no more than once per hour.
      ---
      ## Ship Stat Blocks
      To aid in running adventures where ships engage in combat, undertake precise navigation, or face situations where their various capabilities become relevant, the following section presents new rules and stat blocks for a spectrum of vessels.
      #### Basic Statistics
      A ship stat block has three main parts: basic statistics, components, and action options. Ships can't take any actions on their own. Without effort from its crew, a ship might drift on the water, come to a stop, or careen out of control.
      ***Size.*** Most ships are Large, Huge, or Gargantuan. A ship's size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan.
      ***Space.*** A ship doesn't have a square space unless its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space.
      A ship can't move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described in the "Crashing a Ship" section.
      ***Capacity.*** A ship's stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew of the vessel and any passengers who might ride along. Passengers don't generally engage in running a ship, but they also don't need to be mere bystanders. Seasick merchants and marines thoroughly capable of facing menaces from the deep both count as passengers.
      Cargo capacity notes the maximum amount of cargo a ship can carry. A vessel can't move—or might even start taking on water—if its cargo exceeds this capacity.
      ***Travel Pace.*** A ship's travel pace determines how far the vessel can move per hour and per day. A ship's movement-related components (described later in the stat block) determine how far the vessel can move each round.
      ***Ability Scores.*** A ship has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers.
      The Strength of a ship expresses its size and weight. Dexterity represents a ship's ease of handling. A ship's Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma.
      If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.
      ***Vulnerabilities, Resistances, and Immunities.*** A ship's vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block.
      Ships are typically immune to poison and psychic damage. Ships are also usually immune to the following conditions: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious.
      #### Actions
      This part of the stat block specifies what the ship can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn't have a move otherwise. The ship's captain decides which actions to use. A given action can be chosen only once during a turn.
      #### Components
      A ship is composed of different components, each of which comprises multiple objects:
      **Hull**. A ship's hull is its basic frame, on which the other components are mounted.
      **Control**. A control component is used to steer a ship.
      **Movement**. A movement component is the element of the ship that enables it to move, such as a set of sails or oars, and has a specific speed.
      **Weapon**. A ship capable of being used in combat has one or more weapon components, each of which is operated separately.
      A ship's component might have special rules, as described in the stat block.
      ***Armor Class.*** A component has an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness.
      ***Hit Points.*** A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed.
      A ship doesn't have Hit Dice.
      ***Damage Threshold.*** If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn't reduce the component's hit points.
      # Sample Ships
      See the [vehicles.html](vehicles page) for stat blocks, deck plans, and other details for some of the most common ships.
     
  • Galley
  • Keelboat
  • Longship
  • Rowboat
  • Sailing Ship
  • Warship

  •   > ##### Siege Weapons > >Some ships are armed with siege weapons, the descriptions of which are in the "*Siege Equipment*" section of chapter 8 in the *Dungeon Master's Guide*. In this appendix, the name of a piece of siege equipment appears in bold with a parenthetical note (*DMG, ch. 8*), reminding you where to find the object's description. >
      ---
      ## Ship-to-Ship Combat
      The following rules are designed to make ship-to-ship combat simple yet exciting.
      #### Starting Distance
      At the start of an engagement, the DM decides how far a ship is from its enemies. Three possibilities are provided in the Starting Encounter Distance table. The shorter the distance, the less time crews have to load weapons and make other preparations.
      ##### Starting Encounter Distance | Distance | Notes | |------------|------------------------------------------------------------------------------------------------| | 250 feet | Long range for ballistae, mangonels, shortbows, longbows, light crossbows, and heavy crossbows | | 500 feet | Long range for longbows and mangonels; beyond the range of ballistae and crossbows | | 1,000 feet | Beyond the range of most ranged weapons |
      #### Initiative
      The *Dungeon Master's Guide* presents a variant rule called Side Initiative, which is ideal for ship-to-ship engagements, since it saves you the trouble of tracking initiative for individual creatures aboard each ship.
      > ##### Shipboard Weapons > >A spelljamming ship typically has one or more shipboard weapons, ballistae and mangonels being the most common. Such weapons are slow to load and fire. Player characters are almost always better off using their own weapons and spells in ship-to-ship combat, reserving shipboard weapons for targets that are too far away to be damaged by other means. >
      #### Moving and Steering a Ship
      A spelljammer can use a ship's *spelljamming helm* to move and steer the ship without expending their own actions or movement. On their turn, the spelljammer determines how far the ship moves (up to its maximum speed) and decides whether to approach another ship or put more distance between the two.
      On its turn, a ship can be turned and reoriented so that all its weapons can aim and fire at any target within range, regardless of where they're situated on the deck.
      #### Boarding
      When one ship moves to within 5 feet of another ship, the spelljammer or pilot of the moving ship can maneuver it alongside the other ship, enabling creatures to move safely from one ship's deck to the other ship's deck until one of the ships pulls away from the other.
      A ship that has enough movement can pull alongside another vessel, deploy a boarding party, and then move away, provided the members of the boarding party took the Ready action to position themselves so they can move onto the other vessel when it's close enough.
      ---
      ## Ships in Combat
      Whether sailing to war or hunting notorious pirates, ships make deadly weapons and dramatic battlefields. This section provides guidance on using ships in combat.
      #### Ships and Initiative
      A ship rolls initiative using its Dexterity, and it uses its crew's quality score as a modifier to that roll.
      On a ship's turn, the captain decides which of the ship's actions to use.
      #### Special Officer Actions
      During an encounter, the captain, first mate, and bosun each have access to two special action options: Take Aim and Full Speed Ahead, both detailed below.
      ***Take Aim.*** As an action, the captain, first mate, or bosun directs the crew's firing, aiding in aiming one of the ship's weapons. Select one of the ship's weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship's next turn.
      ***Full Speed Ahead.*** As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive the ship forward faster. Roll a d6 and multiply the result by 5. Apply the total as a bonus to the ship's speed until the end of the ship's next turn. If the ship is already benefiting from this action's bonus, don't add the bonuses together; the higher bonus applies.
      #### Crew in Combat
      Managing a ship's entire crew in combat can prove cumbersome, especially as larger ships often host dozens of sailors. Typically the crew is too busy managing the ship to do anything else during combat. Don't worry about tracking their specific positions unless you want to add that complexity. You can assume that the crew is evenly divided among the upper two decks of a ship.
      ***Crew Casualties.*** Slaying a ship's crew reduces the number of actions most ships can take, making the crew a tempting target in combat. Resolve individual attacks as normal, using the guidelines for resolving many, identical attacks at once from the *Dungeon Master's Guide* as needed.
      In the case of spells that cover an area, such as *fireball* or *lightning bolt*, you might track the exact location of the spell and crew to determine how many sailors it affects. Alternatively, you can roll 1d6 per level of the spell. The total of the dice is the number of crew members caught in the spell's area.
      #### Crashing a Ship
      If a ship moves into the space occupied by a creature or an object, the ship might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than it.
      When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull based on the size of the creature or object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is one size smaller than it or larger. Otherwise the ship continues moving and the creature or object collided with moves to the nearest unoccupied space that isn't in the ship's path. At the DM's discretion, an object that is forced to move but is fixed in place is instead destroyed.
      A creature struck by a ship must make a Dexterity saving throw with a DC equal to 10 + the ship's Strength modifier, taking damage based on the ship's size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one.
      ##### Crash Damage | Size | Bludgeoning Damage | |------------|--------------------| | Small | 1d6 | | Medium | 1d10 | | Large | 4d10 | | Huge | 8d10 | | Gargantuan | 16d10 |
      ---
      ## Sidekicks
      On your adventures, the DM might reveal that you've befriended a special character called a sidekick, who joins your party. This appendix presents the game statistics for sidekicks, of which there are three types:
      **Expert**, an agile and exceedingly helpful jack of all trades
      **Spellcaster**, a magic-user who can cast spells to harm your foes or heal you and your friends
      **Warrior**, a martial companion who specializes in striking your foes or defending you and your allies
      The DM will either tell you which type of sidekick to use or let you choose one. It's up to you and the DM to decide who controls the sidekick in play.
      # Sidekick Stat Blocks
      A sidekick's game statistics are presented in a box called a stat block, which is essentially a mini character sheet. A stat block contains things like ability scores and hit points, as well as the actions a sidekick is most likely to take in combat. Like any character, a sidekick can use the action options in the combat section of chapter 2.
      These stat blocks work with any character race. If you and the DM agree, you may enhance your sidekick with the appropriate racial traits from chapter 1.
      For more information on stat blocks, see the "Creatures" section.
     
  • **Spellcaster**
  • **Expert**
  • **Warrior**

  •   # Proficiencies
      A sidekick is proficient with any armor, weapons, and tools included in its stat block. In addition, **experts** are proficient with simple weapons, rapiers, shortswords, and light armor; **spellcasters** are proficient with simple weapons and light armor; and **warriors** are proficient with simple and martial weapons, shields, and all armor.
      # Sidekick Level
      Your sidekick starts as a 1st-level character. As you and your sidekick adventure together, your sidekick gains experience points and reaches new levels the same way a player character does, using the rules in chapter 1.
      When a sidekick gains a level, look at the sidekick's table below, and consult the new level's row, which shows the sidekick's new hit point maximum and features.
      The DM may start a sidekick at a level higher than 1st, using the hit point maximum for its level on the appropriate table below. Also, give the sidekick the features for its current level and any earlier levels on that table.
      ##### Experts Beyond 1st Level | Level | Hit Points | New Features | |:-----:|:------------:|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 2nd | 16 (3d8 + 3) | #### Cunning Action<br>On the expert's turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action. | | 3rd | 22 (4d8 + 4) | #### Expertise<br>Choose two of the expert's skill proficiencies. The proficiency bonus is doubled for any ability check the expert makes that uses either of the chosen proficiencies. | | 4th | 27 (5d8 + 5) | #### Ability Score Improvement<br>The expert's Dex. score increases by 2, raising the modifier by 1, so increase the following numbers by 1: the Dex. saving throw bonus; the Acrobatics, Sleight of Hand, and Stealth bonuses; and the bonuses to hit and damage of the expert's weapon attacks. | | 5th | 33 (6d8 + 6) | #### Proficiency Bonus<br>The expert's proficiency bonus increases by 1, so make the following changes in the stat block: increase the bonuses in the Saving Throws and Skills entries by 1, and increase the bonuses to hit of the weapon attacks by 1. | | 6th | 38 (7d8 + 7) | #### Extra Attack<br>The expert can attack twice, instead of once, whenever it takes the Attack action on its turn. |
      ##### Spellcasters Beyond 1st Level | Level | Hit Points | New Features | |:-----:|:----------:|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 2nd | 13 (3d8) | #### Spellcasting<br>The spellcaster learns another 1st-level spell: *bless* (healer) or *burning hands* (mage). | | 3rd | 18 (4d8) | #### Spellcasting<br>The spellcaster gains one 1st-level spell slot. The spellcaster also learns another 1st-level spell: *shield of faith* (healer) or *shield* (mage). | | 4th | 22 (5d8) | #### Ability Score Improvement<br>The spellcaster's Int. (mage) or Wis. (healer) score increases by 2, raising the modifier by 1, so increase the following numbers by 1: the spellcaster's spell save DC and the bonus to hit of spell attacks, the bonuses in the Skills entry of the mage, the Wisdom saving throw bonus of the healer, and the passive Perception of the healer. Spellcasting. The spellcaster learns another cantrip: *resistance* (healer) or *mage hand* (mage). | | 5th | 27 (6d8) | ***Proficiency Bonus.*** The spellcaster's proficiency bonus increases by 1, so make the following changes in the stat block: increase the bonuses in the Saving Throws and Skills entries by 1, and increase the bonuses to hit of its spell and weapon attacks by 1.<br>***Spellcasting.*** The spellcaster gains one 1st-level spell slot and two 2nd-level spell slots. The spellcaster also learns one 2nd-level spell: *aid* (healer) or *invisibility* (mage) | | 6th | 31 (7d8) | #### Potent Cantrips<br>The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip. |
      ##### Warriors Beyond 1st Level | Level | Hit Points | New Features | |:-----:|:-------------:|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 2nd | 19 (3d8 + 6) | #### Second Wind<br>The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level. If it does so, it can't use this feature again until it finishes a short or long rest. | | 3rd | 26 (4d8 + 8) | #### Improved Critical<br>The warrior's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. | | 4th | 32 (5d8 + 10) | #### Ability Score Improvement<br>The warrior's Str. score increases by 2, raising the modifier by 1, so increase the warrior's Athletics bonus by 1, and increase the bonuses to hit and damage of the warrior's melee weapon attack by 1. | | 5th | 39 (6d8 + 12) | #### Proficiency Bonus<br>The warrior's proficiency bonus increases by 1, so make the following changes in the stat block: increase the bonuses in the Saving Throws and Skills entries by 1, increase the passive Perception by 1, and increase the bonuses to hit of the weapon attacks by 1. | | 6th | 45 (7d8 + 14) | #### Extra Attack<br>The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn. |
      ---
      ## Sidekicks
      This section provides a straightforward way to add a special NPC-called a sidekick-to the group of adventurers. These rules take a creature with a low challenge rating and give it levels in one of three simple classes: Expert, Spellcaster, or Warrior.
      A sidekick can be incorporated into a group at the party's inception, or a sidekick might join them during the campaign. For example, the characters might meet a villager, an animal, or another creature, forge a friendship, and invite the creature to join them on their adventures.
      You can also use these rules to customize a monster for your own use as DM.
      #### Creating a Sidekick
      A sidekick can be any type of creature with a stat block in the *Monster Manual* or another D&D book, but the challenge rating in its stat block must be ½ or lower. You take that stat block and add to it, as explained in the "Gaining a Sidekick Class" section.
      To join the adventurers, the sidekick must be the friend of at least one of them. This friendship might be connected to a character's backstory or to events that have transpired in play. For example, a sidekick could be a childhood friend or pet, or it might be a creature the adventurers saved. As DM, you determine whether there is sufficient trust established for the creature to join the group.
      You decide who plays the sidekick. Here are some options:
     
  • A player plays the sidekick as their second character-ideal when you have only one or two players.
  • A player plays the sidekick as their only character-ideal for a player who wants a character who's simpler than a typical player character.
  • The players jointly play the sidekick.
  • You play the sidekick.

  •   There's no limit on the number of sidekicks in a group, but having more than one per player character can noticeably slow down the game. And when estimating the difficulty of an upcoming encounter, count each sidekick as a character.
      # Gaining a Sidekick Class
      When you create a sidekick, you choose the class it will have for the rest of its career: Expert, Spellcaster, or Warrior. If a sidekick class contains a choice, you may make the choice or let the players make it.
      ### Starting Level
      The starting level of a sidekick is the same as the average level of the group. For example, if a 1st-level group starts out with a sidekick, that sidekick is also 1st level, but if a 10th-level group invites a sidekick to join them, that sidekick starts at 10th level.
      ### Leveling Up a Sidekick
      Whenever a group's average level goes up, the sidekick gains a level. It doesn't matter how much of the group's recent adventures the sidekick experienced; the sidekick levels up because of a combination of the adventures it shared with the group and its own training.
      ### Hit Points
      Whenever the sidekick gains a level, it gains one Hit Die, and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type of die appears in the sidekick's stat block), and add its Constitution modifier. It gains a minimum of 1 hit point per level.
      If the sidekick drops to 0 hit points and isn't killed outright, it falls unconscious and subsequently makes death saving throws, just like a player character.
      ### Proficiency Bonus
      The sidekick's proficiency bonus is determined by its level in its class, as shown in the class's table.
      Whenever the sidekick's proficiency bonus increases by 1, add 1 to the to-hit modifier of all the attacks in its stat block, and increase the DCs in its stat block by 1.
      ### Ability Score Increases
      Whenever the sidekick gains the Ability Score Improvement feature, adjust anything in its stat block that relies on an ability modifier that you increase. For example, if the sidekick has an attack that uses its Strength modifier, increase the attack's modifiers to hit and damage if the Strength modifier increases.
      If it's unclear whether a melee attack in the stat block uses Strength or Dexterity, the attack can use either.
      ---
      ## Simultaneous Effects
      Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table—whether player or DM—who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character's turn, the player decides which of the two effects happens first.
      ---
      ## Skill Variants
      A skill dictates the circumstances under which a character can add his or her proficiency bonus to an ability check. Skills define those circumstances by referring to different aspects of the six ability scores. For example, Acrobatics and Stealth are two different aspects of Dexterity, and a character can specialize in either or both.
      You can dispense with skills and use one of the following variants. Choose whichever one best suits your campaign.
      #### Ability Check Proficiency
      With this variant rule, characters don't have skill proficiencies. Instead, each character has proficiency in two abilities: one tied to the character's class and one tied to the character's background. The Ability Proficiencies by Class table suggests a proficiency for each class, and you choose which ability is tied to a given background. Starting at 1st level, a character adds his or her proficiency bonus to any ability check tied to one or the other of these two abilities.
      ##### Ability Check Proficiency by Class | Class | Ability Check | |-----------|----------------------------------------------| | Barbarian | Strength, Dexterity, or Wisdom | | Bard | Any one | | Cleric | Intelligence, Wisdom, or Charisma | | Druid | Intelligence or Wisdom | | Fighter | Strength, Dexterity, or Wisdom | | Monk | Strength, Dexterity, or Intelligence | | Paladin | Strength, Wisdom, or Charisma | | Ranger | Strength, Dexterity, or Wisdom | | Rogue | Dexterity, Intelligence, Wisdom, or Charisma | | Sorcerer | Intelligence or Charisma | | Warlock | Intelligence or Charisma | | Wizard | Intelligence or Wisdom |
      The Expertise feature works differently than normal under this rule. At 1st level, instead of choosing two skill proficiencies, a character with the Expertise class feature chooses one of the abilities in which he or she has proficiency. Selecting an ability counts as two of the character's Expertise choices. If the character would gain an additional skill proficiency, that character instead selects another ability check in which to gain proficiency.
      This option removes skills from the game and doesn't allow for much distinction among characters. For example, a character can't choose to emphasize persuasion or intimidation; he or she is equally adept at both.
      #### Background Proficiency
      With this variant rule, characters don't have skill or tool proficiencies. Anything that would grant the character a skill or tool proficiency provides no benefit. Instead, a character can add his or her proficiency bonus to any ability check to which the character's prior training and experience (reflected in the character's background) reasonably applies. The DM is the ultimate judge of whether the character's background applies.
      For example, the player of a character with the noble background could reasonably argue that the proficiency bonus should apply to a Charisma check the character makes to secure an audience with the king. The player should be encouraged to explain in specific terms how the character's background applies. Not simply "I'm a noble," but "I spent three years before starting my adventuring career serving as my family's ambassador to the court, and this sort of thing is second nature to me now."
      This simple system relies heavily on players developing their characters' histories. Don't let it result in endless debates about whether a character's proficiency bonus applies in a given situation. Unless a player's attempt to explain the relevance of the character's background makes everyone else at the table roll their eyes at its absurdity, go ahead and reward the player for making the effort.
      If a character has the Expertise feature, instead of choosing skills and tools to gain the benefit of that feature, the player defines aspects of his or her background to which the benefit applies. Continuing the noble example, the player might decide to apply Expertise to "situations where courtly manners and etiquette are paramount" and "figuring out the secret plots that court members hatch against one another."
      #### Personality Trait Proficiency
      With this variant rule, characters don't have skill proficiencies. Instead, a character can add his or her proficiency bonus to any ability check directly related to the character's positive personality traits. For example, a character with a positive personality trait of "I never have a plan, but I'm great at making things up as I go along" might apply the bonus when engaging in some off-the-cuff deception to get out of a tight spot. A player should come up with at least four positive personality traits when creating a character.
      When a character's negative personality trait directly impacts an ability check, the character has disadvantage on the check. For example, a hermit whose negative trait is "I often get lost in my own thoughts and contemplation, oblivious to my surroundings" might have disadvantage on an ability check made to notice creatures sneaking up.
      If a character has the Expertise feature, the player can apply its benefit to personality traits related to ability checks, instead of to skills or tools. If a character would gain a new skill or tool proficiency, the character instead gains a new positive personality trait.
      This system relies heavily on players developing their characters' personalities. Make sure that different characters' traits—positive and negative—come into play with about the same frequency. Don't let a player get away with a positive trait that always seems to apply and a negative trait that never does.
      At your discretion, you can also tie a character's ideals, bonds, and flaws to this system.
      ---
      ## Skills with Different Abilities
      Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.
      ---
      ## Sleep
      Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the unconscious condition. Here are a few rules that expand on that basic fact.
      #### Waking Someone
      A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise—such as yelling, thunder, or a ringing bell—also awakens someone that is sleeping naturally.
      Whispers don't disturb sleep, unless a sleeper's passive Wisdom (Perception) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom (Perception) score of 15 or higher.
      #### Sleeping in Armor
      Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.
      When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn't reduce your exhaustion level.
      #### Going without a Long Rest
      A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.
      Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion.
      It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.
      ---
      ## Spell Points
      One way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.
      In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.
      Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell points total to less than 0, and you regain all spent spell points when you finish a long rest.
      Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.
      The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.
      The Spell Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger, halve the character's level in that class and then consult the table. For a fighter (Eldritch Knight) or rogue (Arcane Trickster), divide the character's level in that class by three.
      This system can be applied to monsters that cast spells using spell slots, but it isn't recommended that you do so. Tracking spell point expenditures for a monster can be a hassle.
      ##### Spell Point Cost | Spell Level | Point Cost | |:-----------:|:----------:| | 1st | 2 | | 2nd | 3 | | 3rd | 5 | | 4th | 6 | | 5th | 7 | | 6th | 9 | | 7th | 10 | | 8th | 11 | | 9th | 13 |
      ##### Spell Points by Level | Class Level | Spell Points | Max Spell Level | |:-----------:|:------------:|:---------------:| | 1st | 4 | 1st | | 2nd | 6 | 1st | | 3rd | 14 | 2nd | | 4th | 17 | 2nd | | 5th | 27 | 3rd | | 6th | 32 | 3rd | | 7th | 38 | 4th | | 8th | 44 | 4th | | 9th | 57 | 5th | | 10th | 64 | 5th | | 11th | 73 | 6th | | 12th | 73 | 6th | | 13th | 83 | 7th | | 14th | 83 | 7th | | 15th | 94 | 8th | | 16th | 94 | 8th | | 17th | 107 | 9th | | 18th | 114 | 9th | | 19th | 123 | 9th | | 20th | 133 | 9th |
      ---
      ## Spellcasting
      This section expands on the spellcasting rules presented in the *Player's Handbook* and the *Dungeon Master's Guide*, providing clarifications and new options.
      #### Perceiving a Caster at Work
      Many spells create obvious effects: explosions of fire, walls of ice, teleportation, and the like. Other spells, such as charm person, display no visible, audible, or otherwise perceptible sign of their effects, and could easily go unnoticed by someone unaffected by them. As noted in the *Player's Handbook*, you normally don't know that a spell has been cast unless the spell produces a noticeable effect.
      But what about the act of casting a spell? Is it possible for someone to perceive that a spell is being cast in their presence? To be perceptible, the casting of a spell must involve a verbal, somatic, or material component. The form of a material component doesn't matter for the purposes of perception, whether it's an object specified in the spell's description, a component pouch, or a spellcasting focus.
      If the need for a spell's components has been removed by a special ability, such as the sorcerer's Subtle Spell feature or the Innate Spellcasting trait possessed by many creatures, the casting of the spell is imperceptible. If an imperceptible casting produces a perceptible effect, it's normally impossible to determine who cast the spell in the absence of other evidence.
      #### Identifying a Spell
      Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it's being cast, or they can use an action on their turn to identify a spell by its effect after it is cast.
      If the character perceived the casting, the spell's effect, or both, the character can make an Intelligence (Arcana) check with their reaction or action. The DC equals 15 + the spell's level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren't associated with any class when they're cast, such as when a monster uses its Innate Spellcasting trait.
      This Intelligence (Arcana) check represents the fact that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is true even for a character whose spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn't by itself make you adept at deducing exactly what others are doing when they cast their spells.
      #### Invalid Spell Targets
      A spell specifies what a caster can target with it: any type of creature, a creature of a certain type (humanoid or beast, for instance), an object, an area, the caster, or something else. But what happens if a spell targets something that isn't a valid target? For example, someone might cast *charm person* on a creature believed to be a humanoid, not knowing that the target is in fact a vampire. If this issue comes up, handle it using the following rule.
      If you cast a spell on someone or something that can't be affected by the spell, nothing happens to that target, but if you used a spell slot to cast the spell, the slot is still expended. If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn't attempt one (giving no hint that the creature is in fact an invalid target). Otherwise, you perceive that the spell did nothing to the target.
      #### Areas of Effect on a Grid
      The Dungeon Master's Guide includes the following short rule for using areas of effect on a grid.
      Choose an intersection of squares as the point of origin of an area of effect, then follow the rules for that kind of area as normal (see the "*Areas of Effect*" section in chapter 10 of the *Player's Handbook*). If an area of effect is circular and covers at least half a square, it affects that square.
      That rule works, but it can require a fair amount of on-the-spot adjudication. This section offers two alternatives for determining the exact location of an area: the template method and the token method. Both of these methods assume you're using a grid and miniatures of some sort. Because these methods can yield different results for the number of squares in a given area, it's not recommended that they be combined at the table—choose whichever method you and your players find easier or more intuitive.
      ***Template Method.*** The template method uses two-dimensional shapes that represent different areas of effect. The aim of the method is to accurately portray the length and width of each area on the grid and to leave little doubt about which creatures are affected by it. You'll need to make these templates or find premade ones.
      ***Making a Template.*** Making a template is simple. Get a piece of paper or card stock, and cut it in the shape of the area of effect you're using. Every 5 feet of the area equals 1 inch of the template's size. For example, the 20-foot-radius sphere of the *fireball* spell, which has a 40-foot diameter, would translate into a circular template with an 8-inch diameter.
      ***Using a Template.*** To use an area-of-effect template, apply it to the grid. If the terrain is flat, you can lay it on the surface; otherwise, hold the template above the surface and take note of which squares it covers or partially covers. If any part of a square is under the template, that square is included in the area of effect. If a creature's miniature is in an affected square, that creature is in the area. Being adjacent to the edge of the template isn't enough for a square to be included in the area of effect; the square must be entirely or partly covered by the template.
      You can also use this method without a grid. If you do so, a creature is included in an area of effect if any part of the miniature's base is overlapped by the template.
      When you place a template, follow all the rules in the *Player's Handbook* for placing the associated area of effect. If an area of effect, such as a cone or a line, originates from a spellcaster, the template should extend out from the caster and be positioned however the caster likes within the bounds of the rules.
      Diagrams 2.1 and 2.2 show the template method in action.
      !(img/book/XGE/001.webp)
      ***Token Method.*** The token method is meant to make areas of effect tactile and fun. To use this method, grab some dice or other tokens, which you're going to use to represent your areas of effect.
      Rather than faithfully representing the shapes of the different areas of effect, this method gives you a way to create square-edged versions of them on a grid easily, as described in the following subsections.
      ***Using Tokens.*** Every 5-foot square of an area of effect becomes a die or other token that you place on the grid. Each token goes inside a square, not at an intersection of lines. If an area's token is in a square, that square is included in the area of effect. It's that simple.
      Diagrams 2.3 through 2.6 show this method in action, using dice as the tokens.
      !(img/book/XGE/002.webp)
      !(img/book/XGE/003.webp)
      ***Circles.*** This method depicts everything using squares, and a circular area of effect becomes square in it, whether the area is a sphere, cylinder, or radius. For instance, the 10-foot radius of flame strike, which has a diameter of 20 feet, is expressed as a square that is 20 feet on a side, as shown in diagram 2.3. Diagram 2.4 shows that area with total cover inside it.
      ***Cones.*** A cone is represented by rows of tokens on the grid, extending from the cone's point of origin. In the rows, the squares are adjoining side by side or corner to corner, as shown in diagram 2.5. To determine the number of rows a cone contains, divide its length by 5. For example, a 30-foot cone contains six rows.
      Here's how to create the rows. Starting with a square adjacent to the cone's point of origin, place one token. The square can be orthogonally or diagonally adjacent to the point of origin. In every row beyond that one, place as many tokens as you placed in the previous row, plus one more token. Place this row's tokens so that their squares each share a side with a square in the previous row. If the cone is orthogonally adjacent to the point of origin, you'll have one more token to place in the row; place it on one end or the other of the row you just created (you don't have to pick the side chosen in diagram 2.5). Keep placing tokens in this way until you've created all of the cone's rows.
      ***Lines.*** A line can extend from its source orthogonally or diagonally, as shown in diagram 2.6.
      ---
      ## Superior Ship Upgrades
      Some vessels possess extraordinary abilities, whether due to magic or superior artisanship. The upgrades below can replace a ship's existing components or provide a new element to augment a ship's abilities.
      Adding an upgrade costs 15,000 gp and requires 1d4 weeks of work. During that time, the ship must remain in port. If the ship leaves, the work must start over, but you don't need to pay the gold piece cost a second time.
      #### Hull Upgrades
      Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship's other components.
     
  • Churning Hull
  • Death Vessel
  • Frost-Locked Hull
  • Living Vessel
  • Reinforced Hull
  • Vigilant Watch

  •   #### Movement Upgrades
      Each movement upgrade applies to a specific movement type. A component can gain the benefits of one upgrade.
     
  • Clockwork Oars
  • Ever-Full Sails
  • Defiant Sails
  • Dragon Sails
  • Screaming Sails
  • Scything Oars

  •   #### Weapon Upgrades
      The following upgrades can apply to any weapon mounted aboard a ship. A component can gain the benefits of one upgrade, or two upgrades if one of the upgrades is Arcane Artillery.
     
  • Arcane Artillery
  • Concussive Rounds
  • Explosive Rounds
  • Grasping Rounds

  •   #### Figurehead Upgrades
      While figureheads are usually purely decorative, they might be magically treated to produce extraordinary effects. A ship can receive one figurehead upgrade.
     
  • Guardian Figurehead
  • Red Dragon Figurehead
  • Storm Giant Figurehead

  •   #### Miscellaneous Upgrades
      The following upgrades don't apply to a specific element of the ship. A ship can use any number of them, but it can gain a specific upgrade only once.
     
  • Bones of Endless Toil
  • Smuggler's Banner
  • Taskmaster's Drums

  •   ---
      ## Survivors
      Terror doesn't come just for the brave and prepared—often quite the opposite. Some of the most harrowing horror stories involve the least likely heroes, individuals who find their simple lives transformed into waking nightmares.
      In most horror adventures, your players will employ familiar, adventure-ready characters. That doesn't need to be the case, though. Instead, for short, low-power adventures, immersive retellings of tragic events, out-of-body experiences, or other unique tales, consider providing players with temporary, stand-in characters called survivors.
      This section provides guidance for using survivors, characters designed for one- to three-session adventures focused on survival rather than saving the day. Using survivors helps create horror experiences focused on the dread inherent to having limited resources and facing impending doom without forcing players to risk their favorite characters.
      #### Using Survivors
      Survivors are premade characters that are simple and easy for players to master, while being customizable enough to fill broad roles in your adventures—whether they be farmers or bored nobles, constables or babysitters. Adventures employing survivors are meant to be asides within broader campaigns or otherwise short experiences.
      ***Cut Scenes, Dreams, and Memories.*** Use survivors to provide information to players in the form of a self-contained adventure. Even if it doesn't make sense for a campaign's characters to be present for an event, survivors can provide players with perspectives they wouldn't otherwise have. For example, you might use survivors in the following ways:
     
  • Survivors serve as the first constables on the scene during a serial killer's crime. Afterward, when the players' other characters get involved in the investigations, the players know the details.
  • Survivors give every player a part to play in one character's ominous nightmares, such as those resulting from encounters with the mind flayers of Bluetspur (see *chapter 3*).
  • Survivors provide players front row seats to important historic events. It's one thing to hear about the massacre at Castle Ravenloft following Strahd von Zarovich's transformation into a vampire, but it's another to play it.

  •   ***Mindtaker Mists.*** The Mists frequently kidnap characters from across the multiverse, dragging them into the Domains of Dread. They don't always claim their victims bodily, though. Rather, the Mists might steal characters' minds, placing them into survivors involved in specific terrifying scenarios. Perhaps characters suddenly find themselves mentally recast into someone defending against a zombie siege in Falkovnia, attending a ball in Dementlieu, or exploring the tombs of Har'Akir (see *chapter 3* for details on such adventures). Whether the characters survive or meet spectacular ends doesn't matter, as death might mean a return to the character's original body, a second chance to try again, or a stranger fate.
      ***Terrible Freedom, Delightful Doom.*** Make sure your players know how long you plan to use survivors and that they'll be playing their usual characters again soon. Also let them know that survivors are designed to engage with terrifying circumstances, but their triumph over such threats is not assured. Players' decisions will certainly impact the survivors' fates, but if it seems like doom is in store, encourage the players to embrace it and make sure their survivors meet unforgettable ends.
      ***What's Old Is New.*** ![For survivors, any foe might become the focus of its own horror adventure](img/variantrules/VRGR/111-04-007.for-survivors.webp)
      Dwindling resources contribute to terrifying situations. When a group runs out of hit points, spells, food, or other vital reserves, tension and dread increase. High-level characters, though, have such resources in spades. By running an adventure using survivors, you can recapture some of the same tension adventurers experience early in their careers, encouraging players to use their wits and make desperate choices powerful characters can avoid.
      ***Tools for Terror.*** Survivors allow you to control how players will engage with a horror adventure. The stat blocks in the following section are designed to be easy-to-use characters with a hint of talent but little that makes them remarkable:
      **Apprentices** have a minor talent for magic and tend to be well-read.
      **Disciples** faithfully adhere to the tenets of their chosen religions and receive spells from the deities they worship.
      **Sneaks** survive by their wits and are often charlatans or petty thieves.
      **Squires** possess a modicum of martial training and are stalwart companions.
      Determine how you want to use survivors in your adventure. If it's important to the story, perhaps all the players use the same stat block, representing their shared experience—a group of Sneaks might all be detectives while a band of Disciples might face a terror unleashed upon a monastery. You can also allow players to choose their own survivors, as any survivor might fill a general role like noble, villager, or sailor with a touch of talent. Make use of these ready-made characters in whatever ways suit your adventure best.
      #### Creating a Survivor
      When you plan a session using survivors, determine how you'll use the **Apprentice**, **Disciple**, **Sneak**, and **Squire** stat blocks that appear in the following section. Once you've determined what survivors to use, take a few moments to individualize them. If the survivors have particular roles in your adventure, provide that information to players along with their survivors' statistics; otherwise, let them come up with their own details. Players can give their survivors names, personalities, and lineages, but these details don't affect the survivors' stat blocks.
      ***Levels.*** Survivors don't possess classes as detailed in the *Player's Handbook*. Despite this, you can make a survivor marginally more powerful by increasing its level. The stat blocks present the survivors as they are at 1st level. Rather than gaining experience points, a survivor increases in level whenever it makes sense for your adventure. When a survivor gains a level, it gains the benefits on the Survivor Progression table. A survivor that advances from 1st to 2nd level and from 2nd to 3rd level gains access to the player's choice of Survivor Talents (see the section below).
      ##### Survivor Progression | Level | Feature | |-------|--------------------------------| | 1st | See the appropriate stat block | | 2nd | Survivor Talent | | 3rd | Survivor Talent |
      ***Hit Points.*** Whenever a survivor gains a level, it gains one Hit Die and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type that appears in the survivor's stat block), and add the survivor's Constitution modifier. It gains a minimum of 1 hit point per level.
      If a survivor drops to 0 hit points, it falls unconscious and subsequently makes death saving throws just like a normal player character.
      #### Survivor Talents
      At 2nd level and again at 3rd level, a survivor gains their choice of one of the following talents. A survivor can't gain the same talent more than once, unless a talent's description says otherwise. If a talent has a prerequisite, the character must meet it to gain the talent.
      ***Adrenaline Surge.*** At the start of your turn, you can choose one creature you can see within 30 feet of you. Until the start of your next turn, you are frightened of that creature and your walking speed is doubled.
      ***Desperate Scream.*** Whenever you make a saving throw, you can summon your desire to live into a desperate scream. You gain advantage on the saving throw, and the scream is audible up to 100 feet away. You can scream in this way twice, and you regain all expended uses when you finish a long rest.
      ![Survivors are everyday people thrown into terrifying situations](img/variantrules/VRGR/112-04-008.survivors.webp)
      ***Divine Guidance.*** *Prerequisite: Disciple survivor*
      You learn one 1st-level spell of your choice from the cleric spell list. It must be a spell you don't already know. You can cast the spell once with this talent, and you regain the ability to do so when you finish a long rest.
      You can select this talent more than once. Each time you do so, you must choose a different spell.
      ***Magical Talent.*** *Prerequisite: Apprentice survivor*
      You learn one 1st-level spell of your choice from the wizard spell list. It must be a spell you don't already know. You can cast the spell once with this talent, and you regain the ability to do so when you finish a long rest.
      You can select this talent more than once. Each time you do so, you must choose a different spell.
      ***Resilience.*** Choose one ability score. You gain proficiency in saving throws using the chosen ability.
      ***Sacrificing Shield.*** *Prerequisite: Squire survivor*
      When a creature you can see makes an attack against a target you can see within 5 feet of you, you can use your reaction to become the target of the attack instead. If you are wielding a shield, you can reduce the damage by 1d10. Once you use this talent, you can't do so again until you finish a short or long rest.
      ***Skillful.*** You gain proficiency in two skills of your choice.
      ***Slip Away.*** *Prerequisite: Sneak survivor*
      When a creature you can see within 5 feet of you hits you with an attack roll and deals damage to you with the attack, you can use your reaction to give yourself resistance against that damage. You can then move up to half your speed without provoking opportunity attacks. Once you use this talent, you can't do so again until you finish a short or long rest.
     
  • **Apprentice**
  • **Sneak**
  • **Disciple**
  • **Squire**

  •   ---
      ## Tool Proficiencies
      Tool proficiencies are a useful way to highlight a character's background and talents. At the game table, though, the use of tools sometimes overlaps with the use of skills, and it can be unclear how to use them together in certain situations. This section offers various ways that tools can be used in the game.
      #### Tools and Skills Together
      Tools have more specific applications than skills. The History skill applies to any event in the past. A tool such as a *forgery kit* is used to make fake objects and little else. Thus, why would a character who has the opportunity to acquire one or the other want to gain a tool proficiency instead of proficiency in a skill?
      To make tool proficiencies more attractive choices for the characters, you can use the methods outlined below.
      ***Advantage.*** If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage. This simple benefit can go a long way toward encouraging players to pick up tool proficiencies. In the tool descriptions that follow, this benefit is often expressed as additional insight (or something similar), which translates into an increased chance that the check will be a success.
      ***Added Benefit.*** In addition, consider giving characters who have both a relevant skill and a relevant tool proficiency an added benefit on a successful check. This benefit might be in the form of more detailed information or could simulate the effect of a different sort of successful check. For example, a character proficient with *mason's tools* makes a successful Wisdom (Perception) check to find a secret door in a stone wall. Not only does the character notice the door's presence, but you decide that the tool proficiency entitles the character to an automatic success on an Intelligence (Investigation) check to determine how to open the door.
      #### Tool Descriptions
      The following sections go into detail about the tools presented in the *Player's Handbook*, offering advice on how to use them in a campaign.
      ***Components.*** The first paragraph in each description gives details on what a set of supplies or tools is made up of. A character who is proficient with a tool knows how to use all of its component parts.
      ***Skills.*** Every tool potentially provides advantage on a check when used in conjunction with certain skills, provided a character is proficient with the tool and the skill. As DM, you can allow a character to make a check using the indicated skill with advantage. Paragraphs that begin with skill names discuss these possibilities. In each of these paragraphs, the benefits apply only to someone who has proficiency with the tool, not someone who simply owns it.
      With respect to skills, the system is mildly abstract in terms of what a tool proficiency represents; essentially, it assumes that a character who has proficiency with a tool also has learned about facets of the trade or profession that are not necessarily associated with the use of the tool.
      In addition, you can consider giving a character extra information or an added benefit on a skill check. The text provides some examples and ideas when this opportunity is relevant.
      ***Special Use.*** Proficiency with a tool usually brings with it a particular benefit in the form of a special use, as described in this paragraph.
      ***Sample DCs.*** A table at the end of each section lists activities that a tool can be used to perform, and suggested DCs for the necessary ability checks.
      ***Alchemist's Supplies.*** *Alchemist's supplies* enable a character to produce useful concoctions, such as acid or alchemist's fire.
      ***Components.*** *alchemist's supplies* include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
      ***Arcana.*** Proficiency with *alchemist's supplies* allows you to unlock more information on Arcana checks involving potions and similar materials.
      ***Investigation.*** When you inspect an area for clues, proficiency with *alchemist's supplies* grants additional insight into any chemicals or other substances that might have been used in the area.
      ***Alchemical Crafting.*** You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use *alchemist's supplies* to make one dose of *acid*, *alchemist's fire*, *antitoxin*, *oil*, *perfume*, or *soap*. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.
      ##### Alchemist's Supplies | Activity | DC | |------------------------------|:---:| | Create a puff of thick smoke | 10 | | Identify a poison | 10 | | Identify a substance | 15 | | Start a fire | 15 | | Neutralize acid | 20 |
      ***Brewer's Supplies.*** Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.
      ***Components.*** *Brewer's supplies* include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.
      ***History.*** Proficiency with *brewer's supplies* gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.
      ***Medicine.*** This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.
      ***Persuasion.*** A stiff drink can help soften the hardest heart. Your proficiency with *brewer's supplies* can help you ply someone with drink, giving them just enough alcohol to mellow their mood.
      ***Potable Water.*** Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.
      ##### Brewer's Supplies | Activity | DC | |----------------------------------------|:---:| | Detect poison or impurities in a drink | 10 | | Identify alcohol | 15 | | Ignore effects of alcohol | 20 |
      ***Calligrapher's Supplies.*** Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher's training involves long hours of studying writing and attempting to replicate its style and design.
      ***Components.*** *Calligrapher's supplies* include ink, a dozen sheets of parchment, and three quills.
      ***Arcana.*** Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.
      ***History.*** This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.
      ***Decipher Treasure Map.*** This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map's age, whether a map includes any hidden messages, or similar facts.
      ##### Calligrapher's Supplies | Activity | DC | |--------------------------------------|----| | Identify writer of nonmagical script | 10 | | Determine writer's state of mind | 15 | | Spot forged text | 15 | | Forge a signature | 20 |
      ***Carpenter's Tools.*** Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.
      ***Components.*** *Carpenter's tools* include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.
      ***History.*** This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.
      ***Investigation.*** You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.
      ***Perception.*** You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.
      ***Stealth.*** You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on.
      ***Fortify.*** With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.
      ***Temporary Shelter.*** As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled.
      ##### Carpenter's Tools | Activity | DC | |------------------------------------|:---:| | Build a simple wooden structure | 10 | | Design a complex wooden structure | 15 | | Find a weak point in a wooden wall | 15 | | Pry apart a door | 20 |
      ***Cartographer's Tools.*** Using *cartographer's tools*, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.
      ***Components.*** *Cartographer's tools* consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.
      ***Arcana, History, Religion.*** You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.
      ***Nature.*** Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.
      ***Survival.*** Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.
      ***Craft a Map.*** While traveling, you can draw a map as you go in addition to engaging in other activity.
      ##### Cartographer's Tools | Activity | DC | |-----------------------------------------------|:---:| | Determine a map's age and origin | 10 | | Estimate direction and distance to a landmark | 15 | | Discern that a map is fake | 15 | | Fill in a missing part of a map | 20 |
      ***Cobbler's Tools.*** Although the cobbler's trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.
      ***Components.*** *Cobbler's tools* consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.
      ***Arcana, History.*** Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.
      ***Investigation.*** Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.
      ***Maintain Shoes.*** As part of a long rest, you can repair your companions' shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.
      ***Craft Hidden Compartment.*** With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.
      ##### Cobbler's Tools | Activity | DC | |------------------------------------------|:---:| | Determine a shoe's age and origin | 10 | | Find a hidden compartment in a boot heel | 15 |
      ***Cook's Utensils.*** Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
      ***Components.*** *Cook's utensils* include a metal pot, knives, forks, a stirring spoon, and a ladle.
      ***History.*** Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.
      ***Medicine.*** When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
      ***Survival.*** When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
      ***Prepare Meals.*** As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your *cook's utensils* and sufficient food.
      ##### Cook's Utensils | Activity | DC | |-----------------------------------|:---:| | Create a typical meal | 10 | | Duplicate a meal | 10 | | Spot poison or impurities in food | 15 | | Create a gourmet meal | 15 |
      ***Disguise Kit.*** The perfect tool for anyone who wants to engage in trickery, a *disguise kit* enables its owner to adopt a false identity.
      ***Components.*** A *disguise kit* includes cosmetics, hair dye, small props, and a few pieces of clothing.
      ***Deception.*** In certain cases, a disguise can improve your ability to weave convincing lies.
      ***Intimidation.*** The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
      ***Performance.*** A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
      ***Persuasion.*** Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
      ***Create Disguise.*** As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a *bag of holding* or a similar method to keep them hidden. Each disguise weighs 1 pound.
      At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
      ##### Disguise Kit | Activity | DC | |--------------------------------------------|:---:| | Cover injuries or distinguishing marks | 10 | | Spot a disguise being used by someone else | 15 | | Copy a humanoid's appearance | 20 |
      ***Forgery Kit.*** A *forgery kit* is designed to duplicate documents and to make it easier to copy a person's seal or signature.
      ***Components.*** A *forgery kit* includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.
      ***Arcana.*** A *forgery kit* can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.
      ***Deception.*** A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.
      ***History.*** A *forgery kit* combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.
      ***Investigation.*** When you examine objects, proficiency with a *forgery kit* is useful for determining how an object was made and whether it is genuine.
      ***Other Tools.*** Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a *forgery kit* and proficiency with *cartographer's tools* to make a fake map.
      ***Quick Fake.*** As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a *forgery kit* determines the DC for someone else's Intelligence (Investigation) check to spot the fake.
      ##### Forgery Kit | Activity | DC | |----------------------|:---:| | Mimic handwriting | 15 | | Duplicate a wax seal | 20 |
      ***Gaming Set.*** Proficiency with a *gaming set* applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.
      ***Components.*** A *gaming set* has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.
      ***History.*** Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
      ***Insight.*** Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
      ***Sleight of Hand.*** Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.
      ##### Gaming Set | Activity | DC | |---------------------------------------------|:---:| | Catch a player cheating | 15 | | Gain insight into an opponent's personality | 15 |
      ***Glassblower's Tools.*** Someone who is proficient with *glassblower's tools* has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.
      ***Components.*** The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.
      ***Arcana, History.*** Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion's effects. (A potion might leave behind a residue, deform the glass, or stain it.)
      ***Investigation.*** When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.
      ***Identify Weakness.*** With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled.
      ##### Glassblower's Tools | Activity | DC | |-----------------------------------------|:---:| | Identify source of glass | 10 | | Determine what a glass object once held | 20 |
      ***Herbalism Kit.*** Proficiency with an *herbalism kit* allows you to identify plants and safely collect their useful elements.
      ***Components.*** An *herbalism kit* includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
      ***Arcana.*** Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
      ***Investigation.*** When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
      ***Medicine.*** Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
      ***Nature and Survival.*** When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
      ***Identify Plants.*** You can identify most plants with a quick inspection of their appearance and smell.
      ##### Herbalism Kit | Activity | DC | |-----------------|:---:| | Find plants | 15 | | Identify poison | 20 |
      ***Jeweler's Tools.*** Training with *jeweler's tools* includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.
      ***Components.*** *Jeweler's tools* consist of a small saw and hammer, files, pliers, and tweezers.
      ***Arcana.*** Proficiency with *jeweler's tools* grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items.
      ***Investigation.*** When you inspect jeweled objects, your proficiency with *jeweler's tools* aids you in picking out clues they might hold.
      ***Identify Gems.*** You can identify gems and determine their value at a glance.
      ##### Jeweler's Tools | Activity | DC | |---------------------------|:---:| | Modify a gem's appearance | 15 | | Determine a gem's history | 20 |
      ***Land and Water Vehicles.*** Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them.
      In addition, a character proficient with water vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about the sea and islands, tying knots, and assessing weather and sea conditions.
      ***Arcana.*** When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how the vehicle operates.
      ***Investigation, Perception.*** When you inspect a vehicle for clues or hidden information, your proficiency aids you in noticing things that others might miss.
      ***Vehicle Handling.*** When piloting a vehicle, you can apply your proficiency bonus to the vehicle's AC and saving throws.
      ##### Vehicles | Activity | DC | |-----------------------------------|:---:| | Navigate rough terrain or waters | 10 | | Assess a vehicle's condition | 15 | | Take a tight corner at high speed | 20 |
      ***Leatherworker's Tools.*** Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.
      ***Components.*** *Leatherworker's tools* include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.
      ***Arcana.*** Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.
      ***Investigation.*** You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.
      ***Identify Hides.*** When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods.
      ##### Leatherworker's Tools | Activity | DC | |------------------------------------|:---:| | Modify a leather item's appearance | 10 | | Determine a leather item's history | 20 |
      ***Mason's Tools.*** *Mason's tools* allow you to craft stone structures, including walls and buildings crafted from brick.
      ***Components.*** *Mason's tools* consist of a trowel, a hammer, a chisel, brushes, and a square.
      ***History.*** Your expertise aids you in identifying a stone building's date of construction and purpose, along with insight into who might have built it.
      ***Investigation.*** You gain additional insight when inspecting areas within stone structures.
      ***Perception.*** You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.
      ***Demolition.*** Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.
      ##### Mason's Tools | Activity | DC | |-------------------------------------|:---:| | Chisel a small hole in a stone wall | 10 | | Find a weak point in a stone wall | 15 |
      ***Musical Instruments.*** Proficiency with a *musical instrument* indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
      ***History.*** Your expertise aids you in recalling lore related to your instrument.
      ***Performance.*** Your ability to put on a good show is improved when you incorporate an instrument into your act.
      ***Compose a Tune.*** As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
      ##### Musical Instrument | Activity | DC | |------------------|:---:| | Identify a tune | 10 | | Improvise a tune | 20 |
      ***Navigator's Tools.*** Proficiency with *navigator's tools* helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.
      ***Components.*** *Navigator's tools* include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.
      ***Survival.*** Knowledge of *navigator's tools* helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.
      ***Sighting.*** By taking careful measurements, you can determine your position on a nautical chart and the time of day.
      ##### Navigator's Tools | Activity | DC | |--------------------------------------------|:---:| | Plot a course | 10 | | Discover your position on a nautical chart | 15 |
      ***Painter's Supplies.*** Proficiency with *painter's supplies* represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.
      ***Components.*** *Painter's supplies* include an easel, canvas, paints, brushes, charcoal sticks, and a palette.
      ***Arcana, History, Religion.*** Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.
      ***Investigation, Perception.*** When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.
      ***Painting and Drawing.*** As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.
      ##### Painter's Supplies | Activity | DC | |-----------------------------------------|:---:| | Paint an accurate portrait | 10 | | Create a painting with a hidden message | 20 |
      ***Poisoner's Kit.*** A *poisoner's kit* is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.
      ***Components.*** A *poisoner's kit* includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.
      ***History.*** Your training with poisons can help you when you try to recall facts about infamous poisonings.
      ***Investigation, Perception.*** Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.
      ***Medicine.*** When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.
      ***Nature, Survival.*** Working with poisons enables you to acquire lore about which plants and animals are poisonous.
      ***Handle Poison.*** Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.
      ##### Poisoner's Tools | Activity | DC | |-----------------------------------|:---:| | Spot a poisoned object | 10 | | Determine the effects of a poison | 20 |
      ***Potter's Tools.*** *Potter's tools* are used to create a variety of ceramic objects, most typically pots and similar vessels.
      ***Components.*** *Potter's tools* include potter's needles, ribs, scrapers, a knife, and calipers.
      ***History.*** Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.
      ***Investigation, Perception.*** You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities.
      ***Reconstruction.*** By examining pottery shards, you can determine an object's original, intact form and its likely purpose.
      ##### Potter's Tools | Activity | DC | |---------------------------------------|:---:| | Determine what a vessel once held | 10 | | Create a serviceable pot | 15 | | Find a weak point in a ceramic object | 20 |
      ***Smith's Tools.*** *Smith's tools* allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.
      ***Components.*** *Smith's tools* include hammers, tongs, charcoal, rags, and a whetstone.
      ***Arcana and History.*** Your expertise lends you additional insight when examining metal objects, such as weapons.
      ***Investigation.*** You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.
      ***Repair.*** With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.
      ##### Smith's Tools | Activity | DC | |----------------------------------|:---:| | Sharpen a dull blade | 10 | | Repair a suit of armor | 15 | | Sunder a nonmagical metal object | 15 |
      ***Thieves' Tools.*** Perhaps the most common tools used by adventurers, *thieves' tools* are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.
      ***Components.*** *Thieves' tools* include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
      ***History.*** Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
      ***Investigation and Perception.*** You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
      ***Set a Trap.*** Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
      ##### Thieves' Tools | Activity | DC | |----------------|:------:| | Pick a lock | Varies | | Disable a trap | Varies |
      ***Tinker's Tools.*** A set of *tinker's tools* is designed to enable you to repair many mundane objects. Though you can't manufacture much with *tinker's tools*, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.
      ***Components.*** *Tinker's tools* include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.
      ***History.*** You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.
      ***Investigation.*** When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.
      ***Repair.*** You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.
      ##### Tinker's Tools | Activity | DC | |-----------------------------------------|:---:| | Temporarily repair a disabled device | 10 | | Repair an item in half the time | 15 | | Improvise a temporary item using scraps | 20 |
      ***Weaver's Tools.*** *Weaver's tools* allow you to create cloth and tailor it into articles of clothing.
      ***Components.*** *Weaver's tools* include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.
      ***Arcana, History.*** Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.
      ***Investigation.*** Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.
      ***Repair.*** As part of a short rest, you can repair a single damaged cloth object.
      ***Craft Clothing.*** Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.
      ##### Weaver's Tools | Activity | DC | |---------------------------------|:---:| | Repurpose cloth | 10 | | Mend a hole in a piece of cloth | 10 | | Tailor an outfit | 15 |
      ***Woodcarver's Tools.*** *Woodcarver's tools* allow you to craft intricate objects from wood, such as wooden tokens or arrows.
      ***Components.*** *Woodcarver's tools* consist of a knife, a gouge, and a small saw.
      ***Arcana, History.*** Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.
      ***Nature.*** Your knowledge of wooden objects gives you some added insight when you examine trees.
      ***Repair.*** As part of a short rest, you can repair a single damaged wooden object.
      ***Craft Arrows.*** As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.
      ##### Woodcarver's Tools | Activity | DC | |------------------------------------|:---:| | Craft a small wooden figurine | 10 | | Carve an intricate pattern in wood | 15 |
      ---
      ## Travel at Sea
      It's not just pirates and sea monsters that make journeys on the sea so treacherous. Foul weather, nautical accidents, infested food, illness, and worse all conspire to send even the most capable crews to watery graves. The following rules help adjudicate travel at sea, specifically voyages of an hour or more. This material builds on the travel rules in the *Player's Handbook* and the *Dungeon Master's Guide*.
      #### Travel Pace
      Ships travel at a speed given in their stat blocks. Unlike with land travel, ships can't choose to move at a faster pace, though they can choose to go slower.
      If a ship's mode of movement takes damage, it might be slowed. For every decrease of 10 feet in speed, reduce the ship's travel pace by 1 mile per hour and 24 miles per day.
      #### Activity While Traveling
      !(img/variantrules/GoS/095-za-05-travel-at-sea-p199.webp)
      The activities available to a ship's crew and passengers are a bit different from the options available to a group traveling by land. Refer to "*Activity While Traveling*" in chapter 8 of the *Player's Handbook* for more information on some of the topics discussed below.
      A number of activities are restricted to certain officers, unless the DM rules otherwise. For example, a DM might allow a bard to engage in the Raise Morale activity by playing bawdy songs on deck to lift the crew's spirits.
      The party's pace has no effect on the activities they can engage in while traveling by ship.
      ***Draw a Map.*** A ship's captain often undertakes this activity, producing a map of the ship's progress and helps the crew get back on course if they get lost. No ability check is required.
      ***Forage.*** The character casts fishing lines, keeping an eye out for sources of food, making a Wisdom (Survival) check when the DM calls for it.
      ***Raise Morale (First Mate Only).*** The first mate can manage the crew's time to grant extended breaks, provide instruction, and generally improve the quality of life on the ship. Once every 24 hours, if the crew's quality score is 3 or lower, the first mate can make a DC 15 Charisma (Persuasion) check. On a successful check, the crew's quality score increases by 1.
      ***Navigate (Quartermaster Only).*** The quartermaster can try to prevent the ship from becoming lost, making a Wisdom (Survival) check when the DM calls for it. (See "*Becoming Lost*" in chapter 5 of the *Dungeon Master's Guide* for more information.)
      ***Noticing Threats.*** Use the passive Wisdom (Perception) score of the player characters or the crew to determine whether anyone on the ship notices a hidden threat. The crew has a passive Wisdom (Perception) score equal to 10 + the crew's quality score. The DM might decide that a threat can be noticed only by characters in a specific area of the ship. For example, only characters below deck might have a chance to hear or spot a creature hiding on board.
      ***Repair (Bosun Only).*** At the end of the day, the ship's bosun can make a Strength check using *carpenter's tools*. On a 15 or higher, each damaged component regains hit points equal to 1d6 + the crew's quality score (minimum of 1 hit point). A component other than the hull that had 0 hit points becomes functional again.
      ***Stealth (Captain Only).*** The ship's captain can engage in this activity only if the weather conditions restrict visibility, such as in heavy fog. The ship makes a Dexterity check with a bonus equal to the crew's quality score to determine if it can hide.
      #### Hazards
      Sea travel is an innately dangerous proposition. A storm on land might bog down a caravan, delaying its trip by a few days, while at sea a storm can split a ship in two and send everyone aboard to their doom. The close quarters of life aboard a ship leads to short tempers and brawls, while a few rats that sneak aboard can spread disease and spoil supplies. This section presents a variety of common hazards sailors might face on the sea.
      ***Group Checks.*** To determine how a ship fares against these hazards, each threat requires the ship's officers and crew to make a special group check (see *chapter 7* of the *Player's Handbook* for how group checks work). The description of a hazard specifies which officers can roll to contribute to the group check. That description also states what ability check an officer makes. Even if the officers make different ability checks, their successes and failures contribute to the one group check.
      Additionally, all the non-officer members of the crew make a single check, a d20 roll modified by the crew's quality. The success or failure of all these checks—both the officers and the crew—determines the result of the group check.
      While each hazard lists the officers assigned to participate in a group check, anyone can attempt an officer's check in a pinch, with two exceptions: First, only the captain can make checks associated with the captain's role; no one else can take the captain's place. Second, only one character can attempt an officer's check; they can't receive help.
      Once all the checks related to the group check have been rolled, the ship's success or failure is determined. Hazards offer four levels of success or failure determined by the results of the ship's group check. A total success or a total failure occurs when every roll in the group check is a success or a failure, respectively.
      ***Determining Hazards.*** Traveling by sea is an innately dangerous proposition. When running an ocean adventure, you can select hazards based on the needs of your campaign or generate them randomly.
      To determine hazards at random, roll a d20 at the start of each day of an ocean voyage. On a 20, the ship faces a hazard that day. Use the following two tables to determine the nature of the hazard and the DC of the threat it presents. Specifics corresponding to each of these DC levels are detailed along with each of the following hazards.
      ##### Hazard Type | d20 | Hazard Type | |:-----:|---------------| | 1–3 | Crew conflict | | 4–6 | Fire | | 7–9 | Fog | | 10–12 | Infestation | | 13–20 | Storm |
      ##### Hazard DC | d20 | Hazard DC | |:-----:|-----------| | 1–9 | 10 | | 10–17 | 15 | | 18–19 | 20 | | 20 | 25 |
      ***Crew Conflict.*** Sailors can be a rough-and-tumble bunch, and cramming them into a ship's confined quarters leads to inevitable rivalries, feuds, and petty crimes. If resentments among the crew grow too strong, the officers must step in and set things right, lest they risk mutiny or worse.
      Each day a ship spends dealing with a crew conflict requires those aboard to make a group check. The check's DC is randomly determined or chosen from the Crew Conflicts DCs table. The captain, first mate, and cook each make an ability check, as shown on the Crew Conflict Checks table. This check takes the place of any other activities that the officer might undertake that day, representing their contribution to placating the crew. If no one makes the check for a particular officer, a failure is contributed toward the group check.
      Even though the crew is causing trouble, some members help the officers, and thus the crew still contributes a roll to the group check. Roll a d20 for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.
      Determine how many of the group's checks succeeded—the officers' and the crew's—then consult the Crew Conflict Check Results table.
      ##### Crew Conflict DCs | DC | Description | |:---:|-------------------------------------------------------------------| | 10 | Minor scuffle or petty theft | | 15 | Brawl involving several people, theft of a valuable | | 20 | Large brawl resulting in several injuries, theft of a prized item | | 25 | Murder, serious brawl involving most of the crew |
      ##### Crew Conflict Checks | Officer | Check | |------------|------------------------------------| | Captain | Charisma (Intimidation) | | First mate | Charisma (Intimidation) | | Cook | Intelligence (*brewer's supplies*) |
      ##### Crew Conflict Check Results | Result | Effect | |---------------|-----------------------------------------------------------------------------| | Total Success | The crew's quality score increases by 1 for 1d4 days and the hazard ends. | | Success | The hazard ends. | | Failure | The crew's quality score decreases by 1. | | Total Failure | The crew's quality score decreases by 1, and the crew immediately mutinies. |
      ***Fire.*** A fire at sea can turn a ship into a burned-out hulk, its crew slain or forced overboard.
      If a fire erupts aboard a ship, its officers and crew must make a group check to coordinate efforts to extinguish it. The check's DC is randomly determined or chosen from the Fire DCs table. The group check represents 5 minutes of work. The captain, first mate, bosun, and surgeon each make an ability check, as shown on the Fire Checks table. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a d20 for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.
      Determine how many of the group's checks succeeded—the officers' and the crew's—then consult the Fire Check Results table.
      ##### Fire DCs | DC | Description | |:---:|---------------------------------------------------------------------------------------------| | 10 | Small, contained fire, equivalent to an oil lantern | | 15 | Dangerous flame, equivalent to a large campfire, or multiple, smaller fires ignited at once | | 20 | Intense fire with significant chance to spread, equivalent to a bonfire | | 25 | Sudden, pervasive flames, such as from igniting a hold filled with flammable cargo |
      ##### Fire Checks | Officer | Check | |------------|--------------------------------| | Captain | Intelligence (water vehicles) | | First mate | Charisma (Intimidation) | | Bosun | Strength (*carpenter's tools*) | | Surgeon | Intelligence (Medicine) |
      ##### Fire Check Results | Result | Effect | |---------------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | Total Success | The fire is extinguished with nothing beyond cosmetic damage. | | Success | The fire is extinguished, but the hull and 1d3 other random components take 6d6 fire damage. | | Failure | The hull and 1d3 other random components take 6d6 fire damage, and the fire continues. Make another set of checks. | | Total Failure | The crew's quality score decreases by 1 due to injuries, while the hull and 1d3 other random components take 6d6 fire damage. The fire continues. Make another set of checks. |
      ***Fog.*** Fog on land is usually an inconvenience, but at sea it can prove disastrous. Decreased visibility makes navigation more difficult and can cause a vessel to crash.
      A group check determines how the officers and crew manage through one day of fog. The check's DC is randomly determined or chosen from the Fog DCs table. The captain and quartermaster each make an ability check, as shown on the Fog Checks table. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a d20 for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.
      Determine how many of the group's checks succeeded—the officers' and the crew's—then consult the Fog Check Results table.
      ##### Fog DCs | DC | Description | |:---:|----------------| | 10 | Light fog | | 15 | Moderate fog | | 20 | Heavy fog | | 25 | Very heavy fog |
      ##### Fog Checks | Officer | Check | |---------------|-------------------------------| | Captain | Intelligence (water vehicles) | | Quartermaster | Wisdom (Nature) |
      ##### Fog Check Results | Result | Effect | |---------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------| | Total Success | The fog has no effect on navigation, and the crew's quality increases by 1 for 1d3 days. | | Success | The fog has no effect on navigation. | | Failure | The fog slows the ship, reducing its travel pace and speed by half for the day. | | Total Failure | The fog slows the ship and disorients the crew, reducing the vessel's travel pace and speed by half for the day and causing it to move in a random direction. |
      ***Infestation.*** Provisioning a sea journey is challenging, particularly when allocating what to pack for the voyage. A rat infestation or an outbreak of even a minor illness can spell disaster at sea. This type of hazard covers illnesses, infestations, spoiled supplies, and other troubles that wear away a crew's health.
      Each day a ship spends dealing with an infestation requires those aboard to make a group check. The check's DC is randomly determined or chosen from the Infestation DCs table. The captain, first mate, surgeon, and cook each make an ability check, as shown on the Infestation Checks table. This check takes the place of any other activities that the officer might undertake that day. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a d20 for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.
      Determine how many of the group's checks succeeded—the officers' and the crew's—then consult the Infestation Check Results table.
      ##### Infestation DCs | DC | Description | |:---:|-------------------------------------------------------------------| | 10 | Minor bug or rat infestation, common cold | | 15 | Persistent bug or rat infestation, stomach ailment or typical flu | | 20 | Serious bug or rat infestation, contagious flu or spoiled food | | 25 | Overwhelming bug or rat infestation, lethal plague |
      ##### Infestation Checks | Officer | Check | |------------|----------------------------------| | Captain | Intelligence (water vehicles) | | First mate | Charisma (Persuasion) | | Surgeon | Intelligence (Medicine) | | Cook | Constitution (*cook's utensils*) |
      ##### Infestation Check Results | Result | Effect | |---------------|-----------------------------------------------------------------------------------------------------------------------------------| | Total Success | The crew's quality score increases by 1 for 1d4 days, and the hazard ends. | | Success | The hazard ends. | | Failure | The crew's quality score decreases by 1. | | Total Failure | The crew's quality score decreases by 1, and the distraction caused by the crisis forces the ship to move at half speed that day. |
      ***Storm.*** Winds and towering waves toss ships like bath toys. Snowstorms batter vessels venturing too far north. Hurricanes consume whole armadas. More common and deadlier than most sea monsters, storms claim more ships than any other threat on the high seas.
      Each day a ship spends involved in a storm requires those aboard to make a group check. The check's DC is randomly determined or chosen from the Storm DCs table. The captain, first mate, bosun, and quartermaster each make an ability check, as shown on the Storm Checks table. This check takes the place of any other activities that the officer might undertake that day, representing their contribution to keeping the ship afloat. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a d20 for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.
      Determine how many of the group's checks succeeded—the officers' and the crew's—then consult the Storm Check Results table.
      ##### Storm DCs | DC | Description | |:---:|------------------------| | 10 | Heavy gale | | 15 | Strong storm | | 20 | Typical hurricane | | 25 | Overwhelming hurricane |
      ##### Storm Checks | Officer | Check | |---------------|--------------------------------| | Captain | Intelligence (water vehicles) | | First mate | Charisma (Intimidation) | | Bosun | Strength (*carpenter's tools*) | | Quartermaster | Wisdom (Nature) |
      ##### Storm Check Results | Result | Effect | |---------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | Total Success | The ship survives unscathed. The crew's quality score increases by 1 for 1d4 days. | | Success | The ship survives unscathed. | | Failure | The ship's components each take 4d10 bludgeoning damage. The crew's quality score decreases by 1. The ship struggles, moving at half speed that day. | | Total Failure | The ship's components each take 10d10 bludgeoning damage. The crew's quality score decreases by 2, and 10 percent of the crew is washed overboard and lost. The ship is blown off course and struggles to recover its bearings, moving in a random direction. |
      ---
      ## Tying Knots
      The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one. Here's an optional rule for determining the effectiveness of a knot.
      The creature who ties the knot makes an Intelligence (Sleight of Hand) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence (Sleight of Hand) check or to slip out of it with a Dexterity (Acrobatics) check.
      This rule intentionally links Sleight of Hand with Intelligence, rather than Dexterity. This is an example of how to apply the rule in the "Variant: Skills with Different Abilities" section in chapter 7 of the player's handbook.
      ---
      ## Wands That Don't Recharge
      A typical wand has expendable charges. If you'd like wands to be a limited resource, you can make some of them incapable of regaining charges. Consider increasing the base number of charges in such a wand, to a maximum of 25 charges. These charges are never regained once they're expended.