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Xanathars Guide To Everything Compressed Pages 78 147
Xanathars Guide To Everything Compressed Pages 78 147
ALCHEMIST'S SUPPLIES
Alc he mist's supplies e na ble a c haracte r to produce use-
fu l concoctions , s uch as acid o r alchemist's fire.
Components. Alchemist's s upp lies include two glass
beakers, a metal frame to ho ld a beaker in place over
a n open fla me, a g lass stirring rod, a small mortar and
pestle, a nd a pouch of common alchemical ingredients,
including salt, powdered iron, a nd purified water.
Arcana. Proficiency w ith alchemist's s upplies allows
you to unlock mo re informa tion on Arcan a c heck s in-
volving potions a nd simila r m ateria ls.
Investigation. When you inspect an a rea fo r clues,
proficie ncy with a lc hemist's supplies grants additional
ins ig ht in to any chemicals or othe r s ubs ta nces that
might have been used in the area.
Alchemical Crafting. You can use this tool proficiency
to c reate alchemical items. A c h aracter can s pe nd
money to collect raw m a te ria ls, wh ic h weigh 1 pound
for every 50 gp spent. T he DM can allow a cha racter to
make a c heck us ing the indicated skill with advantage.
As part of a lo ng rest, you can use alch emist's supplies
to make one dose of acid, alch emis t's fir e, antitox in,
oil, perfume, or soap. S ubtract half the value of the c re-
a ted item from th e tota l gp worth of raw materi a ls you
a re carry ing.
ALCHEMIST'S SUPPLIES
Activity DC
BREWER'S SUPPLIES
Create a puff of thick s m oke 10
Identify a poison 10 Activity DC
Identify a s ubstance 15 Detect poison or impurities in a drink 10
Sta rt a fi re 15 Identify alcohol 15
Neutralize acid 20 Ignore effects of alcohol 20
Activity DC Activity DC
Modify a leather item's appearance 10 Plot a course 10
Determine a leather item's history 20 Discover your pos ition on a nautical chart 15
S MITH'S T OO LS
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 t he tools a lso grants you a gen-
e ra l knowledge of traps and locks.
Comp onents. Thieves' tools include a small file, a set
of lo ck picks, a s m all mirror mounted on a metal ha ndle,
a set of narrow-blad ed scissors, a nd a pair of pliers.
History. Your knowledge of traps grants you insight
when a nswering questions a bout locations tha t are re-
nowned for their traps.
In vestigation and Perception. You gain additional in-
s ight when looking for traps, because you have learned
a variety of common s igns that be tray their presence.
Set a Trap. Just as you ca n disable traps, you ca n als o
POTTER'S TOOLS set them. As pa rt of a s hort rest, you can create a trap
Potter 's tools are used to c reate a varie ty of cera mic ob- us ing ite ms you have on hand. The total of your check
jects, most typically pots and s imilar vessels . becomes the D C for someone else's attempt to discover
Comp onents. Potter's tools include potter's needles, or disable the trap. The trap deals damage a ppropriate
ribs, scrapers, a knife, a nd calipers. to th e ma terials used in crafting it (such as poison or a
History. Your expe rtise a ids you in ide ntifying ce- weapon) or d a mage equal to ha lf the tota l of your check,
ramic objects, including whe n they were created and whichever the DM deems appropriate.
their likely place or c ulture of origin.
Investigation, Perception. You gain additional ins ight THI EVES ' T OO LS
when inspecting ceramics, uncove ring clues others Activity DC
wou ld overlook by spotting minor irregularities. Pick a lock Varies
Recons truction. By examining potte ry shards, you
Disab le a trap Varies
can determine an object's original, intact form and its
likely purpose.
TINKER'S TOOLS
P OTT ER'S TOO L S
A set of tinker's tools is designed to e n a ble you to repair
many munda ne objects. Though you can't manufacture
Activity DC much w ith tinke r 's tools, you can m e nd torn clothes,
Determine what a vessel once held 10 s harpe n a worn sword, a nd patch a tattered s u it of
Create a serviceable pot 15 chain m ail.
Find a weak point in a ceramic o bject 20 Components. Tinke r's tools include a variety of ha nd
tools, thread, need les, a whetstone, scra ps of cloth a nd
SMITH'S TOOLS leather, and a s mal l pot of glue.
Smith's tools allow you to work metal, beating it to History. You can de te rmine the age and origin of ob-
alter its s hap e, re pair da mage, or work ra w ingots into jects, eve n if you have only a few pieces re maining from
useful items. the origina l.
Components. Smith's tools include hammers, tongs, Investigation. Whe n you inspect a da maged ob-
charcoal, rags, and a whe tstone. ject, you gain knowledge of how it was damaged and
how long ago.
TEMPLATE METHOD
The template method uses two-dimensional shapes
th a t represent differe nt a reas of effect. The a im of the
method is to accurately portray the le ngth and width
of each area on the grid and to leave little dou bt about
w hic h creatures are affected by it. You'll need to make
these templates or find premad e ones.
Making a Template. Making a template is s imple. Get
a piece of paper or card stock, and c ut it in the shape of
the area of effect you're us ing. Every 5 feet of t he area DIAGRAM 2 .3 : SQ.Ul\RE
equals 1 inch of the templa te's size. For example, the AREA USING TOKE N S
When you place a te mplate, follow a ll the r ules in the Using Tok ens . Every 5-foot squa re of a n area of e ffect
Play er 's Handbook fo r placing the associated a re a of becomes a die or other token that you place on t he grid.
effect. If an a rea of effect, s uch as a cone o r a line, origi- Each token goes inside a square, not at a n intersection
nates from a spellcaster, t he template s hould extend out of lines. If a n area's token is in a s quare, that s quare is
from the caste r a nd be positioned however the caster incl uded in the area of effect. It's that s imple.
likes within t he bo unds of the rules. D iagra ms 2.3 t h rough 2.6 s how this method in action,
Diagrams 2.1 and 2.2 show the templa te m ethod us ing dice as the tokens.
in action. Circles. This method depicts everything using
squa res, and a circula r a rea of effect becomes s quar e in
TOK EN M ETHO D it, whe ther the area is a sphere, cylinder, or radius. For
The token method is meant to ma ke a reas of effect ins ta nce, t he 10-foot radius of flame strike, which bas a
tactile and fun . To use t his m ethod, grab s ome dice or dia meter of 20 feet, is expressed as a square t hat is 20
other toke ns, w hich you're going to use to re present your feet on a s ide, as s hown in di agram 2.3. Diagram 2.4
a reas of effect. s hows that area w ith tota l cover inside it.
Rather than fa ithfully representing the s hapes of the Cones. A cone is represented by rows of tokens on t he
different areas o f effect, this me thod gives you a way to grid, extending fro m t he cone's poin t o f origin. In the
create square-ed ged vers ions of them on a grid easily, as rows, the s quares a re adjoining s ide by side or corner to
described in the followi ng s ubsections. corne r, as s hown in di agra m 2.5. To determine the num-
stack up agai ns t your group. Hit points, attacks, and number of creatures in the encounter, you can come up
saving th rows are all usefuJ indicators. Compare the with different options for building the e ncounter.
damage a monster can deal to the hit point maximum of
each character. Be wary of any monster that is capable STEP 5: Ann FLAVOR
of dropping a character with a single attack, un less you The events that unfold during an encou nter have to do
are designing the fight to be especially deadly. with a lot more than swinging weapons a nd casting
In the same way, compare the monsters' hit points to spells . The most interesting confrontations also take
the damage o utput of the party's strongest characters, into account the personality or behavior of the monsters,
again looking for targets that can be killed with one perhaps determining whether they can be communi-
blow. Having a s ignifica nt number of foes drop in the cated with or whether they're a ll acting in concert. Other
first rounds of combat can make an encounter too easy. possible factors include the nature of the physical envi-
Likewise, look at whether a monster's deadliest ronment, such as whether it includes obstacles or other
abi li ties call for saving throws that most of the party features that might come into play, and the ever-present
members are weak with, and compare the characters' possibility of something unexpected taking place.
offensive abilities to the monsters' saving throws. If you al ready have ideas for how to flesh out your
If the on ly creatures you can choose from at the de- encounter in these ways, go right a head and finish your
s ired challenge rating aren't a good match for the char- cr eation. Otherwise, take a look at the following sec-
acters' statistics, don't be afraid to go back to step 3. By tions for some basic advice on adding flavor elements to
altering your challenge rating targets and adjusting the the simple mechanics of the fight.
QUICK MATCHUPS
MONSTER RELATIONSHIPS
Character
d6 Relationship
Level 1 Monster 2 Monsters 4 Monsters
1 Has a rival; wants one random ally to suffer
1st 1/ 4 1/8
2 Is abused by o thers; hangs back, betrays at first
2nd 1/2 1/ 4
opportunity
3rd 1/2 1/4 1/8
3 Is worshiped; allies will die for it
4th 1/2 1/4
4 Is outcast by group; its a llies ignore it
5th 2 1/2
5 Is outcast by choice; cares only for itself
6th 2 1/2
6 Is seen as a bully; its allies wa nt to see it defeated
7th 3 1/2
8th 3 2
TERRAIN AND TRAPS
A few ele ments that make a battlefield som e thing other 9th 4 2
than a large a rea of flat ground can go a long way to- 10th 4 2 1
ward spicing up a n e ncounte r. Consider setting your e n- 11th 4 3 2
counte r in an area that wou ld provide c halle nges even if 12th 5 3 2
a fight were not taking place the re. What potentia l perils 13th 6 4 2
or other features might draw the characters' attention, 14th 6 4 2
eithe r before or during the fight? Why are monsters lurk-
15th 7 4 3
ing in this a rea to begin with-does it offer good hiding
places, for instance? 16th 7 4 3
To add deta ils to a n encounter area at random, look to 17th 8 5 3
the tables in appendix A of the Dungeon Master's Guide 18th 8 5 3
to de te rmine room and area features, p ote ntial hazards, 19th 9 6 4
obstacles, traps, a nd more. 20th 10 6 4
0 30-31
32-33
3d4 kobolds
2d4 + 5 blood hawks
Crc,i.'1 tki. . . ~1 k"'W"' c,l( tk• ti ....<. 34-35 ld8 + 1 pteranodons
t{o'-" "'-•v•r k"'ow wkc,l's ~'-"st c,ro"""'J. 36- 40 A few dozen baby turtles s truggling to make their
t k• cor,,...t r or btki"'J. tkc,t ).oor or way to the sea
).ow"' '"' t kc,t tit wk•r• \ tkrtw 41 - 42 ld6 + 2 giant lizards
(
11 -20 1 storm giant 06 2d6 hyenas or 2d6 jackals
21 - 25 An adult bronze dragon fighti ng an adult blue 07 1d6 guards escorting a noble to the edge of the
dragon to the death desert, all of them astride camels
26-40 2d6 cyclopes 08 1d6 cats
41 -50 1 adult bronze dragon or 1 adult blue dragon 09 1 pseudodragon
51-60 ld3 djinn or l d3 marids 10 1d4 poisonous snakes
61-70 1 dragon turtle 11-13 2d4 stirges
71- 75 ld3 roes 14- 15 1d6 + 2 giant wolf spiders
76-80 ld 6 + 2 waterspouts that dance on the water before 16- 17 1 scout
stopping abrupt ly 18-20 2d4 giant poisonous snakes
81-90 ld6 young blue dragons 21-25 Si ngle-file tracks marching deeper into t he d esert
91-96 1 ancient bronze dragon 26-27 4d4 kobolds
97-99 1 ancient blue dragon 28-29 1 jackalwere
00 ld3 + 1 storm giants 30- 31 3d6 tribal warriors
,HJ:YI #
Encounter UNDERDARK ENCOUNTERS (LEVELS 11-16)
dlOO
51 l wraith dlOO Encounter
52 l umber hulk 01-02 3d6 carrion crawlers
53 l xorn 03-04 l d6 + l gelatinous cubes
54 ld6 + 2 dwarf hunters (veterans) searching for 05-06 ld8 + 2 gibbering mouthers
trolls 07- 08 2d8 minotaur skeletons
55 l hobgoblin captain with 3dl0 hobgoblins 09- 10 2d6 ochre jellies
56 1 roper 11- 12 2d4 doppelgangers
57 l kuo-toa monitor with ld4 kuo-toa whips and ld8 13- 14 ld4 quaggoth thonots with ldlO + 2 quaggoths
+ l kuo-toa 15- 16 ld3 ropers
58 ld3 water weirds 17-18 3d6 gargoyles
59 ld4 ghasts with ldlO ghouls 19-20 ldlO mimics
60 l otyugh 21 - 25 A 100-foot-long ravine, 4dl0 feet wide and 5d20 +
61-62 A merchant caravan consisting of l drow mage, 2 200 feet deep
drow elite warriors, and 2dl0 quaggoths 26-27 l hobgoblin captain with 3dl0 hobgoblins
63 ld4 wights 28-29 2d4 spectators
64 l d4 doppelgangers 30-31 3d6 ghasts
65 2d8 fire snakes 32- 33 2d8 intellect devourers
66 ld4 spectators 34- 35 ld3 ore Eyes ofGruumsh with 2d4 orogs and 2dl0
67 l ore Eye ofGruumsh with ld4 orogs and 2dl0 + ores
3 ores 36-40 A large cave containing 2dl0 extraordinarily de-
68 ld3 vampire spawn tai led statues of various creatures
69 ld4 hook horrors or ld4 minotaurs 41 - 42 l d8 + l kuo-toa monitors
70 3d6 quaggoth spore servants 43-44 2d4 water weirds
71- 72 l d3 grells 45-46 2dl0 gricks
73 ld6 + l intellect devourers 47-48 3d6 nothics
74 ldlO gargoyles 49-50 2d8 + l ogres
75 l beholder zombie 51-52 ld6 + 2 chuuls
76-77 l quaggoth thonot with 2d4 quaggoths 53- 54 ld8 + l ettins
78 l d6 ettins or l d4 trolls 55 3d6 grells
79 ld8 + l phase spiders 56 2d4 flameskulls
80 l fomorian or ld3 cyclopes 57 2dl2 dwarf soldiers (veterans) on patrol
81 l d4 earth elementals 58 2d8 hell hounds
82 3d6 ogres 59 ldlO ghosts
83 ld4 + l chuuls 60 3d4 wights
84 ld lO hell hounds 61 3d6 phase spiders
85 ld3 drow elite warriors 62 ld8 + l bone nagas
86 l d4 chimeras 63-65 A shrill scream followed by dark laughter
87 l d4 salamanders 66 ld4 chimeras
88 l cloaker 67 ldlO black puddings
89 2d4 wights 68 3d6 minotaurs
90 ld4 driders 69 2d4 otyughs
91 l fire giant 70 ld6 + l beholder zombies
92 l grick alpha with 2d4 gricks 71 4d4 hook horrors
93 l mind flayer arcanist 72 ld8 + l umber hulks
94 ld4 drow mages 73 2d4 salamanders
95 l spirit naga 74 ld3 grick alphas
96 ld4 mind flayers 75 ld6 + 2 xorn
97 l behir 76-80 A ru ined village that once belonged to deep
98 l aboleth gnomes. A search has a 50% chance of uncovering
99 l dao or l stone giant ld3 potions ofhealing and a 25% chance of finding
00 l beholder a random common magic item.
81 2d4 earth elementals
82 ld3 spirit nagas
Simple trap (level 1-4, deadly threat) Yo u can c reate your own s imple tra ps by using the fol-
low ing guidelines. You ca n a lso adapt t he exa mple traps
A tiny, poisoned needle hidde n in a lock is a good way
for diffe re nt levels a nd seve rity of threat by modifying
to discourage thieves fro m plunde ring a hoa rd. S uch
th eir D Cs a nd damage values as s hown b elow.
a tra p is us ua lly put in a c hest or in the door to a trea-
s ure cha mbe r. P URPOSE
Trigger. Anyone a tte mpting to pick or open the lock Before diving into the de ta ils of your trap, think about
trigge rs the trap. its reason for being. Why would someone build s uch a
Effect. T he trigge ring c reature must mak e a D C 20 trap? What is its purpose? Cons ide r the trap's c reator (in
Cons titution saving throw. On a failed save, the creature the adventure), the c reator's purpose, a nd the location
ta kes 14 (4d6) pois on da mage and is poisoned for 10 the tra p protects. Tra ps have context in the world- they
minutes. While poisoned in this way, the c reature is pa r- a re n't c reated for no reas on-and tha t context drives the
a lyzed . On a s uccessful save, the c reature ta kes ha lf as trap's nature a nd e ffects .
muc h da mage a nd is n't poisoned. D escribed b elow a re a few of the gene ra l purposes a
Countermeasures. A s uccessful DC 20 Wis do m (Pe r- trap might have . Use the m to ins pire the c reation o f your
ception) c heck reveals the needle, but only if a c ha racter ow n traps.
ins pects the lock. A s uccessful DC 20 Dexte rity c heck Alarm. An al a rm tra p is designed to a le rt an area's
us ing thieves' tools disables the n eedle, a nd a check occupa nts of intrude rs. It might cause a bell or a gong
with a tota l o f 10 or lowe r trigge rs the tra p. to s ound. This type of trap ra rely involves a s aving
throw, beca use the a la rm ca n't be avoided whe n the
trap go es off.
Delay. Some traps are designed to s low down e ne-
mies, giving a dungeon's inha bitants time to mount a
INITIATIVE
A complex trap acts repeatedly, but unlike characters
and monsters, traps don't roll for initiative. As mechan-
ical or magical devices, their active elements operate in
time its active element is triggered. As water floods a a periodic manner. When designing a complex trap, you
chamber, the characters must swim across areas they need to decide when and how often its active elements
could walk through just a round or two earl ier. produce their effects.
Since a complex trap remains active over the course In a trap with multiple active elements that work in
of several rounds, it might be possible to predict its concert, those different elements would act on different
future behavior by examining how it functions. This initiative counts. For instance, on initiative count 20,
information can give its targets a much better chance of blades sweep across a treasure vault, driving the charac-
thwarting it. To minimize this possibility, design your ters back into the hallway. On initiative count 10, magic
trap so that it presents multiple threats that can change darts fire from statues in the hallway while a portcullis
each round. The changes can include how a trap targets falls to confine the characters.
creatures (different attacks or saving throws), the dam- Initiative 10. If a trap's active element takes time to
age or effects it produces, the areas it covers, and so build up its effects, then it acts on initiative count 10.
on. Some traps might have a random effect each round, This option is good for a trap that functions a longside
while others follow a carefully programmed sequence a llied monsters or other guard ians; the delay before it
of attacks. acts can give guards the chance to move o ut of its area
Dynamic elements usually occur according to a sched- or force characters into the area before the trap triggers.
ule. For a room that floods, you can plan out how the Initiative 20. If an element is designed to surprise
rising water level affects the area each round. The water intruders and hit them before they can react, then it acts
might be ankle deep at the end of the first round, knee on initiative count 20. This option is generally best for a
deep the next, and so on. Not only does the water bring a complex trap. Think of it as the default. Such a trap acts
risk of drowning, it also makes it harder to move across quickly enough to take advantage of most characters,
the area. On the other hand, the rising water level might with nimble characters like rogues, rangers, and monks
allow characters to swim to the upper reaches of the having the best chance to move out of the area before
chamber that they couldn't get to from the floor. the element activates.
Dynamic e lements can a lso come into play in reaction Initiative 20 and 10. Some active elements are in-
to the characters' actions. Disarming one element of the credibly fast acti ng, laying waste to intruders in a few
trap might m ake the others dead lier. Disabling a rune moments unless countered. They act on initiative count
that triggers a fire-breathing statue might cause the 20 and 10.
statue to explode.
d6 Co mplication d6 Complication
You are accused of cheating. You decide whether 1 An opponent swears to take revenge on you.'~
you actually did cheat or were framed.'~ 2 A crime boss approaches you and offers to pay you
2 The town guards raid the gambling hall and throw to intentionally lose a few matches.'~
you in jail/' 3 You defeat a popular local champion, drawing the
3 A noble in town loses badly to you and loudly vows crowd's ire.
to get revenge.* 4 You defeat a noble's servant, drawing the wrath of
4 You won a sum from a low-ranking member of a the noble's house.*
thieves' guild, and the guild wants its money back. 5 You are accused of cheating. Whether the allega·
5 A local crime boss insists you start frequenting the tion is true or not, your reputation is tarnished.*
boss's gambling parlor and no others. 6 You accidentally deliver a near-fatal wound to a foe.
6 A high-stakes gambler comes to town and insists '°'Might involve a rival
that you take part in a game.
RELAXATION
*Might involve a rival
Sometimes the best thing to do between adventu res is
PIT FIGHTING relax. Whether a cha racter wants a bard-earned vaca-
Pit fighting includes boxing, wrestling, and other nonle- tion or needs to recover from injuries, relaxation is t he
thal forms of combat in an organized setting with prede- ideal option for adventurer s who need a brea k. This op·
ter mined matches. If you want to introduce competi tive tion is a lso idea l for pl ayers who don't want to make use
fighting in a battle-to-the-death situation, the standard of the downtime system.
combat ru les apply to that sort of activity. Resources. Relaxation requires one week. A charac-
Resources. Engaging in this activity requires one ter needs to maintain at least a modest lifestyle while
workweek of effort from a character. relaxing to gain the benefit of the activity.
Resolution. The character must make a series of Resolution. C ha racters who maintain at least a mod-
checks, with a D C determined at random based on the est l ifestyle while relaxing gain several benefits. While
quality of the opposition that the character runs i nto. relaxing, a character gains advantage on saving throws
A big part of the challenge in pit fighting lies in the un- to recover from long-acting diseases and poisons. In
known nature of a cha racter 's opponents. addition, at the end of the week, a character can end one
The character makes three checks: Strength (Athlet- effect that keeps the character from regaining hit points,
ics), Dexterity (Acrobatics), and a special Constitution or ca n restore one ability score that has been reduced to
check that has a bonus equal to a rol l of the character's less than its normal value. T his benefit ca nnot be used
largest Hit Die (this roll doesn't spend that die). ff de- if the harmful effect was caused by a spell or some other
sired, the character can replace one of these skill check s magica l effect with a n ongoing duration.
w ith an attack roll using one o f the cha racter's weapons. Complications. Relaxation rarely comes with com-
The DC for each o f the checks is 5 + 2d10; generate a plicat ions. I f you want to make life complicated for the
separate DC for each one. ConsuJt the Pit F ighti ng Re- characters, introduce an action or an event connected
sults table to see how the character did. to a r ival.
RELIGIOUS SERVICE
PIT FIGHTING RESULT S
C haracters with a religious bent might want to spend
Result Value downtime in ser vice to a temple, either by attending
0 successes Lose your bouts, earning nothing. rites or by prosely tizing in the community. Someone
1 success Win 50 gp. w ho undertakes this activity has a chance of winning
2 successes Win 100 gp. the favor of the temple's leaders.
3 successes Win 200 gp. R esources. Performing religious service requires ac-
cess to, and often attendance at, a temple whose beliefs
and et ho~ align with the character's. If such a place is
Complications. Characters involved in pit fighting
available, the activity takes one workweek of t ime but
must deal with thei r opponents, the people who bet on
involves no gold piece expend iture.
matches, and the m atches' promoters. Every workweek
R esolution. At t he end of t he required time, the char-
spent pit fighting bri ngs a 10 percent chance of a compli·
acter chooses to make either an Intelligence (Religion)
cation, examples of w hich are on the P it Fighting Com-
check or a Charisma (Persuasion) check. The total of
pl ications table.
the check determines the benefits of service, as shown
on the Religious Service table.
workweek spent in religious service brings a 10 percent
chance of a complication, examples of which are on the
Religious Service Complicatio ns table.
RESEARCH
Forewarned is forearmed. The research downtime ac-
tivity a llows a cha racter to de lve into lo re concerning a
monster, a location, a magic item, or some other partic-
ular 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 materia ls,
bribes, gifts, and other ex penses.
Resolution. The character decla res the foc us of the
research-a specific person, place, or thing. After one
workweek, the cha racter makes a n Intell igence check
with a +1 bonus per 100 gp s pent beyond the initial
100 gp, to a maximum of +6. In addition, a character
R EL IGIOUS S ERV I C E who has access to a particula rly well-stocked library
Check or knowledgeable sages gains adva ntage on this check.
Total Result Determine how much lore a cha racter learns using the
1-10 No effect. Your efforts fail to make a lasting Research Outcomes table.
impression.
RESEARCH OUTCOMES
11-20 You earn one favor.
Check
21+ You earn two favors.
Total Outcome
1- 5 No effect.
A favo r, in broad terms, is a promise of future assis-
tance from a representative of the te mple . It can be 6- 10 You lea rn one piece of lore.
expended to ask the temple for he lp in deali ng with a 11 - 20 You learn two pieces of lore.
s pecific problem, for general political or s ocia l support, 21+ You learn three pieces of lore.
or to red uce the cost of cleric spellcasting by 50 percent.
A favor could also take the form of a de ity's intervention, Each piece of lore is the equivalent of one true s tate-
s uch as an omen, a vision, or a minor miracle provided ment about a person, place, or thing. Examples include
at a key moment. This la tte r sort of favor is expended by knowl edge of a creature's resis ta nces, the password
the DM, who a lso determines its nature. needed to ente r a sealed dungeon level, the spells com-
Favors earned need not be expended immediately, but monly prepa red by an order of wizards, a nd so on.
only a certain numbe r can be stored up. A character can As DM, you are the fina l a rbiter concerning exactly
have a maximum number of unused favors equal to 1 + what a cha racter learns. For a monster or an NPC, you
the character 's Charisma modifier (minimum of one un- can reveal eleme nts of statistics or personality. For a lo-
used favor). cation, you can reveal secrets a bout it, such as a hidden
Complication s . Temples can be labyrinths of political entrance, the a nswer to a riddle, or the nature of a crea-
and social scheming. Even the bes t-intentioned sect can ture that guards the place.
fall prone to riva lries. A character who serves a temple Complications. The greatest ris k in research is un-
risks becoming embroiled in such struggles. Every covering fa lse information. Not a ll lore is accurate or
WORK
When all else fails, a n adventurer can turn to an honest
trade to earn a living. This activity re prese nts a char-
acter's attempt to find temporary work, the qua lity and
wages of which are diffic u lt to predict.
Resources. Performing a job requ ires one workweek
of effort.
Resolution. To determine how much money a c har-
acter earns, the character makes an ability check:
Strength (Athletics), Dexterity (Acrobatics), Intelligen ce
using a set of tools , Charisma (Performance), or Cha-
risma using a musical instru ment. Consult the Wages
table to see how much money is generated according to
t he tota l of the check.
WAGES
Check
Tota l Ea rnings
MAGIC ITEM SALE COMPLICAT IONS 9 or lower Poor lifestyle for the week
d6 Complication 10-14 Modest lifestyle for the week
Your enemy secretly arranges to buy the item to 15-20 Comfortable lifestyle for the week
use it against you.* 21+ Comfortable lifestyle for the week+ 25 gp
2 A thieves' guild, alerted to the sale, attempts to
steal your item.1' Complications. Ordinary work is rarely fi lled with
3 A foe circulates rumors that your item is a fake.* significant complications. Still, the Work Complications
4 A sorcerer claims your item as a birthright and de- table can add some difficulties to a worke r's life. Each
mands you hand it over. workweek of activity brings a 10 percent chance that a
character e ncou nters a complication.
5 Your item 's previous owner, or surviving all ies of
the owner, vow to retake the item by force.
WOR K COMPLICATIONS
6 The buyer is murdered before the sale is finalized.*
d6 Complication
* Might involve a rival
A difficu lt customer or a fight with a coworker re-
TRAINING duces t he wages you earn by one category.*
Giveo e nough free time and the services of an instruc- 2 Your emp loyer's financial difficu lties result in you r
tor, a cha racter can lea rn a language or pick up profi- not being paid.'~
ciency with a tool. 3 A coworker with ties to an important family in town
Resources. Receiving training in a language or tool takes a dislike to you.*
typica lly ta kes at least ten workweeks, but this time is 4 Your employer is involved w ith a dark cu lt or a
reduced by a numbe r of workweeks equa l to th e c ha r- criminal enterprise.
acter 's Intellige nce modifier (an Intellige nce p e nalty
5 A crime ring targets you r business for extortion.*
doesn't increase the time needed). Training costs 25 gp
per workweek. 6 You gain a reputation for laziness (unjustified or
Complications. Complications that arise w hile train- not, as you choose), giving you disadvantage on
ing typically involve the teache r. Every ten workweeks checks made for this downtime activity for the next
spent in training brings a 10 percent chance of a compli- six workweeks you devote to it.*
cation, examples of which are on the Training Complica- * Might involve a rival
tions table.
SMOLDERING ARMOR
Armor (a ny), common
Wisps of harmless, odorless smoke rise fro m this armor
while it is worn.
STAFF OF ADORNMENT
Staff, common
If you place a n object weighing no mo re th a n 1 pound
(suc h as a s hard o f c rys ta.I, a n egg, or a stone) a bove
the tip of the s ta ff while holdi ng it, the object Boa ts a n
inch from th e staff's tip a nd re m a ins there u nti l it is
re moved or until t he s taff is no longer in your posses-
s ion. The s taff can have up to three s uch objects floating
over its tip a t a ny g ive n time. While holding the staff,
you ca n ma ke one or more of the objects s lowly s pin or
turn in place.
STAFF OF BIRDCALLS
Staff, common
T his woode n s taff is d ecorated w ith bird ca rvings. It has
10 c harges. While ho lding it, you can use a n action to
expe nd 1 c ha rge from t he staff a nd cause it to c reate one
of t he following sounds out to a range of 60 feet: a finc h's
chirp, a rave n's caw, a duck's quack, a chicken's cluck, a
goose's honk, a loon's call, a turkey's gobble, a seagull's
cry, an owl's hoot, o r an eagle's shrie k.
T he staff regains ld6 + 4 expended charges da ily at
dawn. If you expe nd t he last cha rge, roll a d20. On a 1,
UN BR E AKABL E A RROW S
the s taff explod es in a harm less cloud of bird feathe rs
and is lost forever.
('"I(I·
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sorption) l ( \,,li"'-
0
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loun stone (mastery) Wondrous item Yes O"', o ' o"',
loun stone (regenera-
ti on)
Wondrous item Yes
0
Iron flask Wondrous item No
Luck blade Weapon Yes