5e HouseRules Renown XP Travel

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Caesarr’s House Rules for 5e

Updated to incorporate XGE and TCE

/u/Caesarr

February 20, 2021


C ONTENTS
1 Quick Fixes 1 Heavy Armor Master . . . . . . . . . . 7
Character Creation . . . . . . . . . . . . . 1 Keen Mind . . . . . . . . . . . . . . . 7
Feats . . . . . . . . . . . . . . . . . . . 1 Lightly Armored . . . . . . . . . . . . 8
Intelligence . . . . . . . . . . . . . . . 1 Linguist . . . . . . . . . . . . . . . . . 8
High-level Martial Characters . . . . . . . 1 Martial Adept . . . . . . . . . . . . . . 8
Classes . . . . . . . . . . . . . . . . . . . . 1 Moderately Armored . . . . . . . . . . 8
Ranger . . . . . . . . . . . . . . . . . . 1 Medium Armor Master . . . . . . . . 8
Warlock . . . . . . . . . . . . . . . . . 1 Mounted Combatant . . . . . . . . . . 8
Sorcerer . . . . . . . . . . . . . . . . . 1 Savage Attacker . . . . . . . . . . . . 8
Monk . . . . . . . . . . . . . . . . . . 1 Skilled . . . . . . . . . . . . . . . . . . 8
Companions . . . . . . . . . . . . . . . . . 1 Skulker . . . . . . . . . . . . . . . . . 8
Ability Checks . . . . . . . . . . . . . . . . 2 Spell Sniper . . . . . . . . . . . . . . . 8
Taking 10 . . . . . . . . . . . . . . . . 2 Tavern Brawler . . . . . . . . . . . . . 9
Taking 20 . . . . . . . . . . . . . . . . 2 Weapon Master . . . . . . . . . . . . . 9
Skill Challenges . . . . . . . . . . . . 2 Dwarven Fortitude (XGE) . . . . . . . 9
Illusions . . . . . . . . . . . . . . . . . . . . 2
Holding your Breath . . . . . . . . . . . . . 2 5 Inspiration 10
Challenge Rating . . . . . . . . . . . . . . . 2 Benefits of Inspiration . . . . . . . . . . . 10
Using Inspiration . . . . . . . . . . . . . . 10
2 Magic Items 3 Renewing Inspiration . . . . . . . . . . . . 10
Crafting Magic Items . . . . . . . . . . . . 3
Disenchanting . . . . . . . . . . . . . 3 6 Gaining Experience 11
Upgrading Magic Weapons & Armor . . . 3 Personal Characteristics . . . . . . . . . . 11
Writing Characteristics . . . . . . . . 11
3 Combat 4 Earning XP . . . . . . . . . . . . . . . . . . 11
Healing . . . . . . . . . . . . . . . . . 4 The Party Goal . . . . . . . . . . . . . 11
Resurrection . . . . . . . . . . . . . . 4 Expected XP Rate . . . . . . . . . . . . . . 12
Potions . . . . . . . . . . . . . . . . . 4 Variant Rule: Magic, Madness & Promises 12
Shields . . . . . . . . . . . . . . . . . 4
Interacting with an Object . . . . . . 4 7 Renown 13
Mark (Opportunity Attacks) . . . . . 4 Tracking Renown . . . . . . . . . . . . . . 13
Cleaving & Piercing . . . . . . . . . . 4 Benefits of Renown . . . . . . . . . . . . . 13
Called Shots . . . . . . . . . . . . . . 4 Fictional Positioning . . . . . . . . . . 13
Moving through enemy space . . . . 5 Overlapping Allegiances . . . . . . . . 13
Casting multiple spells . . . . . . . . 5 Gaining Renown . . . . . . . . . . . . . . . 13
Non-player Multiattacks . . . . . . . 5 Maintaining Renown . . . . . . . . . . . . 13

4 Feats 6 8 Travelling 14
Unchanged Feats . . . . . . . . . . . . . . 6 Using a Map . . . . . . . . . . . . . . . . . 14
Nerfed Feats . . . . . . . . . . . . . . . . . 6 Time . . . . . . . . . . . . . . . . . . . . . . 14
Lucky . . . . . . . . . . . . . . . . . . 6 Sleeping in the wild . . . . . . . . . . 14
Buffed Feats . . . . . . . . . . . . . . . . . 6 Steps for Travel . . . . . . . . . . . . . . . 14
Athlete . . . . . . . . . . . . . . . . . . 6 Travel Distance . . . . . . . . . . . . . . . 14
Actor . . . . . . . . . . . . . . . . . . . 6 Activities While Travelling . . . . . . . . . 16
Charger . . . . . . . . . . . . . . . . . 6 Random Encounters . . . . . . . . . . . . 17
Dual Wielder . . . . . . . . . . . . . . 7 Environment Encounters . . . . . . . 18
Dungeon Delver . . . . . . . . . . . . 7 Environment Hazards . . . . . . . . . 19
Durable . . . . . . . . . . . . . . . . . 7 Custom Environments . . . . . . . . . . . 20
Elemental Adept . . . . . . . . . . . . 7 Downtime . . . . . . . . . . . . . . . . . . . 20
Grappler . . . . . . . . . . . . . . . . . 7 Travelling . . . . . . . . . . . . . . . . 20
Heavily Armored . . . . . . . . . . . . 7 Activities . . . . . . . . . . . . . . . . 20

CONTENTS
ii
C HAPTER 1: Q UICK F IXES
C HARACTER C REATION WARLOCK
During character creation, Intelligence can be
F EATS chosen as your spellcasting attribute. Your
Similar to the variant Human in the PHB, Charisma saving throw, and any class features
non-human races can also gain a feat at level 1. that reference Charisma, change to Intelligence.
If you choose to gain a feat, all racial ability
score improvements are replaced with a single S ORCERER
+1 increase in an ability of your choice.
• At 3rd Level, you gain four Metamagic options
I NTELLIGENCE of your choice. You gain another two at 10th
and 17th level.
You know a number of additional languages or • You have an additional number of sorcery
tool proficiencies equal to your Intelligence points equal to your proficiency bonus.
modifier. Negative modifiers reduce your known • Subclasses that do not include a table of
languages or tool proficiencies in the same way. additional spells (such as those in TCE) gain 2
additional spells known when they gain their
H IGH - LEVEL M AR TIAL 1st, 3rd, 5th, 7th and 9th level in Sorcerer.
These spells must on the sorcerer, warlock or
C HARACTERS wizard spell list, and must be from one of two
schools of magic chosen at character creation.
When you reach a combined total of 11 levels
(and again at 15 and 20 levels) in the following
classes, you gain an additional Ability Score M ONK
Improvement or Feat: Barbarian, Fighter, Monk, • You have an additional number of ki points
Rogue, and three-quarters of any Artificer, equal to your proficiency bonus.
Paladin and Ranger levels (rounded down). For • As part of your Extra Attack class feature, the
example, without any multi-classing, a Ranger number of attacks increases to three when
will gain their first additional ASI at level 15 you reach 11th level.
(15×0.75 = 11). • Starting at 1st level, while you are wearing no
armor and not wielding a shield, enemy
The Martial Power Fantasy creatures have disadvantage on opportunity
At higher tiers, martial characters can start to feel less epic attacks against you.
than spellcasters. In popular media, martial characters like • You can make grapple and shove checks with
Achilles, Captain America, Ip Man, and John Wick are often Dexterity (Athletics).
seen achieving incredible feats of strength and dexterity, or
taking on dozens of thugs at once and winning. Additional
attribute points and feats can help enable some of these
fantasies. Using the optional Cleave can also be important Skills with different abilities
in achieving these fantasies. In popular culture, martial artists like Jackie Chan often
perform tasks in unusual ways, such as using dexterity in
places where other combatants might use raw strength.
Achieving this class fantasy in 5e can be as simple as being
Gritty Realism more permissive with which skill or ability can be used to
Using the Gritty Realism resting rules (p.267 of the DMG) achieve a task.
can also help bridge the gap between martial characters
and spellcasters. The game is balanced around having 6-8
medium encounters per long rest. If spellcasters rest more
often than this, they have many more spell slots available
per encounter than the game expects.
C OMPANIONS
Important non-player companions and mounts
have a number of d8 Hit Dice equal to the
average party level. Their maximum hit points
C LASSES are therefore equal to (5 + their Constitution
modifier) × the average party level. This only
R ANGER applies to living creatures (not constructs,
“Favored Foe” from TCE. You may use the undead or summons), with the exception of
feature as an instantaneous ability, lasting for a mounts created with the Find Steed and Find
single attack and requiring no concentration. Greater Steed spells.

CHAPTER 1: QUICK FIXES


1
A BILITY C HECKS • The party needs to get 3 successes before they
get 3 failures.
When the DM proposes an ability or skill check, • Each skill or tool proficiency can only be used
they choose a DC based on how the players have once every 3 checks.
described their characters performing the task.
The DM tells the players the DC before any dice
are rolled – the characters are assumed to be I LLUSIONS
competent enough to assess the difficulty of a When presented with an illusion that requires
task before they attempt it. an action to investigate, it can be difficult to
The players then have the option to either determine whether a creature would have a
attempt the ability check, or decide on a reason to be suspicious. To clarify the situation,
different course of action. This can include use the creature’s passive Intelligence
altering how they approach the task in order to (Investigation) score. If their passive skill is
make it easier, in which case the DM should be above the spell save DC of the illusion, they are
open to lowering the DC. Or if the solution is suspicious. They do not know for certain
clever enough, an ability check might not be however, and will still err on the side of caution.
necessary at all! This can be particularly An action and successful investigation check (or
appropriate when navigating hazards. physical contact) is still required before the
creature will act as if the illusion is fake. If the
Ability checks are more than just dice rolls creature’s passive Intelligence (Investigation)
Ability checks offer an opportunity for roleplaying. It score is below the spell save DC, the creature
doesn’t have to be in first-person, but describing how a will only spend an action investigating if
character does something can often be more interesting presented with new evidence.
than the dice roll itself. While the DM has the final say, the
DC of a task can be decided as a group based on a shared Identifying the spell. XGE outlines rules for
understanding of the world, and change based on the identifying a spell with a reaction or action on
characters’ actions. p.85. This is an alternative method for
discerning an illusion, but may have a higher
T AKING 10 DC than the above method (15 + spell level).
If a character is not in a stressful situation (such
as a conflict or high-stakes situation) they can H OLDING YOUR B REATH
make ability and skill checks without rolling a Holding your breath requires Concentration.
d20. Instead, they “take 10”, calculating their This makes underwater hazards and combat a
result as if they had rolled 10 on the d20. If bit more risky and different from normal
taking 10 wouldn’t be high enough to complete scenarios.
the task, they can roll a d20 instead. Taking 10
represents a character’s default aptitude at a
task, when not under pressure. The PHB has a
C HALLENGE R ATING
similar rule called “Passive Checks” on p.175. Challenge ratings are balanced around the party
having no magic items. If this isn’t the case, use
T AKING 20 the following adjustments.
At each tier of play after the first, add a
If a character has ten times as much time cumulative +1 to the average party level when
available as a task would normally take, and has rolling for random encounters or calculating
the ability to try multiple different solutions challenge rating. For example, treat level 5
(such as using ad-hoc tools, looking up characters as level 6, and treat level 11
information in a book, or coordinating a plan characters as level 13.
with others), they can “take 20” instead of rolling For higher difficulty, or for parties with a high
a d20. This represents a character’s aptitude in number of magic items, add another flat +1 to
the best of circumstances. The DMG has a the average party level. These adjustments are
similar rule on p.237: “Multiple Ability Checks”. summarized in the table below.
S KILL C HALLENGES Challenge Rating Adjustments
When a single dice roll doesn’t feel like enough, Average Party Standard CR For Higher
but combat also doesn’t fit well, a skill challenge Level Increase Difficulty
can be a nice middle-ground. Fundamentally a 1-4 +0 +1
skill challenge is no different than a sequence of 5-10 +1 +2
ability checks with the DM narrating the 11-15 +2 +3
consequences after each check, except for the 16-20 +3 +4
following differences:

CHAPTER 1: QUICK FIXES


2
C HAPTER 2: M AGIC I TEMS
The Magic Item Tables in the DMG are D ISENCHANTING
organized by rarity and whether they are minor
To disenchant a magic item, it takes half the
or major items. Tables A-E have minor items,
time it would take to craft the item, and results
and Tables F-I have major items. The items in
in the creation of half as many flux pieces as it
each table have the same rarity.
would take to craft the item. The item is
• Table A lacks the new common items added in destroyed in the process. It does not require any
XGE. For rolls of 0-60 in Table A, consider gold to disenchant a magic item. If a magic item
replacing potions of healing and cantrip spell has a limited number of charges and cannot be
scrolls with a selection of XGE’s common recharged, the number of flux pieces created
magic items. from disenchanting it is reduced proportionally.
• Minor items (usually consumable) cost a Flux cannot be used to craft potions or scrolls,
quarter what a major item of the same rarity nor can they be disenchanted.
costs, instead of half. This applies to both the


crafting and purchase costs.
After seeing the result of their d20 roll when
U PGRADING M AGIC
taking the “Buying A Magic Item” downtime
activity (p.126 of XGE), the party can choose
W EAPONS & A RMOR
Magic weapons, shields and armor with +0, +1
any lower result.
or +2 bonuses can be upgraded by +1. To do so,
it requires the same crafting costs as it would
take to craft either the original item or a basic
C RAFTING M AGIC I TEMS magic item with the new bonus, whichever is
higher. The resulting item will keep any effects
If your setting includes the ability to craft magic the original item had, with a +1 higher bonus
items, or transform them into different items (up to +3).
(e.g. the Forge of Spells in ”Lost Mines of The rarity of the combined magic item equals
Phandalin”), consider using flux as a crafting whichever of the two items had higher rarity,
material. and it can be disenchanted the same as any
The Crafting Magic Items table presented here item of that rarity.
expands the rules outlined on p.129 of XGE,
and uses flux as a crafting and disenchanting
material. Rather than requiring exotic
ingredients invented by the DM, flux can be
used instead.

Description of flux. Flux is made of a jagged,


shimmering crystal material that slowly changes
color over time. It is considered magical, and
emanates turbulent magical energy. One piece of
flux can fit in the palm of a human hand, and
weights 1 lb. By default, flux is too unreliable to
be part of the larger economy (such as buying or
selling it).

Crafting Magic Items


Item Rarity Major/Minor DMG Table Workweeks Gold Cost Flux Cost
Common - A 1 50 gp 20 fp
Uncommon Minor B 1 50 gp 30 fp
Uncommon Major F 2 200 gp 60 fp
Rare Minor C 5 500 gp 40 fp
Rare Major G 10 2,000 gp 80 fp
Very Rare Minor D 12 5,000 gp 50 fp
Very Rare Major H 24 20,000 gp 100 fp
Legendary Minor E 24 25,000 gp 60 fp
Legendary Major I 48 100,000 gp 120 fp

CHAPTER 2: MAGIC ITEMS


3
C HAPTER 3: C OMBAT
H EALING C LEAVING & P IERCING
Spells and potions that restore hit points use the When you kill an enemy with a weapon attack,
maximum possible roll of the dice when applied any excess damage can be applied to another
to creatures with 1 or more hit points. This creature within reach (who has an AC equal to
improves the action economy of healing, and or below the initial attack). Two changes are
brings healing spells and potions in line with made to the Cleave rules on p.272 of the DMG:
Heal and Lay on Hands. • You don’t need to take a creature from full HP

If damage takes you to 0 hit points, you go to 0 HP in one hit in order to cleave. Any
into a dazed state, unable to act except to speak excess damage can cleave.
falteringly and move 5 feet on your turn. Death • Ranged weapon attacks can “pierce”: any

saving throws are done as normal. You are still excess damage can be applied to a creature
considered unconscious for all mechanical within 5 feet of the target in a straight line
purposes, but can at least do something small from where you attacked.
on your turn now. This rule allows martial characters to more
If you are healed above 0 hit points by magic, easily handle multiple foes, something that is
you gain a level of exhaustion, up to a maximum otherwise mostly limited to spellcasters.
of three levels.
C ALLED S HOTS
Concussions are exhausting When plausible in the fiction, you can make a
The above rules disincentivizes players from only using “called shot”, where you attack a specific part of
small amounts of healing on unconscious characters, and
a creature, or an object a creature is holding or
promotes using healing throughout a fight.
wearing. The DM decides what the effect will be
for succeeding before you commit to making a
R ESURRECTION called shot. Examples of appropriate effects are
included in the Called Shot Examples table.
If you are resurrected, your level of exhaustion is Making a called shot requires having
set to two (instead of reducing by one) and you advantage on the attack, and the cost of making
do not incur any other penalties caused by the a called shot is that you lose advantage. If the
resurrection magic. attack hits, the called shot is successful: you
deal damage as normal, and the target suffers
P OTIONS from the effect.
Drinking a potion can be done with a bonus You can make up to one called shot per round.
action, instead of only as an action. Creatures can only be affected by one called
shot at a time. NPCs can also make called shots.
Effect Duration. Bodily injuries should be
S HIELDS temporary, lasting until the end of your next
Once per combat, you can don and/or doff a turn. For example, shooting a Cyclops’s eye only
shield as a free object interaction, instead of bruises it for a round, instead of permanently
requiring an action. blinding them. Other effects, such as disarming
them, last until fixed.
I NTERACTING WITH AN O BJECT
Lingering Injures
When a creature within melee range of you If you want a more gruesome game, consider letting bodily
interacts with an object (such as a sword on the injuries last indefinitely when applied to creatures below
ground, a map on a table, or a door handle), you half health. If this happens to a PC, it could be a good
can make a contested Dexterity (Acrobatics or opportunity for them to roleplay gaining a new flaw.
Sleight of Hand) check. If you succeed, the
creature fails to interact with the object. Called Shot Examples
Too Weak Appropriate Too Strong
M ARK (O PPOR TUNITY A TTACKS ) -10 speed Loses flying speed Paralyzed
-4 on next attack Blinded Stunned
As a simplified version of the Mark optional rule -4 damage Disarmed Halved damage
on p.271 of the DMG, opportunity attacks no Disadv. on a skill Disadv. on a Disadv. on
longer require your reaction. You can only make saving throw (incl. multiple saving
one opportunity attack per round. Concentration) throws

CHAPTER 3: COMBAT
4
M OVING THROUGH ENEMY SPACE
Two optional rules from p.272 of the DMG are
used, to allow creatures to move through enemy
space. As an action or bonus action, you can:
Overrun. Make a contested Athletics check.
Larger creatures have advantage.
Tumble. Make a contested Acrobatics check.

C ASTING MULTIPLE SPELLS


Instead of any bonus action spell (whether a
cantrip or not) preventing you from casting any
other leveled spell during your turn (including
reactions such as Counterspell), the rule is
made more intuitive in the following way:
You cannot cast leveled spells with your
action and with your bonus action in the
same turn.

N ON - PLAYER M ULTIATTACKS
When NPCs take the Multiattack action, they
can replace any number of their attacks with
grapple and shove attacks.

CHAPTER 3: COMBAT
5
C HAPTER 4: F EATS

S
OME FEATS ARE SIGNIFICANTLY stronger
than others. Rather than nerfing strong
B UFFED F EATS
feats though, these rules buff the Changes to the feats below will be listed in bold,
weaker feats. By buffing the majority of or listed as an Addition.
feats, it no longer feels as punishing to miss out
on an Abilty Score Increase when picking a feat. A THLETE
This helps encourage players to further • Increase your Strength or Dexterity score by 1,
customize and differentiate their characters with to a maximum of 20.
feats. • Addition: Your movement speed increases by
10 feet.
U NCHANGED F EATS • When you are prone, standing up uses only 5
feet of your movement.
The following feats have the right level of • Climbing and swimming doesn’t cost you
strength, and are the baseline when comparing
extra movement.
and buffing other feats. • You can make a running long jump or a
TCE. Feats added in TCE are unchanged until running high jump without any previous
tested further. movement, rather than 10 feet.
• Addition: Whenever you Ready an action,
Unchanged Feats when the trigger occurs and you use your
Great Feats Good Feats reaction, you can also move up to your speed
Great Weapon Master Defensive Duelist minus any movement used during your turn.
Sharpshooter Healer
Alert Inspiring Leader
Crossbow Expert Mage Slayer
A CTOR
Polearm Master Magic Initiate • Increase your Charisma score by 1, to a
Resilient Observant maximum of 20.
Sentinel Ritual Caster • You have advantage on Charisma (Deception)
War Caster Tough and Charisma (Performance) checks when
Mobile Bountiful Luck (XGE)
trying to pass yourself off as a different person,
Shield Master Dragon Fear (XGE)
or mimic the sounds of another creature.
Elven Accuracy (XGE) Dragon Hide (XGE)
Prodigy (XGE) Drow High Magic (XGE)
• Addition: If you take the Help action to aid an
Fade Away (XGE) ally attacking a creature, you can do so from
Fey Teleportation (XGE) up to 30 feet away if the creature can hear or
Flames of Phlegethos (XGE) see you.
Infernal Constitution (XGE) • Addition: You gain proficiency with
Orcish Fury (XGE) Performance, disguise kits and weaver’s tools.
Second Chance (XGE)
Squat Nimbleness (XGE)
Wood Elf Magic (XGE)
C HARGER
Change: The whole feat is rewritten as follows:
You increase your Strength score by 1, to a
maximum of 20.
Optional buff to good feats
You can use your bonus action to Dash, with
The difference between good and great buffs is small, but
some groups might still find it noticeable. If that’s the case, the following conditions and benefits while
consider adding a thematically appropriate tool proficiency moving in this way:
or language to good feats. • You can only move in one general direction.
• You can move through the space of any
creature as if they were an ally.
N ERFED F EATS • You have resistance to damage caused by
opportunity attacks.
L UCKY • If you move at least 10 feet, you may attempt
The additional die rolled can only be used after to shove a creature within reach with
determining the result from advantage or advantage. On a success, you can push the
disadvantage. That is, you only ever pick from target up to 10 feet away from you and/or
two dice, not three. knock them prone.

CHAPTER 4: FEATS
6
D UAL W IELDER either Intelligence, Wisdom, or Charisma as your
spellcasting ability for this cantrip.
• You gain a +1 bonus to AC while you are
Addition: Increase an ability score you use for
wielding a separate melee weapon in each
spellcasting by 1, to a maximum of 20.
hand.
Spells you cast ignore resistance to damage of
• You can use two-weapon fighting even when
the chosen type. In addition, when you roll
the one handed melee weapons you are
damage for a spell you cast that deals damage of
wielding aren’t light.
that type, you can treat any 1 on a damage die
• You can draw or stow two one-handed
as a 2.
weapons when you would normally be able to
draw or stow only one. You can select this feat multiple times. Each
• Addition: Once per turn when you miss with time you do so, choose a different damage type.
a weapon attack, you can immediately make G RAPPLER
another attack on the same target with a one-
handed melee weapon held in the other hand. Prerequisite: Strength 13 or higher
Change: The whole feat is rewritten as follows:
D UNGEON D ELVER • Increase your Strength score by 1, to a

• Addition: Increase your Wisdom or maximum of 20.


Constitution score by 1, to a maximum of 20. • You have advantage on attack rolls against a

• You automatically detect the presence of creature you are grappling (including shoving).
secret doors within 30 feet of you. • Your speed is no longer halved when moving a

• You have advantage on saving throws made to grappled creature with you.
avoid or resist traps. • When you make an opportunity attack, you

• You have resistance to damage dealt by traps. can make a grapple attack instead of a
• Traveling at a fast pace doesn’t impose the weapon attack. If you succeed, they are not
normal -5 penalty on your passive Wisdom grappled, but you stop any movement they
(Perception) score. may have been taking.
• Addition: You have darkvision out to a range
of 60 feet. If you already have darkvision, its H EAVILY A RMORED
range increases by 60 feet.
Change: This feat has been removed, and its
• Addition: You always know which way is
benefits moved to the Heavy Armor Master feat.
north.
• Addition: You always know the number of H EAVY A RMOR M ASTER
hours left before the next sunrise or sunset.
Prerequisite: Proficiency with medium armor
D URABLE • Increase your Strength score by 1, to a
• Increase your Constitution score by 1, to a maximum of 20.
maximum of 20. • Addition: You gain proficiency with heavy
• When you roll a Hit Die to regain hit points, armor and shields.
the minimum number of hit points you regain • While you are wearing heavy armor,
from the roll equals twice your Constitution bludgeoning, piercing, and slashing damage
modifier (minimum of 2). that you take from nonmagical weapons is
• Addition: When you gain a level of exhaustion, reduced by 3.
you can make a DC 15 Constitution saving
throw. On a success, you instead do not gain K EEN M IND
the level of exhaustion. Change: The whole feat is rewritten as follows:
• Addition: You have advantage on death saving
• You are able to concentrate on two effects
throws. If you would ever suffer instant death,
you are instead reduced to 0 hit points and (such as spells) at once. Only one of the effects
suffer a death saving throw failure. can be a spell of 3rd level or higher. If you
would make a saving throw to maintain
E LEMENTAL A DEPT concentration while concentrating on two
effects, roll once with disadvantage. On a
Prerequisite: None failure, both effects are lost.
When you gain this feat, choose one of the • You always know which way is north.

following damage types: acid, cold, fire, • You always know the number of hours left

lightning, or thunder. before the next sunrise or sunset.


Addition: You learn one cantrip of your choice • You can accurately recall anything you have

that deals damage of the chosen type. Choose ever seen or heard.

CHAPTER 4: FEATS
7
L IGHTLY A RMORED M OUNTED C OMBATANT
• Increase your Strength and Dexterity score by • You have advantage on melee attack rolls
1, to a maximum of 20. against any unmounted creature that is
• You gain proficiency with light armor. smaller than your mount.
• Addition: While wearing light armor, you have • You can force an attack targeted at your
advantage on Acrobatics checks to tumble mount to target you instead, and vice-versa.
through an enemy’s space. • If your mount is subjected to an effect that
allows it to make a Dexterity saving throw to
L INGUIST take only half damage, it instead takes no
• Increase your Intelligence score by 1, to a damage if it succeeds on the saving throw, and
maximum of 20. only half damage if it fails.
• You are fluent in all languages.
• Addition: If your mount is subjected to an
• You can ably create written ciphers. Others effect that allows it to make a Wisdom saving
can’t decipher a code you create unless you throw, it has advantage on the roll.
teach them, they succeed on an Intelligence
check (DC equal to your Intelligence score + S AVAGE A TTACKER
your proficiency bonus), or they use magic to Change: The whole feat is rewritten as follows:
decipher it.
• Addition: You can read any cipher with one
• Increase your Strength or Dexterity score by 1,
hour of work. to a maximum of 20.
• Addition: You gain proficiency with History
• The critical hit range of your weapon attacks
and calligrapher’s supplies. increases by 1.

M AR TIAL A DEPT S KILLED


• You learn two maneuvers of your choice from • You gain proficiency in any combination of
among those available to the Battle Master three skills or tools of your choice.
archetype in the fighter class. If a maneuver • Addition: Choose two of your skill or tool
you use requires your target to make a saving proficiencies. Your proficiency bonus is
throw to resist the maneuver’s effects, the doubled for any ability check you make that
saving throw DC equals 8 + your proficiency uses the chosen proficiencies.
bonus + your Strength or Dexterity modifier
(your choice). S KULKER
• You gain three superiority dice, which are d6s
Prerequisite: Dexterity 13 or higher
(these dice are added to any superiority dice
you have from another source). These dice are • Addition: Increase your Dexterity score by 1,
used to fuel your maneuvers. A superiority die to a maximum of 20.
is expended when you use it. You regain your • Addition: You can take the Hide action as a
expended superiority dice when you finish a bonus action.
short or long rest. • You can try to hide when you are lightly
obscured from the creature from which you
M ODERATELY A RMORED are hiding.
Change: This feat has been removed, and its
• When you are hidden from a creature and
benefits moved to Medium Armor Master. miss it with an attack, making the attack
doesn’t reveal your position.
M EDIUM A RMOR M ASTER • Dim light doesn’t impose disadvantage on your
Wisdom (Perception) checks relying on sight.
Prerequisite: Proficiency with light armor
• Addition: Increase your Strength or Dexterity S PELL S NIPER
score by 1, to a maximum of 20. Prerequisite: The ability to cast at least one spell
• Addition: You gain proficiency with medium
armor and shields. • Addition: Increase an ability score you use for
• Wearing medium armor doesn’t impose spellcasting by 1, to a maximum of 20.
disadvantage on your Dexterity (Stealth) • When you cast a spell that requires you to
checks. make an attack roll, the spell’s range is
• When you wear medium armor, you can add 3, quadrupled.
rather than 2, to your AC if you have a • Your ranged spell attacks ignore half cover
Dexterity of 16 or higher. and three-quarters cover.

CHAPTER 4: FEATS
8
• You learn one cantrip that requires an attack W EAPON M ASTER
roll. Choose the cantrip from the bard, cleric, • Increase your Strength or Dexterity score by 1,
druid, sorcerer, warlock, or wizard spell list.
to a maximum of 20.
Your spellcasting ability for this cantrip • You gain proficiency with all simple and
depends on the spell list you chose from:
martial weapons.
Charisma for bard, sorcerer, or warlock; • Addition: You gain one Fighting Style from
Wisdom for cleric or druid; or Intelligence for
the fighter class that you do not already have.
wizard. • Addition: Attacking at long range doesn’t
impose disadvantage on your ranged attack
T AVERN B RAWLER rolls with weapons that have the thrown
• Increase your Strength or Constitution score property.
by 1, to a maximum of 20.
• You are proficient with improvised weapons. D WARVEN F OR TITUDE (XGE)
• Your unarmed strike uses a d4 for damage.
Prerequisite: Dwarf
• When you hit a creature with an unarmed
strike or an improvised weapon on your turn, • Increase your Constitution score by 1, to a
you can use a bonus action to attempt to maximum of 20.
grapple the target. • Whenever you take the Dodge action in
• Addition: Your improvised weapons use a 1d6 combat, you can spend one Hit Die to heal
for damage, or 1d8 if they are wielded with two yourself. Roll the die, add your Constitution
hands. modifier, and regain a number of hit points
• Addition: Your improvised weapons can have equal to the total (minimum of 1).
any of the following properties if the DM • Addition: On your turns where you do not
deems it appropriate: finesse, heavy, light, use any of your movement, you can Dodge as
reach, two-handed, versatile. a bonus action.
• Addition: Anything that weighs less than your
carrying capacity (usually 15 times your
Strength score) and is no more than one size
larger than you can be used as an improvised
weapon.

CHAPTER 4: FEATS
9
C HAPTER 5: I NSPIRATION

I
NSPIRATION , AS WRITTEN , CAN OFTEN FEEL Each player character can only use Inspiration
“tacked on”, a system that is either once per round or skill challenge.
underused or even entirely forgotten
about during play. It was 5e’s attempt to
incorporate roleplaying mechanics into the game,
R ENEWING I NSPIRATION
and while a good first-step, suffers from two A player can renew one of their character’s
main problems: characteristics in the following ways:
Recap. Summarizing the events of the previous
• ambiguity over when to receive it, and session at the start of a gaming session.
• rarely powerful enough to be worth effort. Growth. If the character grows or changes
The rules presented here aim to address both through the course of play, and the
issues, while still keeping the system simple. characteristic in question is changed to reflect
The uses of Inspiration are expanded, and the change at the end of the session.
regaining Inspiration is changed from being a Temptation. If any player (including the DM)
single point earned for “roleplaying” into notices a situation where a characteristic of
something tied to each personal characteristic another player’s PC might make the situation
(i.e. personality traits, bonds, ideals, and flaws). more complicated, they can tempt that player. If
the player accepts the temptation, they must
roleplay their character acting in accordance
B ENEFITS OF with the characteristic in a way that complicates
I NSPIRATION the situation. In exchange, they can then renew
any one of their characteristics.
Inspiration can be used to gain one of the At Death’s Door. Whenever you fail a saving
following benefits: throw to end being incapacitated or unconscious
Your roll. Roll an additional d20 on any roll you (for example, being stunned or at 0 hit points),
make. You can use this ability after the original you can describe a past experience “flashing
roll, but before the outcome is revealed. before your eyes”. It should be something the
Your enemy’s roll. After an enemy rolls a saving group doesn’t already know about, such as a
throw against an effect you made, roll a d20 and moment from your backstory, and be related to
choose whether the enemy uses their roll or the characteristic you wish to renew.
yours.
Flashback. Have a “flashback” to something in
the past where you did something small, such as
buying a healing potion or other gear, learning
information, or casting a ritual spell.

U SING I NSPIRATION
To use Inspiration, the character calls on one of
their five personal characteristics. The
characteristic should be relevant to the current
situation, ideally motivating the action the
character is taking at the time.
It’s up to the player how connected their
chosen characteristic is to the scene – the DM
can’t deny their use of Inspiration. That said,
players should be encouraged to portray
something about their character, whether it’s a
silly one-liner, yelling something dramatic, or
revealing something about their character’s
backstory.
When a characteristic is called on, put a mark
next to it. It cannot be called on again until it is
renewed. A maximum of three characteristics
can be marked at any given time.

CHAPTER 5: INSPIRATION
10
C HAPTER 6: G AINING E XPERIENCE

I
NSTEAD OF GAINING XP FROM encounters the characteristic significantly and permanently
and killing monsters, XP is awarded changing, representing character growth.
for acting on personal characteristics and Alternatively, a character might gain a new
completing goals. The system described characteristic in a dramatic way, in which case a
in this chapter replaces all other sources of XP. characteristic that is no longer relevant can be
replaced with the new one. A characteristic
P ERSONAL gained in this way cannot change until it earns
the character XP at least once more.
C HARACTERISTICS Deadly. Because of the characteristic, the
character attempted to achieve something larger
Personal characteristics are the personality than any individual agenda. They did so for
traits, bond, ideal and flaw that each character more than personal gain, and gravely risked
has. These characteristics are a way for players their life or sacrificed something to do it.
to tell the group what they are interested in, and Succeed or fail, at least one characteristic
would like to be rewarded for in the game. changes as a result, either because they had a
revelation or became scarred.
W RITING C HARACTERISTICS
Each player character can have up to five Equivalent Encounter Experience
characteristics: one personality trait, one bond, Average Party Level Easy Medium Hard Deadly
one ideal, one flaw, and a fifth characteristic of 1st 25 50 75 100
any type. These characteristics can be selected 2nd 50 100 150 200
from the usual tables during character creation, 3rd 75 150 225 400
but should be customized as the characters 4th 125 250 375 500
change during play. Any number of 5th 250 500 750 1,100
characteristics can be changed between 6th 300 600 900 1,400
sessions, to better reflect the character. 7th 350 750 1,100 1,700
8th 450 900 1,400 2,100
You should be able to imagine at least one way
9th 550 1,100 1,600 2,400
in which each of your characteristics might 10th 600 1,200 1,900 2,800
come up in play. If you can’t, rewrite the 11th 800 1,600 2,400 3,600
characteristic until you can. 12th 1,000 2,000 3,000 4,500
13th 1,100 2,200 3,400 5,100
E ARNING XP 14th
15th
1,250
1,400
2,500
2,800
3,800
4,300
5,700
6,400
At the end of each session, the group discusses 16th 1,600 3,200 4,800 7,200
the characteristics of each character, and 17th 2,000 3,900 5,900 8,800
chooses up to one characteristic per character 18th 2,100 4,200 6,300 9,500
that earned the most XP during play, using the 19th 2,400 4,900 7,300 10,900
following guidelines (the DM has the final say). 20th 2,800 5,700 8,500 12,700
The amount of XP earned is based on the party’s
average level, and equals 2 times the XP listed in
the Equivalent Encounter Experience table, T HE P AR TY G OAL
corresponding to one of the four difficulties The party has one party goal at a time, decided
described below. as a group at the start of each session. Some
Easy. The player acted on or roleplayed the goals may take multiple sessions to complete.
characteristic in a genuine, interesting, or The party goal might be a quest given to them by
entertaining manner. an NPC, or a goal they’ve given themselves.
Medium. The characteristic caused the character Whatever it is, it’s something that the party is
to change the decisions or actions of other working towards as a group.
creatures. Examples include speeches, strong Working towards the Party Goal. If the party
leadership, or desperate decisions causing other works towards the party goal but does not
creatures to change their worldview, complete it by the end of the session, all
relationships, or desire to fight. characters gain the XP listed in the Equivalent
Hard. The characteristic is resolved or changed Encounter Experience table based on how
in a dramatic way. This might involve a personal difficult the progress was in that particular
goal or bond being accomplished (or failing), or session.

CHAPTER 6: GAINING EXPERIENCE


11
Completing the Party Goal. If the party characteristic, they can be awarded XP in the
successfully completes the party goal by the end same way as any other personal characteristic.
of a session, each character gains 2 times the XP Examples of madness include the effects on
listed in the Equivalent Encounter Experience the Long-Term and Indefinite Madness tables in
table, based on how difficult the goal was the DMG. Examples of magic effects that might
overall. create a new characteristic are the Suggestion
spell, being charmed by a sentient magic item,
E XPECTED XP R ATE or being possessed by a ghost. As a
counter-example, the Command spell is not
In order to align expectations, it is a good idea to significant enough to create a new
have all players (including the DM) on the same characteristic.
page when it comes to how frequently XP is At the DM’s discretion, depending on the
earned. strength of the madness or magic and if there
For a similar rate of leveling up to the normal are any conflicting characteristics, the DM may
XP rules, use the following guidelines for XP also disable XP rewards for some or all of the
from personal characteristics: PC’s other characteristics until the new
Easy XP should be easily achievable by any characteristic is resolved.
player who participated genuinely in the session.
Note that roleplaying in third-person (describing P ROMISES & C ONTRACTS
their character’s actions) is just as valid as Promises that PCs make to NPCs or other PCs
first-person (acting). can make good bonds. Unlike other bonds,
Medium XP is also attainable every session, promises may be something that the PC comes
but only by characters who caused something to to regret, but feel they cannot remove.
happen in the session that wouldn’t have Similarly, contracts the PC makes with other
happened otherwise. creatures can force a characteristic on the PC
Hard XP should not happen every session. It that they cannot remove until the contract is
requires a character clearly undergoing change, fulfilled. This provides a mechanical way to
which usually requires at least a few scenes in represent contracts, and can be especially useful
the spotlight. Note that depending on the pace of when a PC makes a deal with otherworldly
the campaign, characters might grow at a faster creatures, such as devils.
rate than would be “realistic” in real life. If the
world can be saved in a month, then fictional
characters should undergo multiple
life-changing events within the same time period.
Melodrama is usually more fun than realism.
Deadly XP will usually align with the end of a
story arc, or with a tragic twist in the story. It’s
possible for a particularly selfless hero to earn
Deadly XP at the same rate as Hard XP, though
they may not survive as long as other PCs.

VARIANT R ULE : M AGIC ,


M ADNESS & P ROMISES
Particularly strong external effects, whether
magical, social or emotional, offer the players an
opportunity for their characters to have
characteristics that originate from outside their
character, providing pressures that the
character may actually chafe against. Some
examples are provided below.

M AGIC & M ADNESS


Whenever a PC is driven mad or magically
charmed into doing something, the effect can be
mechanically represented as a new personal
characteristic, temporarily replacing another
characteristic. If the player roleplays their new

CHAPTER 6: GAINING EXPERIENCE


12
C HAPTER 7: R ENOWN

W
HILE THE DEFAULT R ENOWN SYSTEM
contains good ideas, the rewards
G AINING R ENOWN
for the ranks are often too vague, too Whenever you complete a quest, a
niche, or just generally unsatisfying. It dungeon-delve, or some other significant
also requires a lot of work to create ranks and encounter, the DM will consider the
rewards for non-default factions or communities. ramifications of your actions on the affected
These rules aim to make renown simpler and factions and communities, and choose how your
more meaningful. renown is affected based on the examples below:
• If the faction or community appreciates (or
disapproves of) your actions, gain (or lose) 1
T RACKING R ENOWN Renown with them.
Renown is tracked separately for each faction • If your actions directly saved (or hurt) a
(such as the Harpers) or community (such as a member or small group of the faction or
town or kingdom), and ranges from -5 to +5. community (such as their life or livelihood),
Renown starts at 0. Renown can only go up or gain (lose) 2 Renown instead.
down if news of your actions could have • If your actions directly saved (or hurt) a
reasonably been heard and believed by a significant portion of the faction or community,
significant portion of the faction or community, or significantly progresses (or damages) the
at the DM’s discretion. If in doubt, assume that agenda of the faction, gain (lose) 3 Renown
it takes a week for news to spread, and that true instead.
news is always believed. If both a positive and negative outcome occur,
add both numbers together and change your
B ENEFITS OF R ENOWN Renown by the net result.

When speaking with people from a faction or


community who know of you, add your Renown
M AINTAINING R ENOWN
(whether negative or positive) to all Charisma Roughly once every 2 months, factions or
checks. communities you have more than 2 (or less than
-2) Renown with slowly tend towards 0.
Maintaining positive relationships costs gold,
F ICTIONAL P OSITIONING representing your continuing support of the
Renown also acts as a way to track how famous community or faction. Similarly, maintaining
you are becoming, and how well known or negative relationships can earn you gold,
recognizable you are. Even if no Charisma check representing you benefiting from their
is rolled, Renown can inform the fiction and misfortune. The amount of gold depends on the
what creatures initially know about you. size of the community or faction, and either your
However, note that Renown does not affect the ability to profit off them or their expectations of
starting attitude of creatures, which depends on you. The DM will tell you the gold amount, using
the creatures’ personality and personal the Maintaining Renown table as a guideline.
circumstances. Interactions should still be If a faction or community is entirely cut off
resolved normally, with roleplaying informing from you, such as on another plane of existence,
whether the creatures’ starting attitude moves you cannot maintain the relationship.
up or down (or stays the same) before rolling any One relationship above 2 Renown can be
Charisma checks. See p.244 of the DMG for maintained without costing gold. For each
more details, and the DCs to convince creatures Renown above 2 (or below -2) not maintained, it
depending on their attitude. moves by 1 towards 2 (or -2).

Maintaining Renown
O VERLAPPING A LLEGIANCES Size Gold Spent (or Earned)
If the people you are speaking with are members Gang or Village 2× Renown × character level
of multiple communities or factions that you Town or Clan 4× Renown × character level
Faction 6× Renown × character level
have Renown with, the DM determines the one
City 8× Renown × character level
that is most relevant to the current conversation,
Kingdom 10 × Renown × character level
and only that Renown modifier applies for that
conversation.

CHAPTER 7: RENOWN
13
C HAPTER 8: T RAVELLING

T
T HE EXPLORATION PILLAR SUFFERS FROM from a long rest and they expend one Hit Die. If
vague rules that require too much a character has no remaining Hit Dice, they
work from the DM, and little player instead gain a level of exhaustion. This is the
involvement. The rules presented here main time-tracking mechanism, incentivizing the
create a streamlined process for handling travel, party to spend as little time between safe
with the following design goals in mind: locations as possible.
The wild is dangerous, but profitable. The wild
should pose a serious risk. This risk also makes Recovering from exhaustion
the wild profitable, as few people are willing to These rules increase the frequency of gaining exhaustion,
face its challenges to garner its rewards. and make it harder to get rid of when using normal rest
Player choice. Players should have meaningful rules. As a counterweight, use the following rule: If you live
choices to make each time they travel. If the a wealthy lifestyle or higher for the duration of a long rest
(costing at least 4 gp per day), you recover one additional
players end up repeating the same choices every level of exhaustion. This rule works especially well when
time, then they aren’t real choices. using the Gritty Realism rest rules.
Minimal prep work. The DM already has a high
workload preparing and running the rest of the
game. The exploration pillar provides an S TEPS FOR T RAVEL
opportunity for content to be generated on the Each day the party travels through a region, the
fly. This also lets the DM join the players in the players perform the following steps:
discovery process – the whole group gets to be Step 1. Plot the direction or ideal route the
surprised by what happens, not just the players. party would like to take (or choose to track a
Minimal book-keeping. Time and resources creature, or generally explore an area).
should only be tracked if they have meaningful Step 2. Determine how many hexes the party
and interesting narrative consequences. can traverse that day, taking into account their
More than just combat. Random encounters travel pace and any vehicles.
should be non-combat scenarios just as often as Step 3. Each character chooses one of the
they are combat, and the party should following activities to perform while travelling:
frequently have the ability to avoid encounters or navigate, search, forage, utilize vehicle, on
resolve them in unorthodox ways if they wish. watch, support, motivate, chronicle, or craft.
Step 4. While the players are choosing their
U SING A M AP activities, the DM rolls on the Random
Encounter table and prepares the encounter. If
These rules assume that the group is using a
map, and that the map can be divided into hexes it’s an Environment Hazard, introduce it after
that are each 5-6 miles across. Each hex the players have picked their activities but
contains one of the following environments: before the DCs are determined.
Step 5. The characters resolve their activities,
Environment Types. Roads, Grassland, Coastal,
roleplaying a day of travel.
Desert, Arctic, Underdark, Swamp, Hills, Forest,
Step 6. If an encounter was rolled and it wasn’t
Mountains, Water, Urban.
a Hazard, the DM introduces it.
Cities. Any location in a city can usually be
reached within one day, but getting lost and U NCER TAIN STOPS
completing activities is still possible. The
The party’s route might involve multiple
random encounter table is modified for cities.
locations where the party intends to spend some
time. If the outcome at those locations is
T IME uncertain, and there is no guarantee that the
Travel is tracked in days and hexes. One set of party will continue travelling, perform Steps 3-6
rolls is made per day, and a number of hexes only for the travel done before the first uncertain
will be traversed per day depending on the location. If the party does continue travelling
environment and travel pace. that day, the only activity that is repeated is
Navigate.
S LEEPING IN THE WILD
Whenever a character sleeps in the wilderness T RAVEL D ISTANCE
(i.e. somewhere temporary like a cave, tent or The party can reasonably travel for 8 hours each
other squalid conditions), they cannot benefit day. The number of hexes traversed depends on

CHAPTER 8: TRAVELLING
14
Hexes Per Day
Environment Slow Pace Normal Pace Fast Pace With a Vehicle Forced March
Roads 3 4 5 6 +1 per HD, up to +4
Grassland 3 4 5 5 +1 per HD, up to +4
Coastal 3 4 5 5 +1 per HD, up to +4
Desert 3 4 5 5 +1 per HD, up to +4
Arctic 3 4 5 5 +1 per HD, up to +4
Underdark 3 4 5 5 +1 per HD, up to +4
Swamp 2 3 4 4 +1 per HD, up to +3
Hills 2 3 4 4 +1 per HD, up to +3
Forest 1 2 3 2 +1 per HD, up to +2
Mountains 0 (1 if there’s a path) 1 (2) 2 (3) 0 (2) +1 per HD, up to +1 (+2)
Water 0 1 2 4 +1 per HD, up to +1
Air N/A N/A N/A 6 N/A

Activity DCs
Environment Navigate Search Forage Utilize Vehicle Ink Potion Poison Protection Weapon
Roads 0 15 10 10 20 20 20 15 15
Grassland 10 15 5 15 15 15 15 15 15
Coastal 0 10 10 20 10 15 10 15 15
Desert 20 15 25 20 20 20 15 20 20
Arctic 20 10 20 20 15 20 20 20 15
Underdark 15 20 15 10 10 15 10 15 20
Swamp 10 10 10 20 10 10 10 15 15
Hills 15 15 10 15 20 15 15 10 10
Forest 15 15 5 25 15 10 10 10 10
Mountains 20 20 20 30 20 20 20 15 15
Mountain path 10 20 20 15 20 20 20 20 20
Water 15 25 15 20 10 10 10 20 20
Urban 15 20 N/A N/A 25 25 25 25 25
In the air 0 N/A N/A 15 N/A N/A N/A N/A N/A
Magical influences +/-5 +/-5 +/-5 +/-5 +/-5 +/-5 +/-5 +/-5 +/-5
Slow pace -5 -5 -5 -5 -5 -5 -5 -5 -5
Fast pace +5 +5 +5 +5 +5 +5 +5 +5 +5
Lightly obscured +5 +5 +5 +0 +5 +5 +5 +5 +5
Heavily obscured +10 +10 +10 +5 +10 +10 +10 +10 +10

the environment, outlined in the Hexes Per Day Forced March. If the party wants to traverse
table. These numbers assume that the party more hexes and/or don’t want to travel quickly,
possesses any appropriate gear, such as snow they can instead commit to a normal pace for up
shoes or mountaineering equipment. If the party to 16 hours in a single day, instead of the
would be moving through multiple environments, normal 8. Each additional hex costs each
use the proportional average (rounding down). character 1 Hit Die, or one level of exhaustion. A
Travel Pace. Each day the party travels on foot, forced march can at most double the hexes that
they choose whether to travel at a slow, normal, would be travelled at a normal pace.
or fast pace, or to undergo a forced march. This Stealth. Travelling undetected relies on spotting
adjusts the number of hexes they traverse, and threats before they spot you. Travel pace affects
affects Activity DCs like navigation. If some a character’s effectiveness at being On Watch.
party members are travelling at different speeds, Rotating Shifts. If the party is travelling on a
use the slowest speed among the party. vehicle large enough for them to rest, and the
Vehicles and Mounts. A vehicle (including creatures operating the vehicle can change at
mounts) might allow the party to traverse more least every 8 hours, the party can travel all day
hexes in a day. Not all vehicles are applicable in and move up to 4 times as far. This usually
all environments however, and skillful utilization requires a driver or captain handing control to
of the vehicle might be required to move further someone else, and might require changing the
than a fast pace on foot would. For example, horses on a carriage, a team of oarsmen,
carriages are likely only usable on roads, and workers in a boiler room, or spellcasters running
most vehicles will not be any faster than walking a magic vehicle. By default, a vehicle capable of
in forests or mountains. rotating shifts can only move at a normal pace.

CHAPTER 8: TRAVELLING
15
A CTIVITIES W HILE F ORAGE
You forage for food and water. The DC is
T RAVELLING determined by the environment the party is in
and any relevant modifiers, as described in the
This section outlines the activities that a
Activity DCs table. On a success, you find
character can perform while travelling. Each
enough food and water to feed the PCs for the
character can perform one activity per day
day. If you beat the DC by 10+, you also find
(except for Rangers, who can perform two).
enough for the PCs’ mounts and close
Environment. If any DCs change depending on companions. Each unfed creature consumes 5
the environment, use the most common sp worth of rations for the day or loses 1 Hit Die.
environment that the party is travelling through. If they have no remaining Hit Dice, or don’t eat
Multiple characters. If multiple characters or drink for a number of days equal to their
perform the same activity, each character rolls Constitution modifier, they gain a level of
as normal and only the highest result is used. exhaustion.
Example Proficiencies. Intelligence or Wisdom
N AVIGATE (Survival or Nature).
You navigate the wilderness, aiming to keep
track of where you are and not get lost. Don’t track rations – just track water
The DC is determined by the environment the Water is heavier and more vital than rations. 10 pounds of
party is travelling through and any relevant water is required each day, compared to 2 pounds of food,
modifiers, as described in the Activity DCs table. and a few days without water can be deadly. Additionally,
goodberries do not provide hydration.
On a success, the party follows the planned Assume that the party can travel with 2 days worth of
route and/or doesn’t get lost. On a failure, the water per person. If they have a vehicle (or mount) carrying
party is lost. a barrel of water, the party has a week’s worth of water.
If the DC is 0 or less, the party cannot get lost This rule-of-thumb is enough to make foraging both simpler
(and therefore a navigator is not required). and more important.
Example Proficiencies. Wisdom (Survival),
Intelligence (Navigator’s Tools). U TILIZE V EHICLE
Becoming Lost. If the party becomes lost, draw Whether its skillful control, tender caring of
a square on the map with the party’s starting animals, or clever adjustments or repairs,
location in one corner and each side length vehicles and mounts can be pushed to travel
equal to the number of hexes the party faster.
traversed, covering the hexes the party could The DC to utilize a vehicle (or mount) in this
theoretically be in. The DM then secretly way is determined by the environment the party
chooses or randomly decides which hex within is in and any relevant modifiers, as described in
the square the party is in. The DM tells the the Activity DCs table. On a success, the vehicle
party what environment they’re in and describes (or mount) can move one more hex that day, and
any landmarks in the hex, but doesn’t give them you have advantage on any checks or saving
any more information than that. It’s up to the throws made to control the vehicle (or mount).
party to solve their predicament! Example Proficiencies. Dexterity, Intelligence or
Wisdom (Vehicle (Land or Water)), Wisdom
S EARCH (Animal Handling), Strength or Intelligence
You are tracking a creature or searching for (Carpenter’s Tools or Smith’s Tools), Intelligence
something. Regardless of what you are (Tinker’s Tools).
searching for, calculate the DC using the Activity O N WATCH
DCs table, based on the environment the party
You vigilantly keep a look out for creatures and
is in and any other relevant factors. On a
hazards. You have a chance to spot other
success, choose one of the following:
creatures before they spot the party, with a
• You find what you are looking for, if it is in the
contested Wisdom (Perception) check. If the
hexes the party traversed through. party is travelling at a slow pace, add 5 to your
• Roll d10+10, and choose whether to replace
result. Subtract 5 if the party is moving at a fast
the DM’s Random Encounter roll for the day pace. Spotting creatures early can allow the
with the new roll (without knowing what the party to move stealthy past them using normal
DM rolled). If an Environment Hazard has stealth rules, if they wish to.
already been introduced, the roll would be in You also have a chance to spot some
addition to the Hazard, instead of replacing it. Environment Hazards more quickly, using the
Example Proficiencies. Intelligence or Wisdom environment’s Search DC.
(Survival, Investigation or Perception). Example Proficiencies. Wisdom (Perception).

CHAPTER 8: TRAVELLING
16
S UPPOR T Potion of Healing. You find ingredients and
You help the party handle the wilderness with create a potion of healing. Roll Intelligence or
supporting tasks like preparing meals or alcohol, Wisdom (Herbalism kit, Alchemist’s supplies or
tending to injuries, or repairing shoes or gear. Poisoner’s kit).
The DC is 10 + the average party level. On a Poison. You find ingredients and create a mild
success, the party does not lose a Hit Die for poison. It is an ingestion or injury poison, and
sleeping in the wild that day. causes the target to become poisoned for an
Applicable Proficiencies. Intelligence or Wisdom hour if they fail a DC 15 Constitution Saving
(Medicine, Cook’s Utensils or Brewer’s Supplies), Throw. Roll Intelligence or Wisdom (Brewer’s
Intelligence or Strength (Cobbler’s Tools), supplies, Cook’s utensils, Herbalism kit,
Intelligence or Dexterity (Weaver’s Tools). Alchemist’s supplies or Poisoner’s kit).
Temporary Protection. You find materials and
M OTIVATE craft a makeshift piece of protective equipment.
You motivate the party to keep the pace up by It provides +2 AC for up to 7 days until it
playing music, coaching, persuading or prevents an attack that would otherwise hit the
intimidating the party. wearer. Roll Strength or Wisdom (Woodcarver’s
The DC is 5 + the average party level. On a tools, Carpenter’s tools, Leatherworker’s tools,
success, the party lose d4 less Hit Dice from a Cobbler’s tools, Potter’s tools or Weaver’s tools).
Forced March, or can move an extra hex if they Sharpened Weapon. You find strange wood, a
are not moving on a vehicle or Forced March. high-quality whetstone, or something similarly
Example Proficiencies. Charisma (Persuasion), appropriate. With the materials you craft or
Strength or Charisma (Intimidate or Athletics), sharpen a weapon. It deals +5 damage the first
Wisdom or Charisma (Musical Instrument). time it hits. Roll Dexterity or Wisdom (Mason’s
tools, Smith’s tools, Tinker’s tools, Jeweler’s
C HRONICLE tools, Woodcarver’s tools or Carpenter’s tools).
You chronicle the party’s journey, creating a Special material. At the DM’s discretion, you
record such as drawings, songs, poems, a can also gather materials to craft other things,
journal, or maps. Any chronicle you create has a though some may take longer than a day to
set amount of value, either in gold pieces or make or require more materials.
services. For example you could recount the
chronicle at taverns for free food and beds, or
sell copies of the work to a library or guild.
R ANDOM E NCOUNTERS
Roll an ability check with one of the skills or Each day of travel, the DM rolls a d20 on the
toolkits below that you are proficient with. The Random Encounter table. In a city, roll d6+7.
chronicle has a gp value equal to the result. The Random Encounters
value is doubled if you discover a new location or d20 Encounter
creature in the area. 1 A large-scale event occurs, affecting an entire hex.
If you roll above the environment’s navigation 2-10 No random encounter.
DC, the party can travel the same route without 11-12 The DM rolls on the Unexpected Humanoids table.
making a navigation check in future. This 13-14 The DM rolls on the Environment Hazard table.
includes backtracking if you become lost. 15-16 The DM rolls on the Monuments And Weird Locales
Example Proficiencies. Intelligence (History, table. Can optionally include treasure, but not
Performance, Musical Instrument, Forgery Kit or without traps, hazards, or creatures from the
relevant environment encounter table.
Cartographer’s tools), Intelligence or Dexterity
17-19 The DM rolls on the relevant environment encounter
(Calligrapher’s supplies or Painter’s supplies).
table. 25% chance of the encounter happening while
C RAFT (M ULTIPLE ) the party is resting.
20 A lair or stronghold. It likely contains lair effects and
Each day, you gather materials from the a treasure hoard. The DM chooses what creatures
environment and craft one of the following, occupy it from the relevant environment encounter
depending on the toolkit you use. The DCs are table, and whether the party encounters regional
presented in the Activity DC table. effects while performing their activities.
Magic Ink. You find a faintly magical liquid in a
plant or carcass, and either scribe a cantrip or If a large-scale event occurs, the party can
1st level spell you know, or create a letter or change route, avoiding that hex but delaying
artwork that causes the first viewer to be under their travel by at least one hex (perhaps more, if
the effect of the Suggestion spell. Roll the hex is a bridge or mountain pass). Examples
Intelligence or Wisdom (Painter’s supplies, of large-scale events include an army marching
Calligrapher’s supplies, Cartographer’s tools or or camping or fighting, or a dragon searching for
Forgery kit). prey, a festival, or supernatural event.

CHAPTER 8: TRAVELLING
17
Monuments and Weird Locales (The DM chooses from either column)
d20 Monuments Weird Locales Magical Phenomena (TCE)
1-2 Sealed burial mound or pyramid Wild magic zone (roll on the Wild Magic Enchanted Springs
Surge table whenever a spell is cast)
3 Plundered burial mound or pyramid Dead magic zone (similar to anti-magic field) Enchanted Springs
4 Faces or statues carved into a cliff Boulder carved with talking faces Enchanted Springs
5 Recent obelisk etched with a warning River ferry guided by a skeletal captain Magic Mushrooms
6-7 Recent obelisk etched with historical lore, a Giant crystal shard protruding from the Magic Mushrooms
dedication, or religious iconography ground
8 Ruined or toppled obelisk, possibly haunted Permanent portal to another plane Magic Mushrooms
9 Recent statue of a person or deity, perhaps Battlefield where lingering fog occasionally Mimic Colonies
vandalized assumes humanoid forms
10 Ancient home built for Large creatures Haunted hill or barrow mound Mimic Colonies
11-12 Ruins of a settlement Ancient tree containing a trapped spirit Mimic Colonies
13 Ruins of an ancient temple Wrecked ship, perhaps nowhere near water Primal Fruit
14-15 Ruins of a stone tower Wishing well Primal Fruit
16 Great stone wall with tower fortifications Crystal cave that mystically answers Primal Fruit
spaced at one-mile intervals questions
17 A strange fountain Field of petrified soldiers or other creatures Unearthly Roads
18 Recent circle of standing stones Forest of petrified or awakened trees Unearthly Roads
19 Ruined or toppled circle of standing stones Canyon containing a dragon graveyard Unearthly Roads
20 Magic totem pole Floating earth mote with a tower on it Unearthly Roads

Unexpected Humanoids E NVIRONMENT E NCOUNTERS


d6 Encounter
1 Bandits, assassins, or other creatures surround,
If a random environment encounter happens,
threaten, and/or ambush the party. Use the Urban the DM either rolls a d100 or chooses an
Encounter tables on p.110-112 of XGE if in doubt. encounter on the relevant environment table
2 The party sees bandits or other creatures attacking a (p.92-112 of XGE), using the environment of one
caravan, homestead, settlement, or other group. Use of the hexes that the party is travelling through
an Urban Encounter if in doubt. that day.
3 Another group of adventurers is travelling through the On a road or river, use the encounter tables
region, perhaps on the same quest, or a quest the that match the surrounding environment.
party declined. When imagining the terrain surrounding a
4 A rider travels with news, either for a town, a leader, random encounter, consider adding a random
or specifically for the party.
monument or weird locale sometimes.
5 An experienced merchant, nomad or hermit has
specialty goods for sale at half their normal value, such
Variant rule: Far from home
as poisons, silver or adamantine weapons, gnomish
The further from civilization the party is, the more
contraptions, or uncommon beasts.
dangerous the wilderness becomes. When rolling on an
6 An experienced spellcaster, perhaps travelling or living environment encounter table, add +5 for each hex
in isolation, has spell scrolls and magic items for sale between the current hex and the nearest town. If the result
at half their normal value. If in doubt, use the “Buying exceeds 100, use the table for the next tier of party level.
a Magic Item" downtime rules on p.126 of XGE. To
simplify it, roll 4 items on Table F on p.146 of the DMG.
Reaction Roll
d20 Encounter
Environment Hazard 1 The creature(s) immediately attack the party, acting
d6 1-2 3-4 5-6 in a crazed or strange way with no regard for their
Roads Storm Flash Flood Nothing own safety.
Grassland Flash Flood Wide River Insect Swarm 2-6 The creature(s) are hostile towards the party, and
Coastal Storm Flash Flood Wide River look for a good moment to attack.
Desert Heat Wave Heat Wave Quicksand 7-12 The creature(s) are unfriendly towards the party, and
Arctic Cold Snap Blizzard Rock Slide will attack if provoked or tempted.
Underdark Rock Slide Wide Canyon Razorvine 13-16 The creature(s) are indifferent towards the party,
Swamp Quicksand Insect Swarm Razorvine perhaps curious, or ignoring them entirely.
Hills Storm Rock Slide Wide River 17-19 The creature(s) are friendly towards the party, and
Forest Quicksand Insect Swarm Razorvine maybe curious or welcoming.
Mountains Blizzard Rock Slide Wide Canyon 20 If sapient, the creature(s) fall to their knees, praising
On water Heat Wave Storm Storm the party for saving them, or for fulfilling a prophecy.
In the air Cold Snap Storm Storm Otherwise the creature(s) act like domesticated
Urban Storm Flash Flood Nothing animals owned by the party.

CHAPTER 8: TRAVELLING
18
R EACTION R OLL Wide River or Canyon. Halfway through the
If an encounter involves creatures the party day’s most common environment, a wide river or
hasn’t met before, the DM either chooses or rolls canyon blocks the party’s route. It is 4d4 ×5 feet
on the Reaction Roll table to see how those wide. If it’s a river, it’s d6 ×5 feet deep at its
creatures react to the party. deepest and fast-moving. If it’s a canyon, it’s d6
Monster Desires. Reaction rolls can be used in ×50 feet deep. The party either thinks of a way
conjunction with the Parleying With Monsters to get across, or spends two hexes of travel
rules in TCE (p.148), to determine what the finding a bridge or narrow part of the river or
creatures are interested in. canyon. Swimming across a river is possible, but
requires a DC 15 Strength (Athletics) check to
not gain a level of exhaustion.
Variant rule: Renown
If you are using the custom Renown rules, consider Quicksand. A 10 feet deep area of sand or mud
modifying the d20 reaction roll with any relevant renown beneath the party becomes churned up by the
score, if one exists. If the result is above 20 or below 1, one party’s movement, becoming liquefied. If a
of the creatures personally knows a party member. character is On Watch and succeeds against the
environment’s Search DC, they spot what’s
happening and can stop half the party from
E NVIRONMENT H AZARDS moving onto the quicksand.
A variety of dilemmas can come up while Any creatures in the quicksand start partially
travelling, just from the environment alone. The submerged, and will be fully submerged in 1 (if
Environment Hazard table outlines some they’re Small), 2 (Medium) or 3 (Large) rounds.
possibilities for each type of environment, They can make it to the edge with an action and
though many others could be applicable. a successful Strength check (no proficiency). The
DC is 10 + 5 for each previous turn the creature
W EATHER has had while submerged.
Strong weather might change the environment If a creature out of the quicksand spends their
enough in a hex to change which hazards are action pulling a creature out, the DC is 5 lower,
possible. For example, a cold snap or blizzard though the target creature is d2 × 5 feet from
might be possible in any environment if it is the closest edge and may be difficult to reach.
winter. Creatures who become fully submerged can
eventually be pulled out by others, but they are
R EGIONAL E FFECTS at 0 hit points (and stabilized). Some vehicles
The regional effects near the lairs of powerful can also be pulled out with time and effort, but
creatures can be treated as Environment simple wooden vehicles are destroyed.
Hazards that either replace the Random Flash Flood. Several hours of pouring rain cause
Encounter roll, or occur in addition to the roll. a flash flood in the area. Fast-moving water 5
At least one regional effect should occur before feet deep rushes through an area for several
the party reaches a lair. minutes, destroying topsoil, plants, vehicles, and
maybe even trees. Each creature has one turn to
L IST OF H AZARDS react (in any order) before the water hits them. If
The rules for each type of hazard are outlined a character is On Watch and succeeds against
below. Some just require saving throws, while the environment’s Search DC, they can warn the
others are open-ended puzzles. party and give everyone an additional turn.
Rock Slide. Nearby rocks, dirt or snow come Each creature hit by the flood must make a DC
loose and roll down towards the party. Each 20 Strength Saving Throw, or be swept d6 ×100
creature makes a DC 15 Dexterity Saving Throw feet away and drop to 0 hit points. By default,
or is knocked unconscious momentarily, gaining high ground can be found 40+(d10 ×10) feet
a level of exhaustion upon waking. If a character away from any given character (roll separately
is On Watch and succeeds against the for each character). High-ground includes large
environment’s Search DC, they can warn the trees, hills, and buildings.
party and give everyone advantage on the save. Razorvine. The party’s route is covered in
Insect Swarm. A swarm of insects moves Razorvine, a magical, malignant, malicious weed
through the party. Each creature makes a DC that is known for appearing one day and
15 Constitution Saving Throw or gains a level of disappearing the next. All Activity DCs (except
exhaustion. If a character is On Watch and Craft Poison) are increased by 5 for the day, and
succeeds against the environment’s Search DC, each creature loses half their current Hit Dice,
they can warn the party and give everyone or a quarter if a character is successfully
advantage on the save. Supporting the party (minimum of one).

CHAPTER 8: TRAVELLING
19
Storm. Strong winds and rain heavily obscure A CTIVITY DC S
everything for the day. Creatures either find • Navigate
cover and make no progress that day, or risk the • Search
storm. Any creatures that don’t find cover (such • Forage
as a building or cave) can’t gain the benefits of • Utilize Vehicle
short rests, and they make a DC 15 Constitution • Craft Magic Ink, Potion of Healing, Poison,
Saving Throw. On a failure, they either lose a Temporary Protection, and Sharpened Weapon
Hit Die or gain a level of exhaustion. Water and
air ships that don’t find safety require the E NVIRONMENT E NCOUNTERS
captain to make a DC 10 Intelligence or Wisdom A table of creatures the party might encounter,
(Vehicle (Water or Air)) check, or the ship begins appropriate for their tier of play. A d6 table is
to sink or crash. likely enough to start with, and then later
Eldritch Storms. If appropriate, the storm can replacing any creatures that the party
be flavored using the descriptions in TCE encounters with new options.
(p.163): Flaywind, Flame Storm, Necrotic
Tempest, Thrym’s Howl. E NVIRONMENT H AZARDS
1-3 potential hazards in the environment, using
Blizzard. Freezing winds and snow heavily either the hazards listed here or new hazards.
obscure everything for the day. Creatures either On other planes, the effects presented in the
find cover and make no progress that day, or DMG can make good hazards. Examples include
risk the blizzard to perform their activities and Psychic Wind, Psychic Dissonance, Ether
travel half the normal number of hexes. Any Cyclones, Shadowfell Despair, and Mad Winds.
creatures that don’t find cover (such as a
building or cave) can’t gain the benefits of short S PECIALIZED F OCUS
rests. Creatures with resistance to cold damage If a campaign will be focused in a particular
or in cold weather gear make a DC 15 environment, specialized encounter tables and
Constitution Saving Throw or gain a level of hazards might be available in other resources.
exhaustion. Creatures without appropriate For example:
protection drop to 0 hit points.
• Sailing on the sea: see Ghosts of Saltmarsh
Cold Snap. The temperature drops incredibly low • Jungle: see Tomb of Annihilation
for several hours. Creatures with resistance to • A cursed land: see Curse of Strahd
cold damage or in cold weather gear make a DC • The Underdark: see Out of the Abyss
15 Constitution Saving Throw or gain a level of • A city: see Waterdeep Dragon Heist
exhaustion. Creatures without appropriate • A post-apocalypse or hellscape: see Descent
protection drop to 0 hit points. into Avernus
Heat Wave. The temperature becomes
unbearably hot for several hours. Creatures with
resistance to fire damage or with no armor on
make a DC 15 Constitution Saving Throw or D OWNTIME
gain a level of exhaustion. Creatures in armor
who don’t have resistance or immunity to fire T RAVELLING
damage drop to 0 hit points. Player characters can travel during downtime
without risking random encounters or
attempting activities. However unless they are
C USTOM travelling on a road (or aboard a passenger ship),
they can only travel through hexes they have
E NVIRONMENTS previously travelled through, and must travel at
If the party will be travelling in an environment a slow pace in order to avoid trouble.
not represented here, such as another plane,
you can create statistics for that environment by A CTIVITIES
filling in the following information: With a week of downtime, a PC can successfully
complete one of the following Activities without
H EXES P ER D AY risk (assuming they meet any proficiency
• Normal Pace (default 4) requirements):
• Search the area, at the DM’s discretion.
• Slow Pace (Normal Pace -1)
• Chronicle the goings-on in the area for a week.
• Fast Pace (Normal Pace +1)
• Craft one of the listed items. Special materials
• Forced March (Normal Pace ×2)
• With a Vehicle (depends, or Normal Pace +1) are still at the DM’s discretion.

CHAPTER 8: TRAVELLING
20

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